momentum missle mayhem 2
-migrated-
momentum missle mayhem 2 Posted on: 07/15/2009 3:07pm
Quote Post
i have the .sol but is it possible to hack into anything other than stats e.g. stability? i mean, i cant get the badge as i suck at it :mrgreen:
Re: momentum missle mayhem 2 Posted on: 06/11/2010 3:48am
Quote Post
How do you even hack into the stats? I've been trying for a while and not getting anything, but I think if I could increase some of the stats, like stability, I could finish the first scenario mode.

Also, after you open up the hidden puzzle (clicking on the purple gear-like shape by the volume symbol on the menu screen opens the first part of the puzzle, get all three lights light up (if you can light up 1 or 2, you can lock them by clicking on the 3 semi-circles and then the red light in the middle) once all are blinking, click on the three semi-circles, and the red, center, light.
This opens up the second part of the puzzle, the order for this one is top right, bottom left, middle right, bottom right, top left, middle left, center.
on the first menu that this opens, at the bottom there's an option "NONOCbI" on or off; but i can't figure out what it does. Then on the fourth page, it shows the location of an "invisible button" but I can't seem to find this spot...

Anyone else know anything for this game?
Re: momentum missle mayhem 2 Posted on: 06/11/2010 10:15pm
Quote Post
hmm, i think i remember using ragnarok to hack it. but that no longer works. you'll just have to hope someone can make an aob. those things are usually the best way.
Re: momentum missle mayhem 2 Posted on: 06/11/2010 11:02pm
Quote Post
Three posts and no link?

level0/:energy

No HP loss:
04 00 08 05 08 05 1c 96 02 00 08 01 1c 0b 4f 96 02 00 08 03 =>
04 00 08 05 08 05 1c 96 02 00 08 01 1c 02 4f 96 02 00 08 03

I didn't test any...sorry. You can also check for other root variables by:
1.Scanning for level0/:
2.Next scan for level0/:aaaaaaaaaaaaaaaaaaaaaaaaaaaa
Or something to that extent.
3.Undo Scan and scroll through results.
Re: momentum missle mayhem 2 Posted on: 06/12/2010 12:20am
Quote Post
Get xx skill points on level up:

Change: 96 02 00 08 2e 4e 96 05 00 07 05 00 00 00
To: 96 02 00 08 2e 4e 96 05 00 07 xx 00 00 00
Re: momentum missle mayhem 2 Posted on: 06/12/2010 2:35am
Quote Post
Quote from: "Zirak"
Three posts and no link?

[...]
It was also 11 months ago since the 1st post, thanks to Leecher 'huthvir'.
Re: momentum missle mayhem 2 Posted on: 01/22/2012 3:53am
Quote Post
I just want your .sol
Re: momentum missle mayhem 2 Posted on: 01/22/2012 4:00am
Quote Post
not tested, but in theory it should give you the badge after loadin ga save file.
Re: momentum missle mayhem 2 Posted on: 01/22/2012 4:40am
Quote Post
Lower all tanks hp to that of a small tank
96 04 00 08 16 08 17 1c 96 02 00 08 ??
96 04 00 08 16 08 17 1c 96 02 00 08 18

Combined with the AoBs in the Badgehack thread makes this annoying game go much quicker.

Oh, and I'm pretty sure you have to do the last level to get the badge from the .sol.

