Post: Help with Dead Ops Arcade Round 200+ Modifying .ff
08-18-2012, 04:40 AM #1
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I'm a hardcore Dead Ops Arcade player (I know they're not many of us) and have been to Round 160 legit. We've basically determined that beating 160 is not possible due to too many gems spawning from killing the Boss('s) and causes a G_Spawn. I've used mods since to prove this over and over again. See video here:


For about a year now, I have been wanting to see what Round 200 (and possibly farther) would be like and have been very disappointed that the game crashes/G_Spawn's at 160 making it impossible to go any farther. So, I started exploring mods and in the last few weeks with the help of NGU and especially ZOMBIEKILLAH I have been playing with gamesaves, and then EBOOTs, making my own EBOOTs and now trying to modify the fastfiles. My theory is that if the code can be modified to limit the amount of gems that spew out of a Boss Monkey when killed, that perhaps the game will not G_Spawn. I've looked through the fast file of zombietron.ff (/dev_hdd0/GAMES/BLUS30591-[Call of Duty Black Ops]/PS3_GAME/USRDIR/english) and zombietron_patch.ff (/dev_hdd0/game/BLUS30591/USRDIR/english). In both of these I have noticed the same line :

set_zombie_var( "zombie_treasure_boss", 25);

[ATTACH=CONFIG]18817[/ATTACH]

What I believe can be done is change the value "25" to a lower number, preferably say "1" which will cause the Monkey's to spew 25x less gems? The problem is when I try editing this, I keep getting a syntax error while Dead Ops Arcade is loading.

What I have tried:
I have gone into zombietron_patch.ff using TheUnknowns Fast File Viewer, changing this value from 25 to 1 (also tried 15 & 20) within the viewer and also have tried copy/paste from Notepad++. I also modified the EBOOT to remove the RSA check per Choco's tutorial but to be safe, I've also tried one of his patched EBOOT's as well just in case I did this incorrectly.

From the sounds of it, modifying the .ff for Black Ops is not very cut & dry. All I am looking to do is get passed Round 160 without a G_Spawn so that I can continue on to Round 200 and possibly farther. I am not concerned with going online although that is obviously always more fun. I am wondering if someone may be able to give me some direction, suggestions, or even create the modified fastfile for me. Any help would be greatly appreciated. I know many people that like me are anxious to see beyond the current cap of Round 160 in Dead Ops Arcade.

If you are willing to provide me with some guidance I would be willing to help with anything I could although I am somewhat limited with my abilities. However, I am able to record in HD and could also give a kick-ass DOA .bin/gamesave. lol The DOA mods that I have found are fairly limited to what binds they have so with much help from ZOMBIEKILLAH, I've developed my own that has more than any DOA mod I've been able to find.

Thanks in advance for any light anyone is willing to shed.



********** UPDATE - 8/24/2012 **********

I have figured out that I was getting a syntax error when starting the match because the EBOOT did not properly remove the RSA check. I tried one more time, getting the 1.02 Debug EBOOT, unselfing it, removing the code for the RSA check, and converting it back to a .bin. I was then able to start up the game however none of the changes I made to the .ff affected the game.

I've hit another wall and not sure what to try next to alter the fastfile so that it modifies the game. I need some way to limit or remove the gems when they reward you by spewing from the Cosmic Silverback (Boss) after killing him.

Here are things I've tried to do to the .ff to see if these changes carried over into the game.

File: zombietron_patch.ff

sub-file (*.gsc): maps/zombietron.gsc
Line: 212
Original: set_zombie_var( "zombie_treasure_boss", 25);
Edit: set_zombie_var( "zombie_treasure_boss", 1);
Also tried 5, 10, 15, 20, null, 0, and deleting the line altogether

Line: 226
Original: set_zombie_var( "max_lives", 9 );
Edit: set_zombie_var( "max_lives", 5 );

Line: 227
Original: set_zombie_var( "max_bombs", 9 );
Edit: set_zombie_var( "max_bombs", 5 );

Line: 228
Original: set_zombie_var( "max_boost", 9 );
Edit: set_zombie_var( "max_boost", 5 );

Line: 229
Original: set_zombie_var( "max_multiplier", 9 );
Edit: set_zombie_var( "max_multiplier", 5 );

sub-file (*.gsc): maps/_zombietron_main.gsc
Line: 150
Original: self.lives = 3;
Edit: self.lives = 4;

Line: 151
Original: self.bombs = 1;
Edit: self.bombs = 2;

