Hi guys,
can some more experienced code guy advice me how to find the original float value for the code I found?
Let's say I know the code 048190C0 controls the LOD (texture) of the skates of a character. I know it because when I put the float at "0" the texture won't load at all, the skate is just white model.
Now I want to force the game to load the best possible LOD, but I don't know what was the original float value, so I don't know really what to put there
I'm really grateful for any advice! Thanks a lot.
Here's another noob question
I was able to turn off 3d models with the 00000000, but is there any common way how turn force them ON?
For example when they turned OFF (hidden temporary) by some LOD etc.
I see many of you guys use something like 6000000 or 00000001 quite often, so I was just wondering if there is some regular "command" for turning things ON.
Thanks again

I typically use Dolphin Memory Engine when making cheats or edits. One of its functions is a memory viewer. But I'm sure you could just find the original value for the LOD by simply copying what the value is at 048190C0 when the LOD is high quality. Then, just force the value to be the high quality version with the code.
(09-11-2019, 10:21 AM)Silent Hell Wrote: [ -> ]I typically use Dolphin Memory Engine when making cheats or edits. One of its functions is a memory viewer. But I'm sure you could just find the original value for the LOD by simply copying what the value is at 048190C0 when the LOD is high quality. Then, just force the value to be the high quality version with the code.
Thanks, I will try that tool for sure!.
Well ya, the problem is that the Wii version of the game probably won't never load the best possible version of the model (with logos texture). But when I do exactly the same thing with 360 version of the game, I know it exists.
Hopefully what I say makes sense

(09-11-2019, 05:23 PM)djneo Wrote: [ -> ]Thanks, I will try that tool for sure!.
Well ya, the problem is that the Wii version of the game probably won't never load the best possible version of the model (with logos texture). But when I do exactly the same thing with 360 version of the game, I know it exists.
Hopefully what I say makes sense 
Just because the 360 version does it, doesn't mean necessarily it exists within the RAM Memory of the Wii version. It might or it might not. Just be wary of that.
Since you already know the RAM Memory address: 808190C0 you can already try experimenting with some values. Do you know if the LOD is a 8-bit, 16-bit or 32-bit address? Judging from the code type you used you assigned it as a 32-bit address, which range with values from 0 to FFFFFFFF. Did you try what happened if you set the value at max? Since 0 would cancel the effect, the opposite would enforce the effect. I would start by using the default value and try to gradually increment it from there, see how far it would still work.
Thanks Admentus, definitely will try what you suggested as soon I get back home from work!
Ya, it's 32bit code. Didn't know that FFFFFFFF is maximum value, so that might help as well.
Looking forward to test it!
PS I was already lucky enough to find almost all models in the game (and make them white without texture LOL), so if we find how it works, hopefully that solution might work in the other areas too.
so here its how it all looks:
...a float of the default gloves Wii texture I found is: 91784f80
I tried to force the max as you suggested (FFFFFFFF) and no succes yet.
Any ideas where to go from here?

Hi,
here's one more thing that would be awesome somebody could teach me.
I was lucky enough to find a speed of some animations. I even know how to change the speed of them. It all works. The problem is that many of the codes affects more than one thing.
For example, one code affects speed of shot, pass and skating. Even if it's just one simple line of AR code.
So is there any way/principle how to separate these animations, so I can tune just one thing?
That would be super helpful!
Thanks

(09-15-2019, 05:16 PM)djneo Wrote: [ -> ]Hi,
here's one more thing that would be awesome somebody could teach me.
I was lucky enough to find a speed of some animations. I even know how to change the speed of them. It all works. The problem is that many of the codes affects more than one thing.
For example, one code affects speed of shot, pass and skating. Even if it's just one simple line of AR code.
So is there any way/principle how to separate these animations, so I can tune just one thing?
That would be super helpful!
Thanks 
You mean that one line of AR affects multiple animations at once?
What is that code line? 8-bit, 16-bit or 32-bit? If you using a 16-bit or 32-bit code line, try splitting them (16-bit can be split into 2 8-bit lines and 32-bit can be split into into 4 8-bit lines or 2 16-bit lines). It could be likely that you are checking a 16-bit or 32-bit RAM Address while you should be checking for a smaller one. Be sure if that the value you see is either 8-bit, 16-bit or 32-bit.
If the animation speed for example is a 8-bit value but you use a 32-bit code line then you would affect more than just that specific animation speed. However, if the animation speed is 16-bit and but you use a 8-bit code line then you don't affect the whole value of that specific animation speed.
8-bit goes between values of 0 and 255 (00 and FF).
16-bit goes between values of 0 and 65,535 (0000 and FFFF).
32-bit goes between values of 0 and 4.294.967.295 (0000 0000 and FFFF FFFF).
Ya, multiple animations at once, it's such a shame.
Wow that looks like that might be it! Thanks for the quick response.
So I think it's 32bit, but give me few minutes when I get home so I can post the code, so you can judge.
Thanks.