Edit: Oh yeah, and I used the .sol in the linked Badgehack thread to get to the last wave. I don't know if it would have worked as well without all the skill points in that .sol, but my AoB was good for one hit kills with it.
Re: momentum missle mayhem 2 Posted on: 01/23/2012 1:03am
Quote Post
Variables.
Code: [Select]
_level0.current_fps2 = 32
_level0.numberi = 2
_level0.current_fps = 35
_level0.PercentLoaded = 100
_level0.timeB = 9775
_level0.bounceball_maxcount = 5
_level0.nukecount = 1
_level0.shleifcount = 76
_level0.sparklecount = 0
_level0.repspspawn_timer = 9
_level0.onEnterFrame = [type Function]
_level0.median_fps_count2 = 9
_level0.median_fps_mod2 = 25
_level0.median_fps_sum2 = 295
_level0.median_fps_count = 1
_level0.median_fps_mod = 5
_level0.median_fps_sum = 28
_level0.timeA = 9775
_level0.global_quality = 3
_level0.quality_is_set = 1337
_level0.$version = WIN 10,3,183,10
_level0.instance92.tabIndex = undefined
_level0.instance92.blendMode = normal
_level0.instance92.cacheAsBitmap = false
instance92.filters =
_level0.instance92.scale9Grid = undefined
_level0.instance92.getDepth = [type Function]
_level0.instance92.enabled = true
_level0.instance92.useHandCursor = true
instance92.instance94.instance95 = EMPTY OBJECT
instance92.instance93 = EMPTY OBJECT
instance91 = EMPTY OBJECT
_level0.preloaderinfothingie.onEnterFrame = [type Function]
preloaderinfothingie.instance90 = EMPTY OBJECT
preloaderinfothingie.instance222.instance249.instance250 = EMPTY OBJECT
preloaderinfothingie.instance222.instance248 = EMPTY OBJECT
preloaderinfothingie.instance222.instance247 = EMPTY OBJECT
_level0.preloaderinfothingie.instance222.instance246.tabIndex = undefined
_level0.preloaderinfothingie.instance222.instance246.blendMode = normal
_level0.preloaderinfothingie.instance222.instance246.cacheAsBitmap = false
preloaderinfothingie.instance222.instance246.filters =
_level0.preloaderinfothingie.instance222.instance246.scale9Grid = undefined
_level0.preloaderinfothingie.instance222.instance246.getDepth = [type Function]
_level0.preloaderinfothingie.instance222.instance246.enabled = true
_level0.preloaderinfothingie.instance222.instance246.useHandCursor = true
preloaderinfothingie.instance222.instance245 = EMPTY OBJECT
_level0.preloaderinfothingie.instance222.instance242.tabIndex = undefined
_level0.preloaderinfothingie.instance222.instance242.blendMode = normal
_level0.preloaderinfothingie.instance222.instance242.cacheAsBitmap = false
preloaderinfothingie.instance222.instance242.filters =
_level0.preloaderinfothingie.instance222.instance242.scale9Grid = undefined
_level0.preloaderinfothingie.instance222.instance242.getDepth = [type Function]
_level0.preloaderinfothingie.instance222.instance242.enabled = true
_level0.preloaderinfothingie.instance222.instance242.useHandCursor = true
preloaderinfothingie.instance222.instance242.instance243.instance244 = EMPTY OBJECT
_level0.preloaderinfothingie.instance222.instance239.tabIndex = undefined
_level0.preloaderinfothingie.instance222.instance239.blendMode = normal
_level0.preloaderinfothingie.instance222.instance239.cacheAsBitmap = false
preloaderinfothingie.instance222.instance239.filters =
_level0.preloaderinfothingie.instance222.instance239.scale9Grid = undefined
_level0.preloaderinfothingie.instance222.instance239.getDepth = [type Function]
_level0.preloaderinfothingie.instance222.instance239.enabled = true
_level0.preloaderinfothingie.instance222.instance239.useHandCursor = true
preloaderinfothingie.instance222.instance239.instance240.instance241 = EMPTY OBJECT
_level0.preloaderinfothingie.instance222.instance236.tabIndex = undefined
_level0.preloaderinfothingie.instance222.instance236.blendMode = normal
_level0.preloaderinfothingie.instance222.instance236.cacheAsBitmap = false
preloaderinfothingie.instance222.instance236.filters =