Line: 152
Original: self.boosters = 2;
Edit: self.boosters = 3;

sub-file (*.gsc): maps/_zombietron_ai_ape.gsc
Original: level thread maps\_zombietron_pickups::spawn_uber_prizes( RandomFloatRange(0.5,1)*(9*level.zombie_vars["max_prize_inc_range"]), zombie.origin, true );
Edit: level thread maps\_zombietron_pickups::spawn_uber_prizes( RandomFloatRange(0.1,0.2)*(1*level.zombie_vars["max_prize_inc_range"]), zombie.origin, true );
I've also tried changing true to false, as well as


I've tried many of these all at once as well as individually. If anyone has any other ideas, please let me know. Thanks in advance for your input.
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The following user thanked blikefritz for this useful post:

I-LOVE-Coockies
08-18-2012, 04:05 PM #2
Choco
Respect my authoritah!!
Originally posted by blikefritz View Post
Background:
I'm a hardcore Dead Ops Arcade player (I know they're not many of us) and have been to Round 160 legit. We've basically determined that beating 160 is not possible due to too many gems spawning from killing the Boss('s) and causes a G_Spawn. I've used mods since to prove this over and over again. See video here:


For about a year now, I have been wanting to see what Round 200 (and possibly farther) would be like and have been very disappointed that the game crashes/G_Spawn's at 160 making it impossible to go any farther. So, I started exploring mods and in the last few weeks with the help of NGU and especially ZOMBIEKILLAH I have been playing with gamesaves, and then EBOOTs, making my own EBOOTs and now trying to modify the fastfiles. My theory is that if the code can be modified to limit the amount of gems that spew out of a Boss Monkey when killed, that perhaps the game will not G_Spawn. I've looked through the fast file of zombietron.ff (/dev_hdd0/GAMES/BLUS30591-[Call of Duty Black Ops]/PS3_GAME/USRDIR/english) and zombietron_patch.ff (/dev_hdd0/game/BLUS30591/USRDIR/english). In both of these I have noticed the same line :

set_zombie_var( "zombie_treasure_boss", 25);

[ATTACH=CONFIG]18817[/ATTACH]

What I believe can be done is change the value "25" to a lower number, preferably say "1" which will cause the Monkey's to spew 25x less gems? The problem is when I try editing this, I keep getting a syntax error while Dead Ops Arcade is loading.

What I have tried:
I have done into zombietron_patch.ff using TheUnknowns Fast File Viewer, changing this value from 25 to 1 (also tried 15 & 20) within the viewer and also have tried copy/paste from Notepad++. I also modified the EBOOT to remove the RSA check per Choco's tutorial but to be safe, I've also tried one of his patched EBOOT's as well just in case I did this incorrectly.

From the sounds of it, modifying the .ff for Black Ops is not very cut & dry. All I am looking to do is get passed Round 160 without a G_Spawn so that I can continue on to Round 200 and possibly farther. I am not concerned with going online although that is obviously always more fun. I am wondering if someone may be able to give me some direction, suggestions, or even create the modified fastfile for me. Any help would be greatly appreciated. I know many people that like me are anxious to see beyond the current cap of Round 160 in Dead Ops Arcade.

If you are willing to provide me with some guidance I would be willing to help with anything I could although I am somewhat limited with my abilities. However, I am able to record in HD and could also give a kick-ass DOA .bin/gamesave. lol The DOA mods that I have found are fairly limited to what binds they have so with much help from ZOMBIEKILLAH, I've developed my own that has more than any DOA mod I've been able to find.

Thanks in advance for any light anyone is willing to shed.


Hey man,

First off I would like to congratulate you on trying something new and interesting. Good job actually researching and trying things before coming here to ask about it :y:

The syntax errors are an ongoing issue with black ops. It is notorious for giving bad syntax errors when there is nothing wrong, there's not a whole lot you can do about it either. As far as your question, it's because the game is spawning too many models and they just continue to stack up. There really isn't anything you can do, but if I get some free time later I will take a look at the scripts and see if I can find anything.

I'll go ahead and leave this open in case anyone else has a solution to the problem. Good luck.

The following 2 users say thank you to Choco for this useful post:

blikefritz, I-LOVE-Coockies
08-18-2012, 04:20 PM #3
Thanks a lot! I've seen so many kids just come one here and ask dumb questions that have already been answered over and over. I decided I didn't want to be one of those guys. So, I've been going through the forums, started about a year or two back and worked my way back to the present. Learned a lot. I'm borrowing a 3.55 PS3 from a friend and think I might go buy one on craigslist this weekend. I have run into some noobish snags, which ZOMBIEKILLAH has been awesome about helping me out. Most of the time I realized I was making it more complicated than it needed to be. I'm trying to find a way to limit how many gems "models" spawn, which I believe in the .ff this may be able to be done by changing the 25-->1, set_zombie_var( "zombie_treasure_boss", 25);. I believe this will drastically reduce the amount of gems that spawn/spew out of the monkey.

