Sure i can add skills
Ummmmmmmmm..... wha? I don't understand what you are trying to say here.
how let alucard not lose equipment from death monster also how find this event ?
Thanks advance
That would require editing the ASM coding itself and removing SEVERAL lines of code. These lines of code would be found in the NO3.bin file. You would need to use the PCSX debugger to figure it out when it rewrites to the address below (you may even need to start checking the code when it READS from them before changing). Here are the related addresses for where it stores what items alucard currently has equipped (this is a quick copy and paste from my master notes file; which explains why the variable declaration is still listed):
extern SHORT hand1 = { "", 0x097c00+exe}; //0x9e3c20 //see note
extern SHORT hand2 = { "", 0x097c04+exe}; //0x9e3c24 //see note
extern SHORT head = { "", 0x097c08+exe}; //0x9e3c28 //see note
extern SHORT body = { "", 0x097c0c+exe}; //0x9e3c2c //see note
extern SHORT cloak = { "", 0x097c10+exe}; //0x9e3c30 //see note
extern SHORT accessory1 = { "", 0x097c14+exe}; //0x9e3c34 //see note
extern SHORT accessory2 = { "", 0x097c18+exe}; //0x9e3c38 //see note
The first pointer is the address in the PCSX debugger; the 2nd pointer behind the slant is the address in memhack (exe = 94c020 which is 5b6e40 for epsxe + 3951E0 for memhack. That is where the 2nd address comes from).
Keep in mind that the ABOVE addresses only take into account WHEN the items ARE EQUIPPED! If someone UNEQUIPS THEM THEN WALKS INTO DEATH'S ROOM they won't help. You would instead need to have the pcsx debugger look at where the amount you have of each item is stored. Which is found at:
extern BYTE weaponslist[1] = { "", 0x09798a+exe}; //0x9e39aa //the list of all the weapons & equipment in the menu
(same format as above)
The chart with all the weapons and items, armor, etc is in my previous post above. It was the info that you previously said you had already. They go in the order posted above. So 0x09798a would be the # of empty hand items you have, 0x09798b would be the # of monster vial 1 items you have, etc. You will have to count downward and find the value for each of alucard's initial equipables and set the game to NOT reduce their # to 0 in the asm code.
You basically would need to account for BOTH scenarios to do it right.
Of course... you could always just figure out what pointer says death has already appeared, set it to true, and call it a day.
In effect, making him NEVER show up, but that would be lame.