ARMIPS Module - Infinite COs 1.2

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Xenesis
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ARMIPS Module - Infinite COs 1.2

Post by Xenesis » Tue Jul 08, 2014 11:23 pm

So, I got bored and decided to actually release the durn thing.

So, important things:
Infinite COs ArmIPS Pack (2 mb)
GitHUB Repository
IPS Patch for People who want to play (1.5 mb)
Sturms.PNG
Sturms.PNG (12.47 KiB) Viewed 2104 times
So What Is it?
Infinite COs is a modification of the AW2 code to support up to 255 COs, with all the hacky back end code work done for you to use.

It's designed to be fairly modular from a hacking perspective - I'm using it myself to work on things like AW Project.

What's Included
Additional COs from AW1, AW Dual Strike, Super Famicom Wars and a few silly Custom COs.
A few sample songs using x0_000's marvellous Sappy ripper
Map Headers and a sample map file or two to play with inserting your own
Main Menu Quick-skip hack

Hack List
This isn't really comprehensive, but should give you an idea of what is doable and around
Alternate Firepower, Defence, Terrain Defence, etc. support
Multi-day weather support
Custom CO Power (Meteor Strikes, etc) support
Meteor-Strike type power expansions
Mass Damage type power expansions
Day-Start item support (WIP)
Text Table expansion
What is Required for a CO
This is a dot-pointed list of absolutely everything that needs to be added to include a CO

Game Stats:
•Update Total CO Number in Common Offsets
•Update the War Room and Vs Mode CO Select lists
•Add an AI List Entry to the AI Table
•CO Graphics & Power Table Entry
•CO Stats Entry
•CO Unit Stats List
•Add an Entry to the "Blink Check" in the Defence Display Expansion
•Update the Total Text Pointer Number and Entry

Audio:
•Music (Optional)
•CO Power Music (Optional)
•Super CO Power Music (Optional)

Graphics:
•Shared 16 Colour Palette, Colour 0 is Transparent, Colour 1 is White
•48x48 Happy Face
•48x48 Neutral Face
•48x48 Sad Face
•64x128 Full Body (Top Half)
•64x192 Full Body (Bottom Half)
•32x16 (32x12 used) Small Mugshot
•32x24 Large Mugshot
•8x96 Name

Text Table Entry:
•Name
•CO Power Name
•Super CO Power Name
•Dossier
•Daily Abilities Profile
•CO Power Profile
•Super CO Power Profile
•Victory Quote
•6x CO Power Quote

Known Bugs/Issues
Mini-face (dialogue boxes) in the campaign will be messed up, haven't ripped then recompiled every single script.
Walter doesn't play D2D Music for some reason
Walter's COP sometimes returns odd values
Ex Machina and Covering Fire still use Meteor Graphics

End
Hope you guys enjoy/get some use out of this. Post things, questions, etc. in here.

Updates
Version 1.2:
Fixed AI Profile Setting for Advance Wars 1 COs
Fixed Movement Chart Typo allowing Mechs to traverse the seas
Fixed AW2 Andy havin a WIP Daily CO Power Function test code still active
Fixed Numerical Stat mistakes for these COs:
-AW1 Sami
-AW1 Eagle
-AW1 Kanbei
-AW1 Vs Sturm
-AWDS Max
-AWDS Sami
Fixed an ARM/THUMB mode pointer error causing AWDS Olaf's SCOP to hang the game
Fixed AW1 Andy using glitched graphics on Hyper Repair animation
Fixed AWDS Eagle's AI power use rules
Fixed AWDS Andy's Powers having no effect
Fixed AWDS Eagle's Powers having no effect
Updated the CO Stat Dossier page to blink correctly for many COs
Fixed text string error for the Music On/Music Off strings resulting in window truncation

Version 1.1:
Fixed an Ex Machina and Covering Fire crashing bug
Reallocated the War Room CO select so that a larger list can be used (can select all COs for War Room now)
Fixed some text that was spilling out that I didn't realise.
Magically Fixed Walter's music (I don't know how and I'm not asking why)

Old Version
1.1
Infinite COs ArmIPS Pack (4 mb)
IPS Patch for People who want to play (2.7 mb)

1.0
Infinite COs ArmIPS Pack (4 mb)
IPS Patch for People who want to play (2.7 mb)
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

Lambda

Re: ARMIPS Module - Infinite COs 1.0

Post by Lambda » Tue Jul 08, 2014 11:38 pm

Ex Machina and Covering Fire still use Meteor Graphics
Soon !


Anyway that's fantastic work, well done.


