Deity - Beat the game without dying hack
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Re: Deity - Beat the game without dying hack Posted on: 09/10/2009 7:30pm
Quote Post
well, i dont know, it still might be frustraiting. And i dk which is easier. Lock it or raise the max

EDIT: According to that site, i am in top 20. Meh, i am so cool
Re: Deity - Beat the game without dying hack Posted on: 09/11/2009 6:56am
Quote Post
Both should be easy - you can change the code to read:
Code: [Select]
if (_root.totalDeaths < 65535)
{
_root.medal_popup.unlockMedal("You must be cheating!");
} // end if
Which'll be:
96 05 00 07 15 00 00 00 =>
96 05 00 07 ff ff 00 00

or, to make it definite:
Code: [Select]
if (_root.totalDeaths > 0)
{
_root.medal_popup.unlockMedal("You must be cheating!");
} // end if
Which'll be:
96 05 00 07 15 00 00 00 48=>
96 05 00 07 00 00 00 00 67

BTW This is for Stickya Adventurya.
Re: Deity - Beat the game without dying hack Posted on: 09/11/2009 7:50am
Quote Post
damn damn damn, i used second hack, passed game and no medal for less than 20 deaths
Re: Deity - Beat the game without dying hack Posted on: 09/11/2009 8:12am
Quote Post
Yeah I made a mistake - now corrected - sorry.

I've just beaten the game with all medals (I hate this game, bad collision detection and imprecise controls == annoying).

The hacks I used were:
Alter total deaths:
96 05 00 07 15 00 00 00 =>
96 05 00 07 ff ff 00 00

Kill one bunny to kill all:
96 02 00 08 02 4e 49 12 =>
96 02 00 08 02 4e 48 12

I also used a hack to change the points I got for a correct result from the Guitar Hero battle (as I could never beat it on skill alone) and a hack to switch off collision detection for some of the balls. Unfortunately I closed the window down before saving them...
Re: Deity - Beat the game without dying hack Posted on: 09/11/2009 9:34am
Quote Post
well, passed it, finally, so only Red Moon is resisting. Then, well, try to find out how to earn Seed of destruction medals, most importantly that idiotic duo of medals. Litterate and Illiterate
Re: Deity - Beat the game without dying hack Posted on: 09/11/2009 12:02pm
Quote Post
You want to hack that? Wouldn't that be a tad bit obvious?

I remember hearing somebody had both, but thats only because they glitched it at the beginning...

I think if you get the other one now it wouldn't look very good lol
Re: Deity - Beat the game without dying hack Posted on: 09/11/2009 12:34pm
Quote Post
it is possible when you have two browsers open, but i can always call it glitch in game and pass the judgement xD
Re: Deity - Beat the game without dying hack Posted on: 09/11/2009 9:38pm
Quote Post
Not if you already have one of the medals though....

Does that glitch not only apply to people who tried the glitch when they first played the game?

Would look a little suspicious thats all
Re: Deity - Beat the game without dying hack Posted on: 09/12/2009 6:02pm
Quote Post
deity wont mind this one

96 0b 00 00 6c 69 66 65 00 07 0a 00 00 00
96 0b 00 00 6c 69 66 65 00 07 FF 00 00 00
health =/= 10
health = 255
change only first result = you are almost invinsible, enemies suck. Just dont fall into pit, you will die

Red moon btw

EDIT
Energy
96 0d 00 00 65 6e 65 72 67 79 00 07 64 00 00 00
96 0d 00 00 65 6e 65 72 67 79 00 07 FF 00 00 00

not tested yet
Re: Deity - Beat the game without dying hack Posted on: 09/12/2009 6:38pm
Quote Post
Kind of helpful i guess. Although im sure the problem most people have is the same as mine. That stupid level where you need to time your jumps perfectly to make it through without falling in the pit.
Re: Deity - Beat the game without dying hack Posted on: 09/12/2009 6:48pm
Quote Post
well, then we need to wait for almighty deity to solve our problem. Noclip hack would rock their world
Re: Deity - Beat the game without dying hack Posted on: 09/12/2009 7:02pm
Quote Post
There is a death counter in Red Moon, so.. let's see..

