Welcome, Guest. Please Login or Register
TMA - Temporary Board
 
  HomeHelpSearchLoginRegister  
 
Pages: 1 2 3 
Send Topic Print
Drive Through Walls in Head-On (Read 7239 times)
Coleiosis
Hurricane Wrangler
*****
Offline


Obsessed with music

Posts: 136
Drive Through Walls in Head-On
11/23/15 at 18:02:10
 
I'm tired of merely looking out into those freeways in the Harbor City section. On more than one occasion, I attempted to jump onto those freeways, but I was always blocked out by that annoying invisible barrier. Also, at the Tokyo Streets, Some enemies were able to get into the area of that temple I cannot reach.

That's why I am looking for a code (GameShark or Action Replay) that will allow me to drive through walls and go past the limits. I was able to do it in TM2 and TMB, but now I'd like to try it out in TMHO and TML. I am new to creating codes, but you guys can take your time forming the code. I would love to explore more of Harbor City in the way it was supposed to be. Sad
Back to top
 

Get Shreked!
WWW coleiosis2  
IP Logged
 
†Adonael
Chuck Norris' Roundhouse (ARE YOU HAPPY NOW SCoLD!?)
***********************
Offline


One day I will be the
Chalupa king of Chalupasy.

Posts: 782
Taco hell
Re: Drive Through Walls in Head-On
Reply #1 - 11/24/15 at 16:22:56
 
In all honesty you can't explore it as it was meant to be as there's no data connecting the levels. It's not one area with connections in TML, but individual levels like the old games. It was a idea that was never made.
Back to top
 

---===Ring Master===---


The original "Bluedeath" since 19whateverthefuck.
 
IP Logged
 
DARKFORCE
Server Emulation
Offline



Posts: 270
Gender: male
Re: Drive Through Walls in Head-On
Reply #2 - 11/24/15 at 16:28:12
 
I would recommend that you try out some cheat hacking with PCSX2 and Cheat Engine via computer, as this would be your best bet.

My buddy Aced14 loves a challenge, loves to help people and is always up for another project, so you may see some amazing stuff in this space soon.

Hell, I wouldn't be surprised if Aced14 is already working on the hack and we just don't even know it yet.
Back to top
 


---===TMBO Video Historian===---
...
WWW  
IP Logged
 
Coleiosis
Hurricane Wrangler
*****
Offline


Obsessed with music

Posts: 136
Re: Drive Through Walls in Head-On
Reply #3 - 11/24/15 at 18:05:01
 
Well, I'm already surprised.

I know I won't be able to view Harbor City in its entirety, but the battlegrounds will still be bigger than ever.

Also, at this same time, I am planning on testing a Warhawk hack for TMB. They say that the UK version of the game (in PAL format) allows you to play as Warhawk through a certain GameShark code. First, you have to beat story mode as Minion (on hard difficulty), save it, then put in the code before restarting the game. Select the save, and you'll play as Warhawk fighting against another Warhawk. On my NTSC version, the game froze, so I'll need to work on this like hard-core.

To those who have a copy of the PAL version (or plan to purchase one soon):
1CD5E1A8 1456E7A5
OR...
1CD5E1B0 1456E7A5
Back to top
 

Get Shreked!
WWW coleiosis2  
IP Logged
 
Aced14
Admin
Server Emulation
*****
Offline



Posts: 112
Re: Drive Through Walls in Head-On
Reply #4 - 11/25/15 at 04:13:31
 
DARKFORCE wrote on 11/24/15 at 16:28:12:
My buddy Aced14 loves a challenge, loves to help people and is always up for another project, so you may see some amazing stuff in this space soon.

Hell, I wouldn't be surprised if Aced14 is already working on the hack and we just don't even know it yet.

Lol, you read my mind Smiley.

After seeing this thread yesterday, I experimented around a bit and managed to disable one form of collision detection. I currently have a hack that allows me to drive through enemy cars. I presume it won't be too much of a stretch to make it possible to go through walls with further research. Can't promise anything, though.


Coleiosis wrote on 11/24/15 at 18:05:01:
Also, at this same time, I am planning on testing a Warhawk hack for TMB. They say that the UK version of the game (in PAL format) allows you to play as Warhawk through a certain GameShark code. First, you have to beat story mode as Minion (on hard difficulty), save it, then put in the code before restarting the game. Select the save, and you'll play as Warhawk fighting against another Warhawk. On my NTSC version, the game froze, so I'll need to work on this like hard-core.

To those who have a copy of the PAL version (or plan to purchase one soon):
1CD5E1A8 1456E7A5
OR...
1CD5E1B0 1456E7A5

Who are "they"? Any links or proof?

When I googled around for parts of the codes you posted, these are all I found:

Neither look promising. The answer on Super Cheats was posted by a what looks to be a trolling guest that probably upvoted themselves. It's unlikely that any hacker with any idea of what they're doing would post a code along the lines of "this or this".