I've done my Infinite CO code in a bit different way, I have centralised all datas about a CO in one file, which spares a lot of includes in the end, though mine is way less complete than yours.

Jezuree

Re: ARMIPS Module - Infinite COs 1.0

Post by Jezuree » Wed Jul 09, 2014 7:15 pm

Oh goodie! Does this also have your unit veterancy code?

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Xenesis
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Re: ARMIPS Module - Infinite COs 1.0

Post by Xenesis » Wed Jul 09, 2014 11:30 pm

Not at the moment, but it wouldn't be very hard to integrate it.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

Taelith

Re: ARMIPS Module - Infinite COs 1.0

Post by Taelith » Thu Jul 10, 2014 3:11 am

Awesome work! I can probably help make the co name graphics more consistent with the aw2 if you want.

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Xenesis
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Re: ARMIPS Module - Infinite COs 1.0

Post by Xenesis » Thu Jul 10, 2014 3:20 am

It's not hard to do, but I like the AWDS versions because they're easier to make up and there's more letters officially to play with.

Of course the easiest way to do it would be to figure out what the font is and apply the drop shadow/invert ourselves :P
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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Re: ARMIPS Module - Infinite COs 1.1

Post by Xenesis » Thu Jul 17, 2014 10:42 pm

I uploaded an update.
Version 1.1:
Fixed an Ex Machina and Covering Fire crashing bug
Reallocated the War Room CO select so that a larger list can be used (can select all COs for War Room now)
Fixed some text that was spilling out that I didn't realise.
Magically Fixed Walter's music (I don't know how and I'm not asking why)
Download from the first link.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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Marmalad
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Re: ARMIPS Module - Infinite COs 1.1

Post by Marmalad » Sun Oct 19, 2014 12:26 am

You're my hero.

Lemon

Re: ARMIPS Module - Infinite COs 1.1

Post by Lemon » Tue Dec 16, 2014 10:18 pm

Just a n00b question, how do I remove COs from the list of useable co's?

Lambda

Re: ARMIPS Module - Infinite COs 1.1

Post by Lambda » Wed Dec 17, 2014 3:10 am

Just let me some time and I will tell you that asap.

gam3r1

Re: ARMIPS Module - Infinite COs 1.1

Post by gam3r1 » Sun Jan 11, 2015 11:14 am

Hey I found a bug with Mechs. You can move them over sea tiles.

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MysteriousLad
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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Thu Jan 22, 2015 5:23 am

There are more bugs, go to war room. Enter map CO selection, click B. Holy crumpets S-rank map spam list. Also the palletes are glitched occasionaly on CO selection. (And grits AWDS image is to far left >.>)
Apart from that great hack, would love to see the bugs fixed.
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Thu Jan 22, 2015 5:24 am

Oh, this is using the assembly code.
Not the patch, don't know if it's different. Also, how de remove people from the CO selection?
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Thu Jan 22, 2015 5:32 am

More experimenting has shown that the problem also exsists on the ips patch. Going into the CO select of one of these glitched S rank bean islands gives you a glitched CO select screen. How unexpected.
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Thu Jan 22, 2015 6:23 am

Nell also sometimes appears everywhere in the CO selection. Man I'd love to use this hack for a war room thing.
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

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Xenesis
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Re: ARMIPS Module - Infinite COs 1.1

Post by Xenesis » Thu Jan 22, 2015 9:59 am

You know you can just edit your post rather than posting four times, right?

But I'll look into it.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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MysteriousLad
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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Thu Jan 22, 2015 10:24 pm

I'll edit this post for future bug finds. In battle occasionaly a CO builds only one infantry and then stops producing anything at all. I need to look into this one to figure out why, (It's only happened with the AW1 CO's though so far, kanbei and stern). Another bug is when selecting a unit to fire against the damage pop-up is shown twice with different values, is this intended and if so why?
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

Lambda

Re: ARMIPS Module - Infinite COs 1.1

Post by Lambda » Fri Jan 23, 2015 12:41 am

The two box thing is intended, it displays the range of damage you can deal (so min damage - max damage).