ZOMBIEKILLAH recommended not trying to modify the 1.02 retail zombietron_patch.ff, but instead use a .ff that someone has already modded that works. But I'm not sure I can find one.

Question: I should only need to change the zombietron_patch.ff in the /game/ directory, and not the zombietron.ff in the /GAMES/ directory, right? Even though the code is in both places. I have been having issues with playing backed up games on this 3.55.

Anyway, thanks for the replay!

p.s., I've pm'd you before, if you ever need something recorded, let me know.
08-18-2012, 04:37 PM #4
is it unbannable or ????????????stare
08-18-2012, 04:40 PM #5
I'm not sure I understand your question. I am not releasing anything in this thread. I am trying to get help developing a patch to prevent the game from G_Spawning.
08-18-2012, 08:43 PM #6
Choco
Respect my authoritah!!
Originally posted by blikefritz View Post
Thanks a lot! I've seen so many kids just come one here and ask dumb questions that have already been answered over and over. I decided I didn't want to be one of those guys. So, I've been going through the forums, started about a year or two back and worked my way back to the present. Learned a lot. I'm borrowing a 3.55 PS3 from a friend and think I might go buy one on craigslist this weekend. I have run into some noobish snags, which ZOMBIEKILLAH has been awesome about helping me out. Most of the time I realized I was making it more complicated than it needed to be. I'm trying to find a way to limit how many gems "models" spawn, which I believe in the .ff this may be able to be done by changing the 25-->1, set_zombie_var( "zombie_treasure_boss", 25);. I believe this will drastically reduce the amount of gems that spawn/spew out of the monkey.

ZOMBIEKILLAH recommended not trying to modify the 1.02 retail zombietron_patch.ff, but instead use a .ff that someone has already modded that works. But I'm not sure I can find one.

Question: I should only need to change the zombietron_patch.ff in the /game/ directory, and not the zombietron.ff in the /GAMES/ directory, right? Even though the code is in both places. I have been having issues with playing backed up games on this 3.55.

Anyway, thanks for the replay!

p.s., I've pm'd you before, if you ever need something recorded, let me know.


ZOMBIEKILLAH is a helpful guy, he helped me out a lot when I was just starting to learn about the self files. You only need to change the scripts in the zombietron_patch.ff.
08-18-2012, 09:00 PM #7
I'm definitely no expert on this but when G_Spawn is called there may be a way to detect what it's spawning?

If there is surely you could do something like this (Sorry for syntax, I create C# programs, very little experience with C++ syntax)

    string modelname = G_Spawn.model;
bool gemsornot = false;
if(modelname == "gem")
{
gemsornot = true;
}
if(!gemsornot == true)
{
break;
}
else
{
//insert standard spawning code here
}


---------- Post added at 09:00 PM ---------- Previous post was at 08:57 PM ----------

Originally posted by blikefritz View Post

    
set_zombie_var( "zombie_treasure_boss", 25);



Perhaps put your desired figure inbetween quotes?
or
try setting the value to 0 or NULL?Smile
08-18-2012, 09:08 PM #8
Originally posted by MyNameIsWinter View Post
I'm definitely no expert on this but when G_Spawn is called there may be a way to detect what it's spawning?

If there is surely you could do something like this (Sorry for syntax, I create C# programs, very little experience with C++ syntax)

    string modelname = G_Spawn.model;
bool gemsornot = false;
if(modelname == "gem")
{
gemsornot = true;
}
if(!gemsornot == true)
{
break;
}
else
{
//insert standard spawning code here
}[/QUOTE]

To be honest, at the moment this is a little beyond me. I don't know enough about coding. When you say "a way to detect what it's spawning", I know what it is spawning. I know the gems spewing out from monkey are what cause the G_Spawn. However, I'm not sure what to do with what your stating above. Insert this into the .ff for /maps/zombietron.gsc? If so, where? If not, where? lol


[QUOTE=MyNameIsWinter;4638632]

Perhaps put your desired figure in between quotes?
or
try setting the value to 0 or NULL?Smile[/QUOTE]

I've tried 0. I'll go back and try NULL.
08-18-2012, 09:27 PM #9
Originally posted by blikefritz View Post
To be honest, at the moment this is a little beyond me. I don't know enough about coding. When you say "a way to detect what it's spawning", I know what it is spawning. I know the gems spewing out from monkey are what cause the G_Spawn. However, I'm not sure what to do with what your stating above. Insert this into the .ff for /maps/zombietron.gsc? If so, where? If not, where? lol




I've tried 0. I'll go back and try NULL.