_level0.preloaderinfothingie.instance222.instance236.scale9Grid = undefined
_level0.preloaderinfothingie.instance222.instance236.getDepth = [type Function]
_level0.preloaderinfothingie.instance222.instance236.enabled = true
_level0.preloaderinfothingie.instance222.instance236.useHandCursor = true
preloaderinfothingie.instance222.instance236.instance237.instance238 = EMPTY OBJECT
_level0.preloaderinfothingie.instance222.instance234.tabIndex = undefined
_level0.preloaderinfothingie.instance222.instance234.blendMode = normal
_level0.preloaderinfothingie.instance222.instance234.cacheAsBitmap = false
preloaderinfothingie.instance222.instance234.filters =
_level0.preloaderinfothingie.instance222.instance234.scale9Grid = undefined
_level0.preloaderinfothingie.instance222.instance234.getDepth = [type Function]
_level0.preloaderinfothingie.instance222.instance234.enabled = true
_level0.preloaderinfothingie.instance222.instance234.useHandCursor = true
preloaderinfothingie.instance222.instance234.instance235 = EMPTY OBJECT
_level0.preloaderinfothingie.instance222.instance231.tabIndex = undefined
_level0.preloaderinfothingie.instance222.instance231.blendMode = normal
_level0.preloaderinfothingie.instance222.instance231.cacheAsBitmap = false
preloaderinfothingie.instance222.instance231.filters =
_level0.preloaderinfothingie.instance222.instance231.scale9Grid = undefined
_level0.preloaderinfothingie.instance222.instance231.getDepth = [type Function]
_level0.preloaderinfothingie.instance222.instance231.enabled = true
_level0.preloaderinfothingie.instance222.instance231.useHandCursor = true
preloaderinfothingie.instance222.instance231.instance232.instance233 = EMPTY OBJECT
_level0.preloaderinfothingie.instance222.instance226.instance2865.tabIndex = undefined
_level0.preloaderinfothingie.instance222.instance226.instance2865.blendMode = normal
_level0.preloaderinfothingie.instance222.instance226.instance2865.cacheAsBitmap = false
preloaderinfothingie.instance222.instance226.instance2865.filters =
_level0.preloaderinfothingie.instance222.instance226.instance2865.scale9Grid = undefined
_level0.preloaderinfothingie.instance222.instance226.instance2865.getDepth = [type Function]
_level0.preloaderinfothingie.instance222.instance226.instance2865.enabled = true
_level0.preloaderinfothingie.instance222.instance226.instance2865.useHandCursor = true
preloaderinfothingie.instance222.instance226.instance2865.instance2866 = EMPTY OBJECT
_level0.preloaderinfothingie.instance222.instance223.tabIndex = undefined
_level0.preloaderinfothingie.instance222.instance223.blendMode = normal
_level0.preloaderinfothingie.instance222.instance223.cacheAsBitmap = false
preloaderinfothingie.instance222.instance223.filters =
_level0.preloaderinfothingie.instance222.instance223.scale9Grid = undefined
_level0.preloaderinfothingie.instance222.instance223.getDepth = [type Function]
_level0.preloaderinfothingie.instance222.instance223.enabled = true
_level0.preloaderinfothingie.instance222.instance223.useHandCursor = true
preloaderinfothingie.instance222.instance223.instance224.instance225 = EMPTY OBJECT
preloaderinfothingie.instance135 = EMPTY OBJECT
instance89 = EMPTY OBJECT
_level0.instance85.current_fps2 = 32
_level0.instance85.current_fps = 29
instance85.instance88 = EMPTY OBJECT
instance85.instance87 = _level0.instance85.instance87
instance85.instance86 = _level0.instance85.instance86
_level0.instance83.tabIndex = undefined
_level0.instance83.blendMode = normal
_level0.instance83.cacheAsBitmap = false
instance83.filters =
_level0.instance83.scale9Grid = undefined
_level0.instance83.getDepth = [type Function]
_level0.instance83.enabled = true
_level0.instance83.useHandCursor = true
instance83.instance84 = EMPTY OBJECT
_level0.instance81.instance82.tabIndex = undefined
_level0.instance81.instance82.blendMode = normal
_level0.instance81.instance82.cacheAsBitmap = false