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MysteriousLad
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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Fri Jan 23, 2015 1:14 am

Lambda wrote:The two box thing is intended, it displays the range of damage you can deal (so min damage - max damage).
Ok that's pretty neat.
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

Lambda

Re: ARMIPS Module - Infinite COs 1.1

Post by Lambda » Fri Jan 23, 2015 5:40 am

On a side note, some decent animations are coming for missile COs.

https://www.youtube.com/watch?v=mBf_WUks-l8

https://www.youtube.com/watch?v=9Taql7kJntM

(youtube integration doesn't seems to works)

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MysteriousLad
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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Fri Jan 23, 2015 7:03 am

Are you part of this hack?
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

User avatar
Xenesis
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Re: ARMIPS Module - Infinite COs 1.1

Post by Xenesis » Fri Jan 23, 2015 10:19 am

MysteriousLad wrote:I'll edit this post for future bug finds. In battle occasionaly a CO builds only one infantry and then stops producing anything at all. I need to look into this one to figure out why, (It's only happened with the AW1 CO's though so far, kanbei and stern).
Hm. I'll have to see if their AI modes are actually indexed properly.

If you can reproduce, that'd be good.
Lambda wrote:On a side note, some decent animations are coming for missile COs.

https://www.youtube.com/watch?v=mBf_WUks-l8

https://www.youtube.com/watch?v=9Taql7kJntM

(youtube integration doesn't seems to works)
That's really awesome work. :)

Seems the youtube integration has broke, though :(



Edit: Fixed it, but now everyone'll need to update their links.
MysteriousLad wrote:Are you part of this hack?
Lambda does his own stuff, but he throws code back and forth to me occasionally :)
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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MysteriousLad
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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Sat Jan 24, 2015 8:26 pm

I can now confirm that all AW1 CO's can't build more than 1 Infantry.
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

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MysteriousLad
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Location: At the edge of sanity

Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Sat Jan 24, 2015 11:08 pm

You can fix the bug by changing the ai from 0x2a (they all have that) to any other one.

Edit: After winning a war room game the game crashed. I was using an Aw1 co as the computer and the map used to be cleanup. I'm going to check if the crash appears on other maps (I expect it will). I'll edit my findings here.
Also when the ai is an AW1 CO on the map select screen in war room no mug-shot is shown.

Edit2: Why are mechs walking the seas? And why do all andy (AW2) troops gain 2 life per turn?
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

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Xenesis
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Re: ARMIPS Module - Infinite COs 1.1

Post by Xenesis » Sun Jan 25, 2015 11:33 am

MysteriousLad wrote:You can fix the bug by changing the ai from 0x2a (they all have that) to any other one.
Aha. Guess the default 0x2A AI profile is a dummy one then.
Fixed in Master Copy
Edit: After winning a war room game the game crashed. I was using an Aw1 co as the computer and the map used to be cleanup. I'm going to check if the crash appears on other maps (I expect it will). I'll edit my findings here.
Hm. Any idea what the crash was?
Also when the ai is an AW1 CO on the map select screen in war room no mug-shot is shown.
Oops, must have missed a pointer or something.
Edit2: Why are mechs walking the seas? And why do all andy (AW2) troops gain 2 life per turn?
1. Typo in the movement chart. Had a few people point that one out.
Fixed in Master Copy
2. Forgot to disable some code I was testing for daily CO Power effect type things.
Fixed in Master Copy

Edit: Just realised I never answered this question
MysteriousLad wrote:Also, how de remove people from the CO selection?
You need to comment out all of their entries and update the total number of COs. I made this little checklist for myself. It's everything a CO needs to work in the game.

Code: Select all

CO Import Checklist:
CO Graphic and Power Table entry
CO Stat Entry
CO Unit Stat Entry
Graphical Data
Graphical Pointer Import
Text Data
Text Pointer Import and Table Reference
AI Table Reference Update
Music (Optional)
MysteriousLad wrote:There are more bugs, go to war room. Enter map CO selection, click B. Holy crumpets S-rank map spam list.
You'll have to be specific - I'm not seeing this behaviour in my master version.

And another list for my own reference:
AW1:
aw1 max doesnt have lower defense on distance units - Probably a typo, will check Checked in Master Copy
aw1 sami co power infantry and mechs get 50 atk 30 def - I'll double check these Fixed in Master Copy
aw1 eagle needs fuelsaver d2d/co power - Probably a typo Fixed in Master Copy
aw1 eagle only losses -20 atk while in co power not 30 on all units Fixed in Master Copy
aw1 eagle planes are -5 atk -20 def in co power - I'll double check these with the default boosts. Fixed in Master Copy
aw1 kanbei unts cost 20% more normaly and in co power not 0 - Typo. Fixed in Master Copy
aw1 sturmvs +20 atk (so 0) on all units in co power - Typo. Fixed in Master Copy

AW2:
all versions of andy don't seem to heal when using cop or scop (AW1 Andy had glitched graphics, AW3 Andy didn't heal) Fixed in Master Copy