Sorry but I couldn't say where, Mainly because I have no black ops modding experience.

When I say "a way to detect what it's spawning" I mean is there a way that you can get the game to find out what model G_Spawn is spawning, That was the idea of my little G_Spawn.model code Smile

I don't know how the G_Spawn function works but here's an explanation that makes sense to me:

First you find the G_Spawn function somewhere in the files in the .FF file you're using
for example:
    
G_Spawn(string arg1)
{
//normal functions I don't understand that spawn the model
}


If you found it you could possibly overwrite it with a custom function?
For example:
    
G_Spawn(string ModelName)
if(ModelName == "gem")
{
break; //hopefully stop gems spawning *fingers crossed*
}
else
{
//normal spawn logic
}


hopefully the overwritten function would then block all G_Spawn functions that spawn gems Smile

If you wanted gems until a certain level on Dead Ops then you could try adding this code instead:
    
G_Spawn(string ModelName)
if(ModelName == "gem")
{
if(VARIABLE_FOR_WAVE_NUMBER < 160)
{
break; //hopefully stop gems spawning if you are on a wave under 160
}
}
else
{
//normal spawn logic
}


I hope I've helped with some inspiration for a new way of getting past this wave!

PS: You would obviously have to find a variable to determine what wave you're on! Smile

---------- Post added at 09:27 PM ---------- Previous post was at 09:22 PM ----------

Originally posted by blikefritz View Post
Background:
I'm a hardcore Dead Ops Arcade player (I know they're not many of us) and have been to Round 160 legit. We've basically determined that beating 160 is not possible due to too many gems spawning from killing the Boss('s) and causes a G_Spawn. I've used mods since to prove this over and over again. See video here:


For about a year now, I have been wanting to see what Round 200 (and possibly farther) would be like and have been very disappointed that the game crashes/G_Spawn's at 160 making it impossible to go any farther. So, I started exploring mods and in the last few weeks with the help of NGU and especially ZOMBIEKILLAH I have been playing with gamesaves, and then EBOOTs, making my own EBOOTs and now trying to modify the fastfiles. My theory is that if the code can be modified to limit the amount of gems that spew out of a Boss Monkey when killed, that perhaps the game will not G_Spawn. I've looked through the fast file of zombietron.ff (/dev_hdd0/GAMES/BLUS30591-[Call of Duty Black Ops]/PS3_GAME/USRDIR/english) and zombietron_patch.ff (/dev_hdd0/game/BLUS30591/USRDIR/english). In both of these I have noticed the same line :

set_zombie_var( "zombie_treasure_boss", 25);

[ATTACH=CONFIG]18817[/ATTACH]

What I believe can be done is change the value "25" to a lower number, preferably say "1" which will cause the Monkey's to spew 25x less gems? The problem is when I try editing this, I keep getting a syntax error while Dead Ops Arcade is loading.

What I have tried:
I have done into zombietron_patch.ff using TheUnknowns Fast File Viewer, changing this value from 25 to 1 (also tried 15 & 20) within the viewer and also have tried copy/paste from Notepad++. I also modified the EBOOT to remove the RSA check per Choco's tutorial but to be safe, I've also tried one of his patched EBOOT's as well just in case I did this incorrectly.

From the sounds of it, modifying the .ff for Black Ops is not very cut & dry. All I am looking to do is get passed Round 160 without a G_Spawn so that I can continue on to Round 200 and possibly farther. I am not concerned with going online although that is obviously always more fun. I am wondering if someone may be able to give me some direction, suggestions, or even create the modified fastfile for me. Any help would be greatly appreciated. I know many people that like me are anxious to see beyond the current cap of Round 160 in Dead Ops Arcade.

If you are willing to provide me with some guidance I would be willing to help with anything I could although I am somewhat limited with my abilities. However, I am able to record in HD and could also give a kick-ass DOA .bin/gamesave. lol The DOA mods that I have found are fairly limited to what binds they have so with much help from ZOMBIEKILLAH, I've developed my own that has more than any DOA mod I've been able to find.

Thanks in advance for any light anyone is willing to shed.


I can't believe I didn't think of this before but what if you just remove the code to assign a value to the boss?
try commenting this line out:
    
set_zombie_var( "zombie_treasure_boss", 25);
08-18-2012, 09:32 PM #10
Originally posted by MyNameIsWinter View Post
I can't believe I didn't think of this before but what if you just remove the code to assign a value to the boss?
try commenting this line out:
    
set_zombie_var( "zombie_treasure_boss", 25);


Can't believe I didn't think of that before. lol
I'll try that too.

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