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Author Topic: Tales of Symphonia: Dawn of the New World [RT4PAF]  (Read 17000 times)
Patedj
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« Reply #60 on: June 07, 2011, 03:12:47 AM »

Cells
Spoiler for Hiden:
8067D270   *00000000*   00000000   00000000   00000000
8067D280   00000000   0008456D   696C0000   00000000
8067D290   00000000   00000000   002F7EAB   00000000
8067D2A0   5E000004   0002BCFF   270F270F   270F03E7
8067D2B0   03E703E7   270F049D   270F08DB   0661002E
8067D2C0   270F0352   270F07FF   06610024   01540189
8067D2D0   025C01CB   023A023B   00630000   01FFFFFF
8067D2E0   00000000   00000000   00000000   01FFFFFF
8067D2F0   00000000   00000000   00000000   0080F9FE
8067D300   00000000   00007E80   00000000   00000000
8067D310   00000000   00000000   00000000   00000000
8067D320   00000000   0000F970   00000000   00007E80
8067D330   00000000   00000000   00000000   00000000
8067D340   00000000   00000000   00000000   00090014
8067D350   00110012   00000000   00190000   00030001
8067D360   00020006   00000900   09090909   00094D61

Log


Spoiler for Hiden:
8005BC84:  80840058   lwz   r4,88(r4)   r4 = 8067D28C   r4 = 8067D28C   [8067D2E4] = 00000000

8005BC84:  80840058   lwz   r4,88(r4)   r4 = 8067D28C   r4 = 8067D28C   [8067D2E4] = 00000000

8005BC84:  80840058   lwz   r4,88(r4)   r4 = 8067D28C   r4 = 8067D28C   [8067D2E4] = 00000000

8005BC84:  80840058   lwz   r4,88(r4)   r4 = 8067D28C   r4 = 8067D28C   [8067D2E4] = 00000000

8005BC84:  80840058   lwz   r4,88(r4)   r4 = 8067D28C   r4 = 8067D28C   [8067D2E4] = 00000000

8005BC84:  80840058   lwz   r4,88(r4)   r4 = 8067D28C   r4 = 8067D28C   [8067D2E4] = 00000000

8005BC84:  80840058   lwz   r4,88(r4)   r4 = 8067D28C   r4 = 8067D28C   [8067D2E4] = 00000000
 
Log 2
Spoiler for Hiden:
8005BC7C:  7C972214   add   r4,r23,r4   r4 = 00000008   r23 = 8067D284   r4 = 00000008
« Last Edit: June 07, 2011, 03:22:27 AM by Patedj » Logged

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dcx2
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« Reply #61 on: June 07, 2011, 03:47:32 AM »

As I suspected, the hook address you found was wrong.  Because this game was recompiled, the registers will sometimes change.  This is the real area you wanted to hook.  Note the two and. in a row, which matches the area of the original function.


Spoiler for Hiden:
8005BC5C:  7EA903A6   mtctr   r21
8005BC60:  7C642E70   srawi   r4,r3,5
8005BC64:  5465D808   rlwinm   r5,r3,27,0,4
8005BC68:  54660FFE   rlwinm   r6,r3,1,31,31
8005BC6C:  7C840194   addze   r4,r4
8005BC70:  7CA62850   sub   r5,r5,r6
8005BC74:  5484103A   rlwinm   r4,r4,2,0,29
8005BC78:  54A5283E   rlwinm   r5,r5,5,0,31
8005BC7C:  7C972214   add   r4,r23,r4
8005BC80:  7CA53214   add   r5,r5,r6
8005BC84:  80840058   lwz   r4,88(r4)
8005BC88:  7FE52830   slw   r5,r31,r5
8005BC8C:  7CA42039   and.   r4,r5,r4
8005BC90:  4182001C   beq-   0x8005bcac
8005BC94:  80BC0028   lwz   r5,40(r28)
8005BC98:  54A4103A   rlwinm   r4,r5,2,0,29
8005BC9C:  38A50001   addi   r5,r5,1
8005BCA0:  7C802214   add   r4,r0,r4
8005BCA4:  90640064   stw   r3,100(r4)
8005BCA8:  90BC0028   stw   r5,40(r28)
8005BCAC:  38630001   addi   r3,r3,1
8005BCB0:  7C642E70   srawi   r4,r3,5
8005BCB4:  7C840194   addze   r4,r4
8005BCB8:  5465D808   rlwinm   r5,r3,27,0,4
8005BCBC:  54660FFE   rlwinm   r6,r3,1,31,31
8005BCC0:  7CA62850   sub   r5,r5,r6
8005BCC4:  5484103A   rlwinm   r4,r4,2,0,29
8005BCC8:  54A5283E   rlwinm   r5,r5,5,0,31
8005BCCC:  7C972214   add   r4,r23,r4
8005BCD0:  7CA53214   add   r5,r5,r6
8005BCD4:  80840058   lwz   r4,88(r4)
8005BCD8:  7FE52830   slw   r5,r31,r5
8005BCDC:  7CA42039   and.   r4,r5,r4
8005BCE0:  4182001C   beq-   0x8005bcfc

This means your C2 will be different.