Those codes appear to have been using GameShark v1/v2 encryption, so I used Omniconvert to decrypt them into raw HEX codes:
20425E80 00000000
20425E88 00000000

In the NTSC-U retail version of the game, without hacks, address 20425E80 always contains 00000000 and 20425E88 is always 00000001. Forcing the latter to 00000000 doesn't do anything. Both addresses always contain 00000000 in the PAL retail version.



Some hackers have been able to get Warhawk's character select screen to appear, but nothing beyond that. If playable Warhawk hacks existed for retail versions of TMB (even if it was only the PAL version), various screenshots and/or YouTube videos of it would likely exist all over the net.

Only the NTSC-U beta version of TMB is currently known to have a playable version of Warhawk, in a very limited form (via hacking/tweaks menu modifications):
Back to top
 
 
IP Logged
 
Coleiosis
Hurricane Wrangler
*****
Offline


Obsessed with music

Posts: 136
Re: Drive Through Walls in Head-On
Reply #5 - 11/27/15 at 16:34:20
 
Okay, now I understand.

I think it's time I should do some hacking myself. I have a whole tutorial about it.

I actually tried that Warhawk hack on my NTSC version of TMB. All it did was crash the game after selecting Minion. I guess it proves that PAL codes cannot cooperate with NTSC games.
Back to top
 

Get Shreked!
WWW coleiosis2  
IP Logged
 
Aced14
Admin
Server Emulation
*****
Offline



Posts: 112
Re: Drive Through Walls in Head-On
Reply #6 - 11/28/15 at 03:53:39
 
Coleiosis wrote on 11/27/15 at 16:34:20:
Okay, now I understand.

I think it's time I should do some hacking myself. I have a whole tutorial about it.

Good luck Smiley.

I'd recommend starting off with simple hacks that interest you, then moving up to more complex ones. By simple hacks, I'm referring to the likes of infinite health, infinite weapons, etc... If you're thinking it'll be super quick and easy to develop codes to drive through walls in TMHOETE/TML or unlock a playable version of Warhawk in retail versions of TMB, you're thinking way too far ahead.

Don't expect to become super skilled at PS2 game hacking overnight. It takes plenty of time, effort and dedication over a long period. I've spent years hacking PS2 games overtime and still aren't at a point where I can develop hacks to achieve any pie and the sky idea that comes to mind. I have enough experience to have a good sense of which ideas are feasible and which aren't. A handful of lines of code can change games in major ways, but it's not realistic to expect to hack in entirely new additions to a game from scratch.


Coleiosis wrote on 11/27/15 at 16:34:20:
I actually tried that Warhawk hack on my NTSC version of TMB. All it did was crash the game after selecting Minion. I guess it proves that PAL codes cannot cooperate with NTSC games.

I think you misunderstood where I was getting at (or my reply wasn't clear enough).

The mysterious codes you've put so much trust in are fake or made up. They don't do anything in neither the NTSC-U nor PAL retail versions of TMB. Regardless of where you found those codes from, you can be sure the person that originally posted them did so with the intent of wasting people's time and effort. Or they had absolutely no idea what they were talking about. You're wasting your time looking into it too deeply.

No worthwhile features were added to the PAL version of the game. There were plenty of cuts and censorship, though...
Back to top
 
 
IP Logged
 
Malefactor
Superhero Accountant
****
Offline


I Love Space Jam!

Posts: 94
Re: Drive Through Walls in Head-On
Reply #7 - 11/28/15 at 04:14:52
 
There are a few things to think about when discussing this subject.  They are:

1.  On the subject of Harbor City.  There WAS a finished version, completed by Incognito Studios, of the entire connected city. 

However, when ESP created the TMHO port they did NOT take the seemingly saner approach of simply putting finishing touches on the nearly completed game and releasing it.  What they did instead was PORT tiny PORTIONS of the existing levels, and then scramble with their designs to meet Jaffe's opinions of good gameplay.  *Cough*

What does this mean for all of you hoping to drive beyond the existing walls?  It means they probably don't extend much further than you already see them.  Indeed, most of the existing levels have high vantage points where you can head up and scope the scale of the levels, and if you do so, you end up extremely disapointed.  I know, because I've done it.  I think all TMB fans have a WTF feeling about all things Twisted Metal post 2002.

Good luck though.  Who knows, maybe Aced will find some hidden unreleased junk on the disk.  I kind of doubt it because of the type of project that it was (i.e. they knew EXACTLY what they wanted to do vs. with Black where the scope of the project was clearly changing in small degrees as it went).

ESP did originally mention five bonus levels instead of four.  Maybe you'll get lucky and see what that might have been.  However, rumour is the team really struggled figuring out how to handle the guts of the PS2 TMB2 game and that's why the fifth level idea was dumped.  Too bad they didn't have more of the Incog team that knew the PS2 so well.