AWDS:
awds max -1 range on indirect units - Fixed in Master Copy
awds doesn't blink on stat page - Ta, I'll update the lists.
awds sami captureboost d2d/co power 50 not 0 - Typo. Fixed in Master Copy
awds sami capturebosst sco power 2000 not 0 - Typo again :/ Fixed in Master Copy
awds olaf sco power makes the game hang - Ick. Will investigate. Fixed in Master Copy
awds eagle co power activate at end of turn - you have it set to AIActivateCOPStartSCOPEnd they both need to be end he uses it wastes it and weakens himself currently Fixed in Master Copy
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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MysteriousLad
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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Sun Jan 25, 2015 4:34 pm

The problem I was having with the glitched menu is done like this:
Click war room,
Select any map to go to CO selection,
Click B tto go back to map menu,
There are then a lot of s rank bean islands which you need to scroll up to remove.

As a side note andy's powers were working with me, maybe while changing the DTD you messed something up?
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

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Xenesis
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Re: ARMIPS Module - Infinite COs 1.1

Post by Xenesis » Sun Jan 25, 2015 5:11 pm

MysteriousLad wrote:The problem I was having with the glitched menu is done like this:
Click war room,
Select any map to go to CO selection,
Click B tto go back to map menu,
There are then a lot of s rank bean islands which you need to scroll up to remove.
Okay, I can't replicate that. It works normally for me. Did you change any of the other maps to appear in the War Room?
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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MysteriousLad
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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Mon Jan 26, 2015 6:23 am

Xenesis wrote:
MysteriousLad wrote:The problem I was having with the glitched menu is done like this:
Click war room,
Select any map to go to CO selection,
Click B tto go back to map menu,
There are then a lot of s rank bean islands which you need to scroll up to remove.
Okay, I can't replicate that. It works normally for me. Did you change any of the other maps to appear in the War Room?
Yes, I removed all OS campaign maps and used Cleanups old header to add a map to the War Room.
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

User avatar
Xenesis
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3DS Code: 2535-4646-7163
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Re: ARMIPS Module - Infinite COs 1.1

Post by Xenesis » Thu Jan 29, 2015 1:06 pm

MysteriousLad wrote:Yes, I removed all OS campaign maps and used Cleanups old header to add a map to the War Room.
That's probably why, then. Adding any of the campaign maps to the War Room category doesn't work very nicely because of how they allocate space to the saved high scores (5x for War Room per map, 2x for Campaign per map). The only reason it worked in WRH2 at all is because that particular map I used doesn't have any data in RAM in that space.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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MysteriousLad
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Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Thu Jan 29, 2015 4:12 pm

Xenesis wrote:
MysteriousLad wrote:Yes, I removed all OS campaign maps and used Cleanups old header to add a map to the War Room.
That's probably why, then. Adding any of the campaign maps to the War Room category doesn't work very nicely because of how they allocate space to the saved high scores (5x for War Room per map, 2x for Campaign per map). The only reason it worked in WRH2 at all is because that particular map I used doesn't have any data in RAM in that space.
Ah, that makes sense then. I'll see if I get the crash at game end as well.
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

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MysteriousLad
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Location: At the edge of sanity

Re: ARMIPS Module - Infinite COs 1.1

Post by MysteriousLad » Tue Feb 10, 2015 2:47 am

Found some more bugs;
-Firepower bonuses don't show up on the stats screen.
-Eagles (AWDS) COP didn't work, I'll try out the SCOP.
-Javier's broken as heck, all units with secondary weapons have finite range. He can litterally move and shoot tanks, targeting units on the other side of the map. Did you do this secretly as nobody uses Javier anyway?
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

User avatar
Satel

Re: ARMIPS Module - Infinite COs 1.1

Post by Satel » Tue Feb 10, 2015 3:42 am

Usually things like that last point happen when you reach negative ranges, but... how?
Joey wrote:i think i was mad at certain players and wanted to wave st3rn's success in their face at the most opportune moment, or something

st3rn fudge st3rn

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Xenesis
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Re: ARMIPS Module - Infinite COs 1.1

Post by Xenesis » Tue Feb 10, 2015 10:10 am

MysteriousLad wrote:Found some more bugs;
-Firepower bonuses don't show up on the stats screen.
-Javier's broken as heck, all units with secondary weapons have finite range. He can litterally move and shoot tanks, targeting units on the other side of the map. Did you do this secretly as nobody uses Javier anyway?
Um. I think you may have kiboshed the copy you have or something, because my master copy works absolutely flawlessly in that regard :|
-Eagles (AWDS) COP didn't work, I'll try out the SCOP.
It seems I forgot to apply the reanimation effect to his S/COP. Fixed in Master Copy
Nell also sometimes appears everywhere in the CO selection. Man I'd love to use this hack for a war room thing.
Missed a single pointer reference in my list of like, forty. Fixed in Master Copy
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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Xenesis
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Re: ARMIPS Module - Infinite COs 1.2

