wp04 = ithaca shotgun wp05 = S75 rifle wp06 = grenade wp07 = fire grenade wp08 = flash grenade wp0a = mine Wp0d = rocket launcher (it may get 0 ammo if some of the variables are wrong. LevelBulletMax maybe?) wp13 = MP5? wp15 = gatling gun wp16 = M3 shotgun? Wp1b = M500 magnum wp1c = PSG-1 wp1f = Px4 wp21 = flamethrower wp22 = stun rod wp23 = wp24 = Jill's knife wp25 = grenade launcher with explosive rounds wp29 = Samurai Edge wp30 = lantern (only works against 6-2 boss) wp34 = LTD (doesn't seem to work outside s511) wp3e = gold egg uIt020e = flame rounds uIt0210 = electric rounds uIt0201 = pist0l ammo uIt0202 = mg ammo uIt0203 = shotgun ammo uIt0204 = rifle ammo uIt0206 = explosive rounds uIt0209 = magnum ammo uIt020e = flame rounds for grenade launcher uIt0211 = rocket round (11 02) uIt0301 = G herb uIt0304 = F aid uIt0402 = a bag of money uIt0453 = topaz oval uIt0477 = diamond marquise (5000) uIt0608 = combo bonus uOm0017 = wire trap (2 sets of positions and angles, first is the bomb, second is the end of the wire. Second pos is actually rotated 90 degrees to the left with the wire trap as anchor) (based on s104, wiretraps are usually +117 above the ground) uOm0823 = small basic box (can be destroyed for items) uOm0886 = Explosive red barrel uOm0889 = rectangular small box, basic design (can be destroyed for items) uOm088a = Treasure chest (usually has combo bonuses) uOm088b = Tribal treasure chest (usually has combo bonuses) uOm088d = Modern safe (usually has combo bonuses) (combo bonus has same coordinate except for Z being +9) uOm0890 = Round tall barrel (can be destroyed for items) uOm08ba = Explosive canister from chapter 1-2 boss fight area (you can push it to the ground, which has clipping issues near walls) uOm08bd = rectangular tall box (can be destroyed for items) uOm08f1 = Shiny briefcase with weapon uOm08f2 = key? uOm08fa = Shiny blue BSAA emblem (the collectibles) uOm092d = mirror for puzzle in chapter 4-2 uOm0100 = time bonus uOm1304 = Jeep uOmf201 = Ladder (purely for gameplay, invisible) uOmde9a = Dead body (from 1-2 boss fight area) uOm1316_BackupHeli2 = Helicopter from chapter 2-1 at the docks (s113) OM08E9A_IDo00_U006 = laser goal for puzzles in chapter 4-2 ---IDF01 contains time bonuses (uOm0100), 6F (hex) after uOm0100 is the value for how much time the time bonus gives.--- ---Figured out how to replace items on the level. Open s400_item for no mercy and search for "uWp0d". That's the name for the rocket launcher. However, changing that string doesn't seem to have any effect. I changed it, but the rocket launcher still spawned. But keep your cursor on uWp0d and search for the hex value "0D", and you should find "0D 01 01". Change the first byte of those to whatever weapon you want it to replace. (that value is usually 140 (hex) bytes after uWp0d)--- ---Just after the value which controls which item it is, there's the value which controls the amount there is in that item pickup (for instance, how many bullets you get from an ammo box. It's usually 146 (hex) after the item name (ie, "uWp0d") "FFFF" signifies default value for that item.--- ---cSetInfoOmCoopDoorArea uOmf302 is a trigger for loading a new level. C4 (hex) after uOmf302 is the variable which defines which next level to load (for instance in s118, the variable is 68 (hex) which is 104). (I think the variable is called mSetPos0 (usually in IDF15_Ins)--- -The variable after scale (PatternNo?) seems to defined whether the item reacts to physics (when it was 00 a normal barrel could be knocked over and start to roll), and whether it can contain items (when it was 01 a normal barrel would contain items when destroyed and did not react to physics before destroyed).