Post by Kizzume on Nov 10, 2007 0:23:53 GMT -5
Through messing around with a memory hack utility (TSearch, etc.) my brother found a completely separate speed adjustment from the one that you can zoom in on when using the "speeditup" or "slowitdown" codes. (I've found a number of other things with TSearch, but this one that my brother found was GREAT!)
When the number is changed to the appropriate values, it ATTEMPTS to make time go backwards, but since the game doesn't keep track of exact actions that happened earlier, it can only continue doing the opposite movements that were just being made--so, for instance, if my character's arm was moving upwards when time was going forwards, it will go downwards when I make time go in reverse, but if I keep it going in reverse, that movement of the arm going downward will CONTINUE to the point of making the character do impossible movements--like the character's head will fold in on itself, etc. It's really eerie looking and kind-of creepy.
One of the strangest things I saw by doing this is when I went into Cluckin Bell and shot a weapon so the characters would put their hands up. When I reversed time, they put their hands straight outwards and continued to stretch until they looked like they were imitating propeller-based airplanes and they floated around the room strangely.
The problem is--when I try to do this anywhere that has either a lot of weapons or a lot of vehicles, the game locks up when I put time in reverse for more than about 3 seconds. Has anyone else done this, and have you been able to figure out how to change anything so it doesn't crash nearly as quickly when reversing time outside (not in the interior world)?
Here is a collage of some more shots.
If you stop this timer after you shoot out a windshield, the animation of the broken triangular windows gets bigger and bigger until it fills the screen.
Here's one that I reversed time when his mouth was closing, and another one when it was opening:
When the number is changed to the appropriate values, it ATTEMPTS to make time go backwards, but since the game doesn't keep track of exact actions that happened earlier, it can only continue doing the opposite movements that were just being made--so, for instance, if my character's arm was moving upwards when time was going forwards, it will go downwards when I make time go in reverse, but if I keep it going in reverse, that movement of the arm going downward will CONTINUE to the point of making the character do impossible movements--like the character's head will fold in on itself, etc. It's really eerie looking and kind-of creepy.
One of the strangest things I saw by doing this is when I went into Cluckin Bell and shot a weapon so the characters would put their hands up. When I reversed time, they put their hands straight outwards and continued to stretch until they looked like they were imitating propeller-based airplanes and they floated around the room strangely.
The problem is--when I try to do this anywhere that has either a lot of weapons or a lot of vehicles, the game locks up when I put time in reverse for more than about 3 seconds. Has anyone else done this, and have you been able to figure out how to change anything so it doesn't crash nearly as quickly when reversing time outside (not in the interior world)?
Here is a collage of some more shots.
If you stop this timer after you shoot out a windshield, the animation of the broken triangular windows gets bigger and bigger until it fills the screen.
Here's one that I reversed time when his mouth was closing, and another one when it was opening: