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Thread: [TUT] Class Modding for Dummies!
08-30-2011, 08:58 AM #1
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- Aug 2011
[TUT] Class Modding for Dummies!Class Modding for Dummies!
Introduction (you don't HAVE to read this):
Let me preface this guide by saying I just returned (a day or two ago) to Black Ops after a LONG absence and this cheat did not exist when I last played. Apparently there is some air of drama surrounding this code within the cheating community. I don't know any details of that drama, and I don't have any interest in learning about it either so please don't bring it in to this thread.
This code was made by SAVAGE so super mad props to him releasing it. I came across this cheat in this thread by [BVRPLZR] so kudos to him for taking the time to explain the gist of it, and a third thanks to those that helped him understand it. I also used the ID lists from his tutorial. The reason I'm rewriting what seems to have been covered at least a few times before is that there are still people who can't wrap their head around this code so there must be some lack of clarification in the explanations given so far. Also [BVRPLZR]'s source and the few other guides I've seen thus far all have discrepancies with each other a few mistakes, so there is reason to revisit the code.
Since this guide is "for dummies" I'm going to demo creating an entire class mod step by step so hopefully people can put the information to practical use more successfully than they've been able to before (judging by the "help me with class mod" threads that both introduced me to the code's existence and motivated me to write this).
(ID lists are in spoilers)
1: The Code
Custom Class 1 Modifier [savage]:
*&&&&&&&& ########* C0000000 0000000D 9421FFB0 BDC10008 7DC802A6 3FE0933C 63FF0860 3A800000 48000005 7FC802A6 7DC803A6 3BDE0024 7FB4F0AE 2C1D00FF 4182002C 7FB4F9AE 3A940001 4BFFFFDC *PE0PA0A0 A0A0C000* *L00L0000 00S00SB0* *B0B0B000 00000000* *00T0XTYX ZY2ZC60B* FFFFFFFF B9C10008 38210050 4E800020 *E0000000 &&&&&&&&*
P - Primary Weapon
S - Secondary Weapon
L - Lethal (can hold weapons)
T - Tactical
E - Equipment (can hold weapons)
A - Primary attachments
B - Secondary attachments (except for C and B in the last line)
C - Cammo
X - Perk 1
Y - Perk 2
Z - Perk 3
& - Code Activator part 1
# - Code Activator part 2
2: Setting up our Weapons
Firstly we will replace our PP and SS with weapons from the list below. For our demo class we will use an Aug and an AK47.
Aug's ID is B1 and the AK47 is A1, so the part of our code we are modifying now looks like this:
BE01A0A0 A0A0C000 L00L0000 00A001B0 B0B0B000 00000000 00T0XTYX ZY2ZC60B
Special and Launcher:
Pick a cammo code from the list below, and plug it in to your code. We will use Gold which is F. Our code is now:
BE01A0A0 A0A0F000 L00L0000 00A001B0 B0B0B000 00000000 00T0XTYX ZY2ZC60B
Some weapons support different attachment combinations than others. Some attachment combinations for some weapons work will only work in one slot, primary or secondary, but not the other. Until we get more feedback and clarification on this, experimentation is the only way to know for sure if the combo you want will work. If your gun doesn't work in the Primary slot, try the Secondary before giving up! For this guide I'm going to use combinations that I know already work.
Firstly pick the attachments you would like to add to your primary weapon from the list below. We are going to add an Extended Clip, Silencer, and ACOG to our AUG. The IDs are 1, 8, and 3 respectively. For unused attachment slots, use 0. Our code becomes:
BE011080 3000F000 L00L0000 00A001B0 B0B0B000 00000000 00T0XTYX ZY2ZC60B
BE011080 3000F000 L00L0000 00A00180 10400000 00000000 00T0XTYX ZY2ZC60B
Pick a Lethal from the list below and plug it in to our code, OR use a weapon ID from either of the above lists instead if you'd like to carry more than 2 guns. We will use Frag Grenade, ID F3:
BE011080 3000F000 F0030000 00A00180 10400000 00000000 00T0XTYX ZY2ZC60B
Pick a Tactical from the list below and plug it in to our code. I TRIED to use a weapon here once and the class crashed, so I can't say if weapons will work here or not. Feel free to experiment or pick from the tactical list below. We'll use Flash Grenades, ID 54:
BE011080 3000F000 F0030000 00A00180 10400000 00000000 0050X4YX ZY2ZC60B
Equipment is a bit trickier than the other values. You may notice Equips have a 2 digit ID like other items, but we only have one E we can modify in our code. The fact is with this code we can only modify the second digit of the ID. What this means is we cannot properly assign real Equipment but that isn't a problem since you can always pick your Equipment from the Create A Class menu after you apply your mod.