Post by Xenesis » Tue Feb 10, 2015 2:45 pm

Version 1.2:

Infinite COs ArmIPS Pack (2 mb)
IPS Patch for People who want to play (1.5 mb)

Fixed AI Profile Setting for Advance Wars 1 COs
Fixed Movement Chart Typo allowing Mechs to traverse the seas
Fixed AW2 Andy havin a WIP Daily CO Power Function test code still active
Fixed Numerical Stat mistakes for these COs:
-AW1 Sami
-AW1 Eagle
-AW1 Kanbei
-AW1 Vs Sturm
-AWDS Max
-AWDS Sami
Fixed an ARM/THUMB mode pointer error causing AWDS Olaf's SCOP to hang the game
Fixed AW1 Andy using glitched graphics on Hyper Repair animation
Fixed AWDS Eagle's AI power use rules
Fixed AWDS Andy's Powers having no effect
Fixed AWDS Eagle's Powers having no effect
Updated the CO Stat Dossier page to blink correctly for many COs
Fixed text string error for the Music On/Music Off strings resulting in window truncation
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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MysteriousLad
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Re: ARMIPS Module - Infinite COs 1.2

Post by MysteriousLad » Thu Feb 12, 2015 4:43 am

Thanks Xen, this has solved a lot. I found out the Javier thing was me accidentely giving all his units 120 extra range instead of 120% defence. It made for funny AI fog play (I'm tempted to make a COP which does this, Imagine sonja causing fog and being able to fire across the hole map. It'd be hell)
I'm seeing some sneak peeks of the AWP in the ArmIPS module, I like the look of the units and "Unit Launch" things. I saw there are also multiple (more than 4) transport types, does this mean we can make any number of types and have it work as is?
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Re: ARMIPS Module - Infinite COs 1.2

Post by Xenesis » Thu Feb 12, 2015 9:15 am

MysteriousLad wrote:I'm seeing some sneak peeks of the AWP in the ArmIPS module, I like the look of the units and "Unit Launch" things.
Yeah, the "Unit Launch and Stun" code is part of how the units in AW Project use a launch command, however the code is also used for stuff like Von Bolt's paralysis effect!

Units stuff is modestly present at the moment, it'll probably get expanded out some more later.
I saw there are also multiple (more than 4) transport types, does this mean we can make any number of types and have it work as is?
Yep!

The Unit Transport capabilities is basically just an array. Have a look at one of the original ones, edit it and use it for your own. That being said, the AI won't use it unless you give it the proper AI settings.
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Re: ARMIPS Module - Infinite COs 1.2

Post by Xenesis » Fri Feb 13, 2015 4:57 pm

I decided to do something more sensible about handling versioning:

I've set up a github repository: https://github.com/XenesisXenon/AW2-InfiniteCOs

Master is currently V1.2, WIP is the current (fairly live) build of what I'm working on with it. It'll probably break a lot. :P

Edit: And as an aside, the terror of AW4 campaign maps in AW2.
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Re: ARMIPS Module - Infinite COs 1.2

Post by MysteriousLad » Tue Feb 17, 2015 9:50 pm

Hey Xen, you know those "unused" pointers at the start of the map header pages. They do something as if you change them they crash the game, I have a suspicion the control where each map goes in a list. I however haven't tested.
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

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Re: ARMIPS Module - Infinite COs 1.2

Post by Xenesis » Tue Feb 17, 2015 10:57 pm

Hrm.

Yeah, still trying to nut that one out. I'll figure it out eventually. Where does the game crash?
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Re: ARMIPS Module - Infinite COs 1.2

Post by Xenesis » Thu Feb 19, 2015 2:27 pm

Just some more updates on the WIP Branch:

Link
WIP Map Expansion
Adds expansion to the map table to allow more than the ~190 maps
supported by default.

Expansion to halfword map numbers in progress. Currently support 255
maps.
Map Handling Updates …
-AW4 Maps removed (Were buggy in AW2 at present)
-War Room Hack 2 Maps Added in Place
-Updated Unit List Support for CO Unique Unit Lists (See
WRH2_Whirlpool_Unitlist.asm)
-Fixed some map handling pointer bugs
-Fixed a compile bug related to unreferenced items after removing the
music folder.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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