Straightup stuff.

Code: [Select]
onClipEvent (enterFrame)
{
if (_root.award6Done)
{
this.awardStatus.play();
new Color(this).setRGB(16777215);
}
else if (_root.deathCounter == 0 && _root.hero.bound.hitTest(_root.finalGoal))
{
if (_root.finalGoal._currentframe > 1)
{
if (_parent.notice._currentframe == 1)
{
_parent.notice.play();
_parent.notice.awardUnlocked = this.awardName;
_root.medal_popup.unlockMedal("Red Moon Deity");
_root.award6Done = true;
} // end if
} // end if
} // end else if
}

Byte stuff.

Code: [Select]
{
//96 06 00 00 74 68 69 73 00
_push "this"
//1c
_getVariable
//96 1b 00 00 61 77 61 72 64 4e 61 6d 65 00 00 52 65 64 20 4d 6f 6f 6e 20 44 65 69 74 79 00
_push "awardName" "Red Moon Deity"
//4f
_setMember
//00
_end
}

Which is the first chunk- this is the second chunk.. It's either really huge, or I'm doing it wrong.

Code: [Select]
{
//88 bc 00 14 00 5f 72 6f 6f 74 00 61 77 61 72 64 36 44 6f 6e 65 00 74 68 69 73 00 61 77 61 72 64 53 74 61 74 75 73 00 70 6c 61 79 00 43 6f 6c 6f 72 00 73 65 74 52 47 42 00 64 65 61 74 68 43 6f 75 6e 74 65 72 00 66 69 6e 61 6c 47 6f 61 6c 00 68 65 72 6f 00 62 6f 75 6e 64 00 68 69 74 54 65 73 74 00 5f 63 75 72 72 65 6e 74 66 72 61 6d 65 00 5f 70 61 72 65 6e 74 00 6e 6f 74 69 63 65 00 61 77 61 72 64 55 6e 6c 6f 63 6b 65 64 00 61 77 61 72 64 4e 61 6d 65 00 52 65 64 20 4d 6f 6f 6e 20 44 65 69 74 79 00 6d 65 64 61 6c 5f 70 6f 70 75 70 00 75 6e 6c 6f 63 6b 4d 65 64 61 6c 00
_constantPool "_root" "award6Done" "this" "awardStatus" "play" "Color" "setRGB" "deathCounter" "finalGoal" "hero" "bound" "hitTest" "_currentframe" "_parent" "notice" "awardUnlocked" "awardName" "Red Moon Deity" "medal_popup" "unlockMedal"
//96 02 00 08 00
_push "_root"
//1c
_getVariable
//96 02 00 08 01
_push "award6Done"
//4e
_getMember
//12
_not
//9d 02 00 43 00
_if true goto #23
//96 0b 00 06 00 00 00 00 00 00 00 00 08 02
_push 0 "this"
//1c
_getVariable
//96 02 00 08 03
_push "awardStatus"
//4e
_getMember
//96 02 00 08 04
_push "play"
//52
_callMethod
//17
_pop
//96 0c 00 07 ff ff ff 00 07 01 00 00 00 08 02
_push 16777215 1 "this"
//1c
_getVariable
//96 07 00 07 01 00 00 00 08 05
_push 1 "Color"
//40
_new
//96 02 00 08 06
_push "setRGB"
//52
_callMethod
//17
_pop
//99 02 00 f1 00
_jump to #94
#23 //96 02 00 08 00
_push "_root"
//1c
_getVariable
//96 02 00 08 07
_push "deathCounter"
//4e
_getMember
//96 09 00 06 00 00 00 00 00 00 00 00
_push 0
//49
_equals2
//4c
_dup
//12
_not
//9d 02 00 2a 00
_if true goto #45
//17
_pop
//96 02 00 08 00
_push "_root"
//1c
_getVariable
//96 02 00 08 08
_push "finalGoal"
//4e
_getMember
//96 07 00 07 01 00 00 00 08 00
_push 1 "_root"
//1c
_getVariable
//96 02 00 08 09
_push "hero"
//4e
_getMember
//96 02 00 08 0a
_push "bound"
//4e
_getMember
//96 02 00 08 0b
_push "hitTest"
//52
_callMethod
#45 //12
_not
//9d 02 00 a1 00
_if true goto #94
//96 02 00 08 00
_push "_root"
//1c
_getVariable
//96 02 00 08 08
_push "finalGoal"
//4e
_getMember
//96 02 00 08 0c
_push "_currentframe"
//4e
_getMember
//96 05 00 07 01 00 00 00
_push 1
//67
_greater
//12
_not
//9d 02 00 80 00
_if true goto #94
//96 02 00 08 0d
_push "_parent"
//1c
_getVariable
//96 02 00 08 0e
_push "notice"
//4e
_getMember
//96 02 00 08 0c
_push "_currentframe"
//4e
_getMember
//96 05 00 07 01 00 00 00
_push 1
//49
_equals2
//12
_not
//9d 02 00 5f 00
_if true goto #94
//96 0b 00 06 00 00 00 00 00 00 00 00 08 0d
_push 0 "_parent"
//1c
_getVariable
//96 02 00 08 0e
_push "notice"
//4e
_getMember
//96 02 00 08 04
_push "play"
//52
_callMethod
//17
_pop
//96 02 00 08 0d
_push "_parent"
//1c
_getVariable
//96 02 00 08 0e
_push "notice"
//4e
_getMember
//96 04 00 08 0f 08 02
_push "awardUnlocked" "this"
//1c
_getVariable
//96 02 00 08 10
_push "awardName"
//4e
_getMember
//4f
_setMember
//96 09 00 08 11 07 01 00 00 00 08 00
_push "Red Moon Deity" 1 "_root"
//1c
_getVariable
//96 02 00 08 12
_push "medal_popup"
//4e
_getMember
//96 02 00 08 13
_push "unlockMedal"
//52
_callMethod
//17
_pop
//96 02 00 08 00
_push "_root"
//1c
_getVariable
//96 04 00 08 01 05 01
_push "award6Done" true
//4f
_setMember
#94 //00
_end
}