2. Twisted Metal: Black and Warhawk:  While modders can add things to a game, hacking like you're describing, for the most part, can't put stuff there that wasn't already there.

With Warhawk, they never finished the project.  That's just a fact.  They seem to have completed his character screen, and it's possible on some disk somewhere in a vault there are tests of what the character control might have been like, but the fact is nothing was ever completed, polished, or ready for prime time.  To date there doesn't seem to be any evidence anything beyond the character screen is left on the disk.

You might be able to mod/hack the game to convince it to let you control the AI Warhawk, instead of giving the PS2 control. but even then it would never be what Incog truly envisioned.
Back to top
 
 
IP Logged
 
Aced14
Admin
Server Emulation
*****
Offline



Posts: 112
Re: Drive Through Walls in Head-On
Reply #8 - 11/28/15 at 05:17:35
 
Malefactor wrote on 11/28/15 at 04:14:52:
What does this mean for all of you hoping to drive beyond the existing walls?  It means they probably don't extend much further than you already see them.  Indeed, most of the existing levels have high vantage points where you can head up and scope the scale of the levels, and if you do so, you end up extremely disapointed.  I know, because I've done it.  I think all TMB fans have a WTF feeling about all things Twisted Metal post 2002.

Just to clear things up, I don't expect drive through walls hacks to reveal any brand new areas of the levels or the like. I just see it as an interesting little hacking challenge. Similar to some of the other TMHOETE hacks I've previously developed.


Malefactor wrote on 11/28/15 at 04:14:52:
Good luck though.  Who knows, maybe Aced will find some hidden unreleased junk on the disk.  I kind of doubt it because of the type of project that it was (i.e. they knew EXACTLY what they wanted to do vs. with Black where the scope of the project was clearly changing in small degrees as it went).

AFAIK there aren't any extra unreleased goodies on TMHOETE's disc. No extra level files are present.


Malefactor wrote on 11/28/15 at 04:14:52:
You might be able to mod/hack the game to convince it to let you control the AI Warhawk, instead of giving the PS2 control. but even then it would never be what Incog truly envisioned.

IMO, only one of these methods could achieve it:
  1. Hacking the game to pull in the ACAR folder's Warhawk files for the player's car. Retail versions of the game have no Warhawk files in their PCAR folders. Getting it to work would likely require a very in-depth understanding of how the PCAR and ACAR folders' files differ and how the game engine loads/positions those assets into the playfield. Or...
  2. Overtake control of the AI bot (as you alluded to).

I've previously attempted both methods to no avail. Even if one of them did work, I can guarantee that playing as Warhawk would be very limited compared to fully-developed playable cars.
Back to top
 
 
IP Logged
 
Coleiosis
Hurricane Wrangler
*****
Offline


Obsessed with music

Posts: 136
Re: Drive Through Walls in Head-On
Reply #9 - 12/01/15 at 17:29:37
 
I did find an address in the TMHOETE disc while viewing it in PS2dis. It was labeled as "City of the Dead", which may have been the fifth level promised for TML, but never shown.

Also, I found the six other Lost clips from TM1, including the three Apocalypse 9 clips, and the three Channel 7 News clips. But I got so excited when I saw the labels "ENABLE TWEAKS" and "Border Indicators". I looked at the addresses, but I am not sure if I tweaked the commands and values correctly. My ARMAX accepted the codes (after converting them), but I did not see a change. Perhaps I don't fully understand how to change the numbers at the beginning and end of the code displayed. Huh
Back to top
 

Get Shreked!
WWW coleiosis2  
IP Logged
 
Aced14
Admin
Server Emulation
*****
Offline



Posts: 112
Re: Drive Through Walls in Head-On
Reply #10 - 12/16/15 at 06:42:35
 
Malefactor wrote on 11/28/15 at 04:14:52:
ESP did originally mention five bonus levels instead of four.  Maybe you'll get lucky and see what that might have been.  However, rumour is the team really struggled figuring out how to handle the guts of the PS2 TMB2 game and that's why the fifth level idea was dumped.  Too bad they didn't have more of the Incog team that knew the PS2 so well.
Coleiosis wrote on 12/01/15 at 17:29:37:
I did find an address in the TMHOETE disc while viewing it in PS2dis. It was labeled as "City of the Dead", which may have been the fifth level promised for TML, but never shown.

Looks like I was mistaken about no extra level files being present... Smiley.

Loading screen (taken in PCSX2):
...

Screenshot (taken in PCSX2):
...

It appears to be a neutered version of TMHC's "Industrial District" level (name/screenshots sourced from Miles Woods' blog):
...

Within the coming days/weeks, I'll create an in-depth thread about City of the Dead with videos, proper unlock codes, maybe more screenshots, etc... I literally just managed to load it in tonight.