Now personally, I never assign a gun to this slot because honestly who needs more than 2 weapons? At that point it takes too long switching to the gun you want and need at the moment in the heat of battle anyway. Also any gun you assign here gets ZERO attachments and starts with 0 bullets in the clip so the first time you pull it out it must be reloaded. At any rate at the end of this section I will cover how to get guns in this slot because some people indubitably will want to try :p
First however I'll cover how to set this value so that it will never cause your class mod to crash. If you don't intend to put a weapon in this slot (I never do) then ALWAYS use a 1 for this value. Next, make absolutely sure you don't have a CLAYMORE set as your equipment when you use your code activator button (covered in a later section), and your Wii won't crash. If you execute your code when this value is 1 and you have a claymore active in class 1, your Wii will crash and you will have to restart and try again. You've been warned.
Now, to get a weapon in this slot is a little trickier. You may only assign guns here whos ID begins with A,B,C,E, or 9. The equipment that you have in Custom Class 1 at the time you activate your code defines the first digit of the ID, and the second is assigned through our code. Here is an example: You want to put a Mac11 in your Equipment slot. The code for the Mac11 is E0. E is represented as Motion Sensor and the 0 is defined in our code. So, you would set your Custom Class 1 to use a Motion Sensor before activating the following code:
B0011080 3000F000 F0030000 00A00180 10400000 00000000 0050X4YX ZY2ZC60B
B1011080 3000F000 F0030000 00A00180 10400000 00000000 0050X4YX ZY2ZC60B
Pick any 3 perks you like from the list below and plug them in. We'll use Scavenger, Ghost, and Flak Jacket for demonstration, IDs are 99, B9, and D9:
B1011080 3000F000 F0030000 00A00180 10400000 00000000 005094B9 D929C60B
9: Code Activators
In order for our code to execute, we are going to need an activator. The code activator tells the code to run, and is the top and bottom most lines in the code from section 1:
&&&&&&&& ######## E0000000 &&&&&&&&
Here are the activators -
20B0A9E0 20323520 E0000000 00000000
28200F0A ######## E0000000 80008000
28200FA0 ######## E0000000 80008000
For our demo we are using a Classic Controller and we want to use Left Trigger + Right DPAD as our activator, so our max reverse is 5FFF and our joker is A000. So our activator looks like this:
28200F0A 5FFFA000 E0000000 80008000
We're at our final step! We've totally customized our class the way we want it and now we are ready test it out. If we plug our modified code sections back in to the full code, we should get the following:
28200F0A 5FFFA000 C0000000 0000000D 9421FFB0 BDC10008 7DC802A6 3FE0933C 63FF0860 3A800000 48000005 7FC802A6 7DC803A6 3BDE0024 7FB4F0AE 2C1D00FF 4182002C 7FB4F9AE 3A940001 4BFFFFDC B1011080 3000F000 F0030000 00A00180 10400000 00000000 005094B9 D929C60B FFFFFFFF B9C10008 38210050 4E800020 E0000000 80008000
Temporary Edit: our line pertaining to Tacticals and Perks is incorrect/bugged and will always crash your Wii. For testing our code and when creating your own classes leave out the tac/perk line "005094B9 D929C60B" entirely until I determine the correct information. So for now you can only edit your guns, attachments, lethal, and equipment. Sorry! I will look in to figuring out the correct value locations in this line immediately.
Uh oh! Our AK shows up with correct attachments but does not work. Read on to the next section to find out why.
11: Known bugs and issues
From my experimenting there seems to be a lot of randomness involved with what guns will take what attachment combinations in what order in which slot.
If your custom class ever shows a "loading circle" instead of a picture of where your guy should be on Create Class, your mod has issues with attachments. You will need to click edit Class 1, then hover over Primary and Secondary individually to see which one is causing the circle to appear - that gun has issues (sometimes its both weapons with issues).
You will need to change something and try again. You can try changing the attachment order in the codes, trying it in the secondary slot (or primary), or switching guns.
In the case of our code, our AK47 in the secondary slot has the "corrupt loading circle of doom"™. The first thing I'll try when the gun I want to create doesn't work is swapping around the attachment slots. In this case I moved from attachments around like so -
And then I tried again. Same attachments, different slots, and now our gun works!