instance81.instance82.filters =
_level0.instance81.instance82.scale9Grid = undefined
_level0.instance81.instance82.getDepth = [type Function]
_level0.instance81.instance82.enabled = true
_level0.instance81.instance82.useHandCursor = true
instance80 = EMPTY OBJECT
show_quality = EMPTY OBJECT
_level0.game.collision_x3 = -65.792378425982
_level0.game.collision_y3 = -74.9917172485584
_level0.game.R_2 = 90
_level0.game.Rr2 = 99.8
_level0.game.Rr = 99.8
_level0.game.diste = 185.133640919202
_level0.game.y_dist = 53.45
_level0.game.x_dist = 177.25
_level0.game.diste2 = 185.133640919202
_level0.game.y_dist2 = NaN
_level0.game.x_dist2 = NaN
_level0.game.yplace = -325
_level0.game.xplace = 5
_level0.game.a = 2
_level0.game.respawn = 0
_level0.game.blackhole_power = 0
_level0.game.y2 = -50
_level0.game.x2 = 2
_level0.game.y1 = 17.2
_level0.game.x1 = -66.9
_level0.game.blackhole_power_max = 0
_level0.game.blackhole_mass = 0
_level0.game.j = 20
_level0.game.onEnterFrame = [type Function]
_level0.game.BlackHoleEffect = [type Function]
_level0.game.renderBounceBalls = [type Function]
_level0.game.moveBounceBalls = [type Function]
_level0.game.ballToBallDetection = [type Function]
_level0.game.ball2BallReaction = [type Function]
_level0.game.BlackHoleEffect2 = [type Function]
_level0.game.ZashitaOtSkleivaniya = [type Function]
_level0.game.ZashitaOtVipadeniya = [type Function]
_level0.game.change_course_timer = 217
_level0.game.yiff = 1111
game.nukee_1.instance5253 = EMPTY OBJECT
_level0.game.bounceball_4.tempy = 69.6481378401819
_level0.game.bounceball_4.tempx = 114.89028761256
_level0.game.bounceball_4.ypos = 69.6481378401819
_level0.game.bounceball_4.xpos = 114.89028761256
_level0.game.bounceball_4.yspeed = -1.00569248622235
_level0.game.bounceball_4.xspeed = 4.50109305397573
_level0.game.bounceball_4.deathtimer = 0
_level0.game.bounceball_4.mass = 1000
_level0.game.bounceball_4.radius = 9.8
_level0.game.bounceball_4.yiffiness = 1337
game.bounceball_4.sizer = EMPTY OBJECT
game.bounceball_4.vspishka = EMPTY OBJECT
game.bounceball_4.instance2624 = EMPTY OBJECT
game.bounceball_4.instance2621.instance2622.instance2623 = EMPTY OBJECT
_level0.game.bounceball_3.tempy = 108.647699422796
_level0.game.bounceball_3.tempx = -167.131378521397
_level0.game.bounceball_3.ypos = 108.647699422796
_level0.game.bounceball_3.xpos = -167.131378521397
_level0.game.bounceball_3.yspeed = -1.56112780287706
_level0.game.bounceball_3.xspeed = 2.07160037342413
_level0.game.bounceball_3.deathtimer = 0
_level0.game.bounceball_3.mass = 1000
_level0.game.bounceball_3.radius = 9.8
_level0.game.bounceball_3.yiffiness = 1337
game.bounceball_3.sizer = EMPTY OBJECT
game.bounceball_3.vspishka = EMPTY OBJECT
game.bounceball_3.instance1915 = EMPTY OBJECT
game.bounceball_3.instance1912.instance1913.instance1914 = EMPTY OBJECT
_level0.game.bounceball_2.tempy = -149.187239019276
_level0.game.bounceball_2.tempx = 290.213777920962
_level0.game.bounceball_2.ypos = -149.187239019276
_level0.game.bounceball_2.xpos = 290.213777920962
_level0.game.bounceball_2.yspeed = 7.06414308796015
_level0.game.bounceball_2.xspeed = -0.31286938133714
_level0.game.bounceball_2.deathtimer = 0
_level0.game.bounceball_2.mass = 1000
_level0.game.bounceball_2.radius = 9.8
_level0.game.bounceball_2.yiffiness = 1337
game.bounceball_2.sizer = EMPTY OBJECT
game.bounceball_2.vspishka = EMPTY OBJECT
game.bounceball_2.instance3411 = EMPTY OBJECT
game.bounceball_2.instance3408.instance3409.instance3410 = EMPTY OBJECT
_level0.game.bounceball_1.tempy = -262.864983685717
_level0.game.bounceball_1.tempx = -273.835802258376
_level0.game.bounceball_1.ypos = -262.864983685717
_level0.game.bounceball_1.xpos = -273.835802258376
_level0.game.bounceball_1.yspeed = 2.00354845293325
_level0.game.bounceball_1.xspeed = 2.02325946284356
_level0.game.bounceball_1.deathtimer = 0