Coleiosis wrote on 12/01/15 at 17:29:37:
Also, I found the six other Lost clips from TM1, including the three Apocalypse 9 clips, and the three Channel 7 News clips.

Did you find those on the TMHOETE disc or references to them in its ELF file? Or are you just referring to old TMA versions of those particular clips?

From what I can see on the disc, the "TM1" folder contains 12 PSS videos. In the game's "Twisted Metal 1 - The Lost Ending Movies" section, 12 endings are selectable. In the disc's "MOV" folder, there aren't any other TM1-related videos.


Coleiosis wrote on 12/01/15 at 17:29:37:
But I got so excited when I saw the labels "ENABLE TWEAKS" and "Border Indicators". I looked at the addresses, but I am not sure if I tweaked the commands and values correctly. My ARMAX accepted the codes (after converting them), but I did not see a change. Perhaps I don't fully understand how to change the numbers at the beginning and end of the code displayed. Huh

I presume "ENABLE TWEAKS" is one of these:
  1. A string that's intended to appear in the pause menu of development builds of the game. Selecting it would launch the debug menu.
  2. A string for use in a sub-page of the game's debug menu. A togglable number (0 or 1) would likely appear beside this text. Setting it to 0 would exit the debug menu.

As for "Border Indicators", maybe it's meant to control some aspect of the game's menus or possibly the borders around the mini health bars that appear when you get close to an enemy.

Anyway, the debug menu itself isn't present in the retail version of TMHOETE. If it was, there'd at least be a "Table Of Contents" string somewhere in the ELF (AFAIK it's always used as the main title of Incognito's debug menus).
Back to top
 
 
IP Logged
 
Malefactor
Superhero Accountant
****
Offline


I Love Space Jam!

Posts: 94
Re: Drive Through Walls in Head-On
Reply #11 - 12/16/15 at 14:14:05
 
Aced14 wrote on 12/16/15 at 06:42:35:
Looks like I was mistaken about no extra level files being present... Smiley.

Loading screen (taken in PCSX2):
http://5.t.imgbox.com/BW7aWrhZ.jpg

Screenshot (taken in PCSX2):
http://9.t.imgbox.com/HLC16w0X.jpg

It appears to be a neutered version of TMHC's "Industrial District" level (name/screenshots sourced from Miles Woods' blog):
http://2.t.imgbox.com/2gH6FfDw.jpg

Within the coming days/weeks, I'll create an in-depth thread about City of the Dead with videos, proper unlock codes, maybe more screenshots, etc... I literally just managed to load it in tonight.


Crying out loud . . . I just don't understand Incog and ESP's penchant for leaving nearly finished stuff on their disks. 

Finish it already when you're THAT close .  .   . hell, Junkyard 2 should have just been released on the disk as a alternate version. It's fun.
Back to top
 
 
IP Logged
 
DARKFORCE
Server Emulation
Offline



Posts: 270
Gender: male
Re: Drive Through Walls in Head-On
Reply #12 - 12/16/15 at 16:39:31
 
Aced14 wrote on 12/16/15 at 06:42:35:
Looks like I was mistaken about no extra level files being present... Smiley.

Loading screen (taken in PCSX2):
http://5.t.imgbox.com/BW7aWrhZ.jpg

Screenshot (taken in PCSX2):
http://9.t.imgbox.com/HLC16w0X.jpg

It appears to be a neutered version of TMHC's "Industrial District" level (name/screenshots sourced from Miles Woods' blog):
http://2.t.imgbox.com/2gH6FfDw.jpg

Within the coming days/weeks, I'll create an in-depth thread about City of the Dead with videos, proper unlock codes, maybe more screenshots, etc... I literally just managed to load it in tonight.


Pretty amazing find Aced, keep up the great work!  Cheesy
Back to top
 


---===TMBO Video Historian===---
...
WWW  
IP Logged
 
Archminion
Admin
*****
Offline


I Love Space Jam!

Posts: 2463
Sunderland, UK
Gender: male
Re: Drive Through Walls in Head-On
Reply #13 - 12/16/15 at 17:41:03
 
Excellent finds!

Can't wait to see more, I love how these older releases are still baring fruit... Smiley
Back to top
 

---===Admin Padawan===---
 
IP Logged
 
DARKFORCE
Server Emulation
Offline



Posts: 270
Gender: male
Re: Drive Through Walls in Head-On
Reply #14 - 12/16/15 at 18:05:42
 
Archminion wrote on 12/16/15 at 17:41:03:
Excellent finds!

Can't wait to see more, I love how these older releases are still baring fruit... Smiley


Giant sugary ones too!
Back to top
 


---===TMBO Video Historian===---
...
WWW  
IP Logged
 
Pages: 1 2 3 
Send Topic Print