Now, if we change our primary from an AUG to another AK47 by changing B1 to A1, the primary AK will not work and will show the "loading icon" in custom class, even though the same attachments work on the AUG! Also, if we try moving our AK with its Silencer, Ext Mag, and Red Dot to the primary slot, it won't work there either! Why? I'm not sure and to really get an idea of the attachment rules we need more people testing and reporting results.
If you create a gun that won't work, but you are able to eventually succeed by changing attachment orders, primary/secondary slots, or guns then PLEASE post a reply with all the details. The more feedback we have in this regard the more foolproof we will be able to construct our classes and save time. It took me over two hours to get the class I have now working, but it was well worth it. And no, its not the bad class I demo'd here
Our final working code is (tac/perks temp removed):
28200F0A 5FFFA000 C0000000 0000000D 9421FFB0 BDC10008 7DC802A6 3FE0933C 63FF0860 3A800000 48000005 7FC802A6 7DC803A6 3BDE0024 7FB4F0AE 2C1D00FF 4182002C 7FB4F9AE 3A940001 4BFFFFDC B1011080 3000F000 F0030000 00A00100 80401000 00000000 FFFFFFFF B9C10008 38210050 4E800020 E0000000 80008000
We may not have a code that allows us to modify other classes, you can however edit all the classes you like. Once you get a class you like set up and working, select it in the "Create A Class" menu and choose Copy. You can copy your custom class to another slot! After that's done, simply go create another modded class, copy it to another slot, rinse and repeat.
It may take a small amount of time but you will achieve your goal this way.
Bonus tip: Create multiple custom class codes with different activators (L+UP, L+LEFT, L+DOWN) and you can set up as many custom classes as you like without restarting the Wii or having to modify your gct file multiple times.
I hope this guide was able to help you to create the custom class of your mind's eye. If you have any feedback, positive or negative, please leave it below. If I need to make any corrections you can post here and send me a PM as well.
Last edited by wiihax0r; 08-30-2011 at 11:43 AM.
08-30-2011, 09:02 AM #2
08-30-2011, 09:10 AM #3
Its a tutorial. Its suppose to be long.
Thank you for taking the time to post this
I'd suggest color coating this as there are many numbers and it can be easy to get lost
Also A, B, C, D, E, and F can already appear in the code as they are hex so people might mistake the hex for the things listed on your key
I would personally like to know how to edit the code to account for the other Classes Slots besides the first one
Last edited by Shinigami; 08-30-2011 at 09:23 AM.
08-30-2011, 09:16 AM #4
Noobs like bright Colors!
+rep nice guide dude
08-30-2011, 09:23 AM #5
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- Aug 2011
My original idea was to use colors so its easier to see, someone show me the color tag and I'll edit it in because that would be much better.
I also still have to complete the Equip section and add a Tips section.
My demo class crashes the Wii right now if you test it. It's a problem with the Tac and Perks line, I think the source I copied my template from (linked in intro) from has some incorrect info. Completely remove the line "005094B9 D929C60B" and it won't crash anymore.
Also it turns out the AK47 in my demo class suffers from "loading icon" that signifies a gun that is "corrupt". If you check its attachments you will see all 3 of the ones we specified DO indeed show up, but the gun won't "load" (work). If we simply rearrange the same attachments to different slots we get a working gun. I moved the attachments like so -
I think I will leave the incorrect one in the tutorial and expand on the Known Issues section by showing how I fixed it by experimenting with the attachment slots.
Last edited by wiihax0r; 08-30-2011 at 09:41 AM.
08-30-2011, 09:39 AM #6
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- Jul 2011
08-30-2011, 09:51 AM #7
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- Aug 2011
08-30-2011, 09:58 AM #8
Last edited by Shinigami; 08-30-2011 at 10:24 AM.
08-30-2011, 10:00 AM #9
two questions In the Line highlighted red I wanted to make sure if that if that C if for Camo and which weapon. Number Two Where is the second E for Eqiupment
08-30-2011, 10:00 AM #10
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- Aug 2011
LOL I was actually working on this when you posted. Do you mind removing it all? I will work it in.
One other thing, the final line that you highlighted in red is bugged at the moment (I don't think the source I used has the correct value locations) so completely leave that line out of the code. Until I get it right you won't be able to edit the Tacs and Perks this way. The secondary AK is bugged as well, check my post #5 in this thread.
Last edited by wiihax0r; 08-30-2011 at 10:04 AM.