I am still working on the project. I slacked off for a while because I thought there was a lack of interest seeing noone posted on any of the forums I published it on.
The AOTI trainer is about 50% done. I'm glad there's an English GG-less EXE, will come in handy making item lists. However, I've run into a few interesting snags. For example, in the original, picking up a non-item room decoration still puts it in your inventory. In AOTI, picking up a non-item decoration simply makes it disappear. They have an extra check going on to verify items. A nice change is that in the original, using the item slot modifier to change an inventory item, when entering a non-existant item code, the item is deleted (again, this is in the original). Which means you have to go pick up another item to mod that slot again. In AOTI, if you replace an item with a non-existant item code, it effectively clones another (seemingly random) item from your inventory, and keeps the slot full. Note that the clone and the original function as one, equipping either shows the E next to both. However, you can mod the item code again without having to change the inventory limit (manually or by picking up an item). That was too technical for most trainer users, was just an interesting find for the trainer developers out there. There are several hundred small differences, but I'll try to have both trainers updated within a week or so.
About the infinite health- I noticed I was dying randomly, thought it was one of my other codes having a side effect. My bad. Will be patched in the next update, if not sooner.
One-hit-KO? ASX's trainer doesn't work for me for some reason, which is what started me down the path of making my own. Unless I have a bad version of the trainer or something. Regardless, perhaps you could verify that this means what I am thinking- as in, make any enemy killable in a single hit, regardless of damage? A much easier hack would be to make any attack do extreme damage, if this would suffice for you. And what's the near-death cost? I don't understand that, being unable to try it for myself. I can one-shot enemies without... yeah, I'm confused. Clarification, please
The kills multiplier is for mission scoring. Every enemy you kill adds 25 kills to the kill count instead of one. Meaning that instead of hunting all enemies for that perfect score, even killing just a few has the same effect. I'm able to simply freeze the value at 9999 or whatnot, but I'm not a big fan of freezing addresses, I implemented an ASM hack instead. I simply added a multipler in some null space nearby.
The walk through doors / walls is to allow free roaming. It's only in part for exploration- it's also to allow quick cruising through story mode and missions, to continue development. Will make testing things faster. With a freeze timer and kill count option, this way you could simply run through a mission and recieve an S rank. Next, the quick level mission mod makes mission mission scoring give 5x points, so you can effectively level as you please.
Another hack in the works is removing the limit on PA levels. You can edit them up to 90 with no problems, past 90 seems to be a graphical glitch, at least in the original.
Anyhow, please continue to provide feedback, it will help keep me on task with getting this trainer finished.
Edit: Just noticed I didn't release the AOTI version here. At the moment it's only got the same 4 options in the published version. I'll try to get a link up asap.
Edit 2: And yes, I have a much updated version that has more of the options implemented. It has a lot of bugs though, but I'll try to clean it up for release this week.
[Edited by theorified, 6/2/2010 2:45:34 AM]