_level0.game.bounceball_1.mass = 1000
_level0.game.bounceball_1.radius = 9.8
_level0.game.bounceball_1.yiffiness = 1337
game.bounceball_1.sizer = EMPTY OBJECT
game.bounceball_1.vspishka = EMPTY OBJECT
game.bounceball_1.instance814 = EMPTY OBJECT
game.bounceball_1.instance811.instance812.instance813 = EMPTY OBJECT
game.shleif76 = EMPTY OBJECT
game.shleif75 = EMPTY OBJECT
game.shleif74 = EMPTY OBJECT
game.shleif73 = EMPTY OBJECT
game.shleif72 = EMPTY OBJECT
game.shleif71 = EMPTY OBJECT
game.shleif70 = EMPTY OBJECT
game.shleif69 = EMPTY OBJECT
game.shleif68 = EMPTY OBJECT
game.shleif67 = EMPTY OBJECT
game.shleif66 = EMPTY OBJECT
game.shleif65 = EMPTY OBJECT
game.shleif64 = EMPTY OBJECT
game.shleif63 = EMPTY OBJECT
game.shleif62 = EMPTY OBJECT
game.shleif61 = EMPTY OBJECT
game.shleif60 = EMPTY OBJECT
game.shleif59 = EMPTY OBJECT
game.shleif58 = EMPTY OBJECT
game.shleif57 = EMPTY OBJECT
game.shleif56 = EMPTY OBJECT
game.shleif55 = EMPTY OBJECT
game.shleif54 = EMPTY OBJECT
game.shleif53 = EMPTY OBJECT
game.shleif52 = EMPTY OBJECT
game.shleif51 = EMPTY OBJECT
game.shleif50 = EMPTY OBJECT
game.shleif49 = EMPTY OBJECT
game.shleif48 = EMPTY OBJECT
game.shleif47 = EMPTY OBJECT
game.shleif46 = EMPTY OBJECT
game.shleif45 = EMPTY OBJECT
game.shleif44 = EMPTY OBJECT
game.shleif43 = EMPTY OBJECT
game.shleif42 = EMPTY OBJECT
game.shleif41 = EMPTY OBJECT
game.shleif40 = EMPTY OBJECT
game.shleif39 = EMPTY OBJECT
game.shleif38 = EMPTY OBJECT
game.shleif37 = EMPTY OBJECT
game.shleif36 = EMPTY OBJECT
game.shleif35 = EMPTY OBJECT
game.shleif34 = EMPTY OBJECT
game.shleif33 = EMPTY OBJECT
game.shleif32 = EMPTY OBJECT
game.shleif31 = EMPTY OBJECT
game.shleif30 = EMPTY OBJECT
game.shleif29 = EMPTY OBJECT
game.shleif28 = EMPTY OBJECT
game.shleif27 = EMPTY OBJECT
game.shleif26 = EMPTY OBJECT
game.shleif25 = EMPTY OBJECT
game.shleif24 = EMPTY OBJECT
game.shleif23 = EMPTY OBJECT
game.shleif22 = EMPTY OBJECT
game.shleif21 = EMPTY OBJECT
game.shleif20 = EMPTY OBJECT
game.shleif19 = EMPTY OBJECT
game.shleif18 = EMPTY OBJECT
game.shleif17 = EMPTY OBJECT
game.shleif16 = EMPTY OBJECT
game.shleif15 = EMPTY OBJECT
_level0.game.loader_ball.tempy = 18.3388316409074
_level0.game.loader_ball.tempx = -67.3542175506951
_level0.game.loader_ball.ypos = 18.3388316409074
_level0.game.loader_ball.xpos = -67.3542175506951
_level0.game.loader_ball.yspeed = 1.10453885118462
_level0.game.loader_ball.xspeed = -0.40823375226413
_level0.game.loader_ball.mass = 10000
_level0.game.loader_ball.radius = 90
_level0.game.loader_ball.setdsf = yiff
game.loader_ball.shesterenka.instance79 = EMPTY OBJECT
game.loader_ball.instance78 = EMPTY OBJECT
_level0.game.loader_ball.instance70.instance2867.tabIndex = undefined
_level0.game.loader_ball.instance70.instance2867.blendMode = normal
_level0.game.loader_ball.instance70.instance2867.cacheAsBitmap = false
game.loader_ball.instance70.instance2867.filters =
_level0.game.loader_ball.instance70.instance2867.scale9Grid = undefined
_level0.game.loader_ball.instance70.instance2867.getDepth = [type Function]
_level0.game.loader_ball.instance70.instance2867.enabled = true
_level0.game.loader_ball.instance70.instance2867.useHandCursor = true
game.loader_ball.instance70.instance2867.instance2868 = EMPTY OBJECT
_level0.game.bounceball_source.deathtimer = 0
game.teh_nuke.instance5284 = EMPTY OBJECT
game.shleif_red = EMPTY OBJECT
_level0.game.ball2.tempy = -47.5000031069781
_level0.game.ball2.tempx = 6.80000082865002
_level0.game.ball2.ypos = -47.5
_level0.game.ball2.xpos = 6.8
_level0.game.ball2.yspeed = -8.80500024033061e-6
_level0.game.ball2.xspeed = -3.03947637581556e-6
_level0.game.ball2.mass = 1000000000
_level0.game.ball2.radius = 364
statsatsar = EMPTY OBJECT
Re: momentum missile mayhem 2 Posted on: 11/06/2012 10:59am
Quote Post
Skillpoints don't decrease (11 results)
96 02 00 08 01 4e 51
96 02 00 08 01 4e 02