This part is interesting:
_push "_root"
//1c
_getVariable
//96 02 00 08 07
_push "deathCounter"
//4e

So we do have a deathCounter, eh? Award6 is how it is stored in the SOL file for Deity, unless the author has changed that since the game came out. (Haven't played RM in months.)
Re: Deity - Beat the game without dying hack Posted on: 09/12/2009 7:26pm
Quote Post

You've got all the bits - you just need to put it together:

Code: [Select]
//96 02 00 08 07
_push "deathCounter"
//4e
_getMember
//96 09 00 06 00 00 00 00 00 00 00 00
_push 0
//49
_equals2
//4c
_dup
//12
_not
//9d 02 00 2a 00
_if true goto #45

If the important bit, basically it goes get deathCounter, put it on the stack, put 0 on to the stack. Pop the two values off the stack and if they're equal, push true on to the stack (or false if they're not equal). Duplicate the top of the stack and invert it (i.e. true = false and false = true). If true then just out of the if, if false continue.

Now we want deathCounter to be >= 0 and to continue with the if (i.e. not be true by the if ... goto statement). So we need the comparison to end in a true state on the stack (so the not will turn it to a false). Therefore if we change equals2 to be > (67), we get the result we want.

Of course we could always NOP out the not (i.e. change the 12 to 02).
Re: Deity - Beat the game without dying hack Posted on: 09/14/2009 7:19am
Quote Post
okay, sounds better than mine, but how to do it?

Also, i need only 7 games to get

Knightfall 2 (problematic)
Lastman (very problematic)
Dadgame (for some reason, ninja medal isnt appearing, need to try playing whole game and killing him)
Pirate Golf Adventure (250k points is above my reach)
Drop the Bomb (need 10 rolls without bomb and 3 bombs in 3 turns)
Seed of Destruction (this is getting on my nerves)
Red Moon (this thread is about it, so lets hope for best)

Also, if you could somehow get Shift 4, Epic war 3 broken medals, it would make my collection full
Re: Deity - Beat the game without dying hack Posted on: 09/14/2009 12:48pm
Quote Post
Hah; I've got about one hundred to get (in the top 70 at the moment). So many medals, not enough time...