CoSMOS Gamehacking Tool

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Things I need from CosMos for use (Help)
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    Gideon25 posted on Feb 06, 2021 5:39:37 AM - Report post
     
    Some things I need that I can't figure out. Btw, I really likes the way it looks.

    1. It needs LOTS of tooltips, and documentation on functions/windows. But thats not a priority for me. The next two things ARE.

    2. AND THIS IS SO important: When we import CoSMOS tables all of the pointers are in reverse order. So can you guys either change it so the pointer order is displayed input in the same order as CoSMOS (why isn't it, btw, why not?) OR during importing a CoSMOS table Cosmos automatically reverses the order so no need to change pointers.
    Thats so HUUUUGE guys. I make tables with lots of editors (which are of course pointers) and have some with the ability to edit 20,30,50+ things sometime! Thats 50 items I have to manually go into and change the pointers to reverse order.. And if lots of them are 5 level pointers UGH! Its not even worth it. Even a button in the properties screen to REVERSE pointer order would work. Also, put properties in the main right click menu instead of putting it in the edit menu.

    3. I want to be able to do this for the VALUE section on a table:

    Link

    Drop down selection options for values:
    Link

    SO important when making editors. I can make them yes/no or if I know the name of the item, name it that instead of having to use a number.

    I can't find these things in CoSmos. Is there a way to do any of this?


    Does CosMos have a Break and Trace function like CoSMOS?
    Thanks!

    [Edited by Gideon25, 2/6/2021 5:54:54 AM]
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    0x90 posted on Feb 06, 2021 6:55:52 AM - Report post
     
    Cosmos does not have break and trace nor does it have a dropdown value list option. I will take a look at the reverse order issue. I assume it happens on child entries?
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    Gideon25 posted on Feb 07, 2021 8:01:06 AM - Report post
     
    quote:
    originally posted by 0x90

    Cosmos does not have break and trace nor does it have a dropdown value list option. I will take a look at the reverse order issue. I assume it happens on child entries?

    Yea so here is a pointer in CoSMOS:
    Link

    and here is the same pointer (same game and same script) after it gets imported into Cosmos:

    Link

    Looks like CoSMOS takes the base and starts from the bottom and moves up, whereas cosmos takes the base and starts from the top and moves down. So basically any CoSMOS scripts imported with pointers would have to be manually retyped into the cosmos pointer in reverse order...Which is..well with it like this its going to kill the functionality of any table that uses structures with pointers and stuff for any imported CoSMOS table.


    In addition Cosmos shows the symbol as the address, instead of the final ACTUAL address. CoSMOS shows the symbol at the bottom then shows the actual calculated address from the pointers at the top. I mean sure sure the ship symbol is an address but its really just the symbol I am using. Come to think of it, in the table section if an entry uses a symbol it shows the symbol name in the address section instead of the actual address!

    ALSO, why do you have to manually go to each entry in the table and select edit and change it to a pointer? I mean its reading the pointer information (even if using it in reverse order), so couldn't you just say if entry has pointer information automatically put it in/import as a pointer?


    [Edited by Gideon25, 2/7/2021 8:19:17 AM]

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    0x90 posted on Feb 07, 2021 2:09:17 PM - Report post
     
    Yes pointers import is currently broken/bugged, I've fixed this for next version. Regarding the address/symbol, its just a design decision. Dark Byte added an extra field for the base address when you add a pointer, and the original address field becomes a visual display of the final address. While this is cool, if you untick the pointer the address is lost. In Cosmos I decided that the address field is the address field, period. If you want to make it a pointer then its the base address. The final address is still displayed.
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    Gideon25 posted on Feb 10, 2021 8:46:33 AM - Report post
     
    quote:
    originally posted by 0x90

    Yes pointers import is currently broken/bugged, I've fixed this for next version. Regarding the address/symbol, its just a design decision. Dark Byte added an extra field for the base address when you add a pointer, and the original address field becomes a visual display of the final address. While this is cool, if you untick the pointer the address is lost. In Cosmos I decided that the address field is the address field, period. If you want to make it a pointer then its the base address. The final address is still displayed.

    Great. Do you are a rough ETA on when the next version (I guess 6.09) will be ready?
    Thanks!

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