Maximum of 50 for each tower type
(3 results)
17 96 07 00 04 02 07 05 00 00 00
17 96 07 00 04 02 07 32 00 00 00

(2 results) - making sure that all shockwave and gravity towers do their bit and aren't just dummies
96 02 00 08 2d 1c 96 05 00 07 05 00 00 00
96 02 00 08 2d 1c 96 05 00 07 33 00 00 00

(1 result) - for accelerator towers as above
96 02 00 08 15 1c 96 05 00 07 06 00 00 00
96 02 00 08 15 1c 96 05 00 07 33 00 00 00

Killed unit's score isn't added to score (1 result)
Enable when you think your score is high enough (~300k?)
96 02 00 08 09 1c 47
96 02 00 08 09 1c 02

Subtract killed unit's score from total score (1 result)
I have no idea what will happen if your score goes negative.
If used at wave 30 with 430k score, it brings it down to 190k or so. The score display won't change but it works... I think.
96 02 00 08 09 1c 47
96 02 00 08 09 1c 0b

Cleaning up a bit:
0 cooldown for shockwave tower (5 results)
96 07 00 08 2f 07 ?? 00 00 00
96 07 00 08 2f 07 00 00 00 00

0 cooldown for shockwave skill
(6 results)
96 02 00 08 02 1c 96 07 00 08 10 07 ?? 00 00 00
96 02 00 08 02 1c 96 07 00 08 10 07 00 00 00 00

(1 result)
96 07 00 08 0a 07 1e 00 00 00
96 07 00 08 0a 07 00 00 00 00

(1 result)
96 0b 00 08 0a 06 99 99 b9 3f 9a 99 99 99
96 0b 00 08 0a 06 00 00 00 00 00 00 00 00