--- --- mAngle simple angles (turning left and right): 00 00 00 00 00 00 00 00 (north) 00 00 00 00 D8 0F C9 3F (east) for player chars: 00 00 00 00 D8 0F C9 3F = Facing east 00 00 00 00 37 8D 27 40 = facing north? 00 00 00 00 2B 18 10 C0 = Facing west (northwest?) 00 00 00 80 D6 E0 7D BE = facing south? 00 00 00 00 CA FD 3B 40 = facing north/northeast 00 00 00 00 56 29 3E C0 = facing north/northwest 00 00 00 00 41 82 A6 BF = facing west/southwest 00 00 00 00 4E 43 8A 3F = facing east/southeast 00 00 00 00 39 9A E1 3F = facing north (very very slightly off) 00 00 00 00 B8 EA CA 3F = facing east (very slightly off) 00 00 00 00 D5 EB 46 C0 = facing north (slightly to the west) 00 00 00 00 B7 5F C6 BF = facing west 00 00 00 00 D0 EC 14 40 = facing northeast 00 00 00 00 F4 16 C3 3F = facing east (slightly to the south) 00 00 00 00 9C FD 61 BE = facing south/southwest based on puzzle mirrors: 00 00 00 00 D8 0F 49 3F = northwest 00 00 00 00 80 DF ED AF = northeast 00 00 00 00 E2 CB 16 40 = southwest 00 00 00 00 D2 53 7B 40 = southeast based on puzzle goals: D8 0F C9 3F = east based on valves and zip lines from s207: 00 00 00 80 D8 0F C9 BF = directly west? 00 00 00 00 DC 0F 49 40 = directly south? mAngles with rocket launcher as reference: B5 87 4D BF 0C 05 AC 3F 00 00 00 00 00 00 00 00 = horizontal, slightly twisted. Pointing south-southwest 00 00 00 00 00 00 00 00 D0 7C B0 BF 00 00 00 00 = almost vertical, slightly leaning on its flat side 00 00 00 00 96 0A 86 BF C9 92 81 3F 00 00 00 00 = upside down, leaning on an almost 45 degree angle D8 0F C9 3F 1E 36 91 3F 1E FA 8E 3D 00 00 00 00 = lying flat. Pointing southwest. (not perfect for rocket launcher since the handle is on the bottom side, it shouldn't be able to balance like that) 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 = lying flat. Pointing west. (rocket launcher lying flat on its side, so it looks balanced) --- ---There's 2 variables per item entry which ticks with 1. A few bytes before the item name (start of entry in other words), and some bytes after the item names. It's the same thing with enemies in em## files.--- ---When using player coordinates from Cheat Engine, those coordinates seems to be slightly above the gruond. For the Teeny Weetle mod it seems the barrels and time bonuses are -25 below player coordinate. I tried to edit rocket launchers on storage facility mod to be on ground, and -25 is overkill. Although -10 seems to work well for rocket launchers. (update: I use new memory addresses now which gives the exact correct location)--- --I think 15A (hex) after uWp3e is the variable which links the item to a specific enemy (it counts from 00 as first enemy). There's probably another variable which defines whether it should be dropped from an enemy. 154 (hex) after uWp3e might be the variable referencing which em## the enemy is in. Combo bonuses are linked to treasure chests the same way. Not sure which variables controls that.--- ---To get the correct position for wiretraps get the 2 coordinates for where you want it and then you have to change the second coordinate. Calculate the difference between the coords which should be the same (afterwards, make them the same), and then add that difference to the other axis.--- ---Max inventory limit for various items: Handgun bullets = 50 shotgun shells = 30 rifle bullets = 30 MG ammo = 150 magnum bullets = 12 grenades = 5 --- --Info about weapon upgrades: (distances are after uWp05) 15A: 160: 179: Fire power? 17E: Fire speed 183: Reload speed 188: Magazine side (13 turns it into infinite) 18D: unknown 192: unknown 197: unknown 19C: killzone? penetration?