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PJMack
September 19th, 2010, 12:58
Can anyone tell me the propper procedure for removing "crashcheck" from a sca model? I lost my notes.

Thank you.:jump:

simonu
September 19th, 2010, 13:22
Use comments do not delete, that way it is easier to undo if you mess up.
here is a typical crash check


:L0054F0
;uName: crash_check uOffset: 0xD4
IfVarAnd( :L0054FC 0xD4 0xFFFF )
Call( :L00550E )
:L0054FC
Jump32( :L00564E )
:L005502
Jump32( :L0CB552 )
:L005508
Jump32( :L0F227E )
:L00550E
CrashStart( :L00564C 20578 )
;Interpolation Table
here it is again this time the crash check will be skipped over and not compile

:L0054F0
;uName: crash_check uOffset: 0xD4
;IfVarAnd( :L0054FC 0xD4 0xFFFF ) <<<<<<<<<comment out these
;Call( :L00550E ) <<<<<<<<<two lines
:L0054FC
Jump32( :L00564E )
:L005502
Jump32( :L0CB552 )
:L005508
Jump32( :L0F227E )
:L00550E
CrashStart( :L00564C 20578 )
;Interpolation Table


I'm pretty sure that will do it

bearcat241
September 19th, 2010, 16:03
Yeah PJ, just what Simon said. Thanks for handling this Simon. I usually just replace mine with "user_defined0" tags, but 'commenting' is even quicker.

PJMack
September 19th, 2010, 18:12
Thank you both for the info. I'll add it to my notes.:wiggle:

dvslats
September 20th, 2010, 02:05
If one happens to use a hex editor...

crash_check bytes = b4 ad ec 0e 24 17 c6 41 b9 77 d8 7a 4c 95 44 e8

A simple repetitive search for this guy will get you close. Near the dict section. é

On occasion you may have invested a lot of time into a conversion and forgot to do as simonu and bearcat241 have shown above. I did. For me, the heavily modified model would not compile after going back to do a sca edit to correct this. Animation edits that were previously ok went wanky. Why? I'm not sure.

This hex edit was the only way to cure it...at least for me. The same process which was used for fixing the g_lightStates outlined over at Jaxon's webpages.
I got thee idea from Dbolt's work.

PJMack
September 20th, 2010, 08:19
If one happens to use a hex editor...

crash_check bytes = b4 ad ec 0e 24 17 c6 41 b9 77 d8 7a 4c 95 44 e8

A simple repetitive search for this guy will get you close. Near the dict section. é

On occasion you may have invested a lot of time into a conversion and forgot to do as simonu and bearcat241 have shown above. I did. For me, the heavily modified model would not compile after going back to do a sca edit to correct this. Animation edits that were previously ok went wanky. Why? I'm not sure.

This hex edit was the only way to cure it...at least for me. The same process which was used for fixing the g_lightStates outlined over at Jaxon's webpages.
I got thee idea from Dbolt's work.


Thanks DV. Ill try it as well.:salute: