(09-15-2019, 10:31 PM)djneo Wrote: [ -> ]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.
Set equal to operation
8-bit code lines start with 00 or 01
16-bit code lines start with 02 or 03
32-bit code lines start with 04 or 05
If you are using 04 for example, change into 02 to make it a 16-bit code line. In which case you only check the first 16 bytes from that RAM address instead of the first 32 bytes from that RAM address.
So in this case it's 32.
All AR codes I have for NHL 2K11 startswith 04 or 05
(09-15-2019, 10:43 PM)djneo Wrote: [ -> ]So in this case it's 32.
All AR codes I have for NHL 2K11 startswith 04
Yup, 32-bit. Try and make 8-bit or 16-bit code lines from them and see if that helps. Change 04 into 00 or 02 respectively.
Valid 8-bit RAM addresses: Ends with any hexadecimal value between 0 and F.
Valid 16-bit RAM addresses: Ends with the hexadecimal values of either 0, 2, 4, 6, 8, A, C or E.
Valid 32-bit RAM addresses: Ends with the hexadecimal values of either 0, 4, 8 or C.
I will test all that for sure!
Thanks for your time and suggestions...
Hah I thought it would be too easy for me just to change 2 1st numbers in it

So in this case 01 and 03 works, but again for too many animations at once.
Guys this might help me a lot right now.
So if the FFFFFFFF is the maximum value, what is just one step less from this maximum? Hmm, Is maximum 1.000.000 float= FFFFFFFF? So one step less is 999.999?
I mean in this sense: when 0 is minimum value then next bigger is 0.1 next is 0.2 then 0.3...0.4....etc.
So what I need to know is how it is backwards basically

Thanks a lot!
(09-26-2019, 12:43 AM)djneo Wrote: [ -> ]Guys this might help me a lot right now.
So if the FFFFFFFF is the maximum value, what is just one step less from this maximum? Hmm, Is maximum 1.000.000 float= FFFFFFFF? So one step less is 999.999?
I mean in this sense: when 0 is minimum value then next bigger is 0.1 next is 0.2 then 0.3...0.4....etc.
So what I need to know is how it is backwards basically 
Thanks a lot!
0xFFFFFFFF is not 1.000.000, but 4.294.967.294 in decimal. Roughly 4 billion. Or roughly 4 GB.
Assuming 32-bit values:
Code:
Hexadecimal -> Decimal
0x7FFFFFFF -> 2147483647 (Largest Positive 32-bit Value)
0xFFFFFFFF -> 4294967295 (Largest 32-bit Value)
Substracting 1 from both
0x7FFFFFFE -> 2147483646 (Largest Positive 32-bit Value Minus 1)
0xFFFFFFFE -> 4294967294 (Largest 32-bit Value Minus 1)
EDIT: Sorry yeah. Wrong calculations.
Thanks Admentus!
So 0x7FFFFFFF is step under FFFFFFFF, right?
(09-26-2019, 01:33 AM)djneo Wrote: [ -> ]Thanks Admentus!
So 0x7FFFFFFF is step under FFFFFFFF, right?
No, 0x7FFFFFFF is about half of 0xFFFFFFFF. 0xFFFFFFFF minus one is 0xFFFFFFFE.
Also, just for clarification, what Admentus and I said now assumes you're dealing with integers and not floats.
Ah, thanks for the patience guys haha.
Just to let you know, I'm asking because I found some hidden graphical effects like selfshadowing can be turned ON if I put value at 0.1 (float) when at 0 it's turned OFF.
Everything above 0.1 makes the effect overdone.
And some others that are turned OFF at FFFFFFFF. So I try to figure out what values are usable for some realistic results....
You can see some of it here. But it's still way too much from other angles.
https://youtu.be/oog61Qz5Fpg