Spoiler for Hiden:
hook  8005BC7C:  7C972214   add   r4,r23,r4

88(r23+r4) is current spell word

r4 = 8 is first spell word, 0xFFFFFFFE
r4 = C is second spell word, 0x1FFFFFFF


cmpwi r4,8
subi r12,r31,2
bne- _SECOND_WORD

rlwinm r12,r12,0,0,30
b _STORE

_SECOND_WORD:
rlwinm r12,r12,0,3,31

_STORE:
add r4,r23,r4
stw r12,88(r4)

We can also optimize this a bit to get rid of the nop at the end.


Spoiler for Hiden:
hook  8005BC7C:  7C972214   add   r4,r23,r4

88(r23+r4) is current spell word

r4 = 8 is first spell word, 0xFFFFFFFE
r4 = C is second spell word, 0x1FFFFFFF


cmpwi r4,8     # are we first or second spell word?
subi r12,r31,2   # prep r12 with 0xFFFFFFFF
rlwinm r12,r12,0,0,30   # make r12 0xFFFFFFFE
beq- _STORE   # if first word, go to store

rlwinm r12,r12,31,3,31   # if second word, rotate left 31 bits, then mask; r12 = 0x1FFFFFFFF

_STORE:
add r4,r23,r4
stw r12,88(r4)
« Last Edit: June 07, 2011, 04:01:21 AM by dcx2 » Logged

Patedj
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« Reply #62 on: June 07, 2011, 03:52:48 AM »

Success. Thanks to dcx2.
Everyone has all spells unlocked. (dcx2)
C205BC7C 00000005
2C040008 399FFFFE
4082000C 558C003C
48000008 558C00FE
7C972214 91840058
60000000 00000000
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Hellcaster
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« Reply #63 on: June 17, 2011, 09:41:59 PM »

I hope this is the right section for my request Smiley
Some time ago i saw a code to Skip Gladsheim directly to the Boss.
I made a mistake to try the NTSC code in a PAL game.

Thats why i wanted to ask, if someone would be kind enough to port the Code as well.

EDIT:

After a bit of searching i found the Code.

Warp to Floor 10 of Gladsheim [ShadowX39]
044941C0 0000000A
Whenever you warp in the maze you'll go straight to floor 10 with the boss in the middle.

I also have another Question.
I successfully were able to change the Party Members to the old ToS Characters. After some time i got the Idea to take Richters stats and the Code of him in the Final Battle form. The only result of my tests were a crash with that annoying *beeeep*

The Code itself should be right, i dont know what i did wrong, maybe you guys can help me. Smiley

Thats the Code i tried to use.

0068E51F 00000000
0468E520 000A0155

The actual Code
0068E51F 00000000
0468E520 000A000B (Richter's stats and appearence)
is working, thats why i suppose there is something wrong with the last 4 numbers of the second row.

(Information Gathered from the following page
http://www.gamefaqs.com/boards/942210-tales-of-symphonia-dawn-of-the-new-world/58522069
and this one
http://wiird.l0nk.org/forum/index.php/topic,4555.msg66564.html#msg66564

Thank you very much for your help!
I apologize for some spelling mistakes, i tried to write the most with my uncomplete English knowledge.
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dcx2
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« Reply #64 on: June 18, 2011, 09:35:59 PM »

0068E51F 00000000
0468E520 000A0155

The actual Code
0068E51F 00000000
0468E520 000A000B (Richter's stats and appearence)
is working, thats why i suppose there is something wrong with the last 4 numbers of the second row.

I don't think you can mix enemy data and player data like that.

Patedj might be able to port the Gladsheim code, not sure.  I don't think I could.
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Patedj
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« Reply #65 on: June 18, 2011, 11:05:23 PM »

Alright! A challenge! I'll work at it.
Well here's the code! I couldn't port it so I'm taking credit!

Gladsheim Skip to Lvl 10
0468F504 0000000A

For the beep. dcx2 is right. No mixing. Sad
« Last Edit: June 19, 2011, 02:40:43 AM by Patedj » Logged

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Symphonian resident
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« Reply #66 on: June 19, 2011, 01:56:04 PM »

Oh my. With all those codes ported, I think I want the PAL version now. Sad
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Patedj
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« Reply #67 on: June 20, 2011, 03:28:11 AM »

Any other recommendations?
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dcx2
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« Reply #68 on: June 20, 2011, 04:08:40 AM »

Oh my. With all those codes ported, I think I want the PAL version now. Sad

You make it sound like the PAL version has some code that the NTSC-U does not?
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Symphonian resident
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« Reply #69 on: June 20, 2011, 05:32:43 AM »

Well, the PAL version does have more content. And if all these codes are ported successfully...
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shanidar
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« Reply #70 on: September 12, 2011, 08:33:39 AM »

Hope this is the right topic... oh well... here it goes...
Umm... could anyone port some codes ? I tried to do it with DeltaMaker... but I thin the codes I want to port are ASM ones and those can't be ported with that application (?). Ummm... oh well... here are the codes in question :

Gain Exp Multiplier [AlexWong]
040B924C 4800003C
040B928C 1C6300XX
XX=
02 x2
05 x5
0A x10
32 x50
64 x100
Hacked by RITZ for NTSC-JP, ported by AlexWong to NTSC-U/C.

Replace Add Combo 1 with Add Combo 112 [dcx2]
C210A1EC 00000004
38000080 7C001800
4082000C 38600070
48000008 886400B0
60000000 00000000
(must have Add Combo 1 skill activated)

Pacts are always successful [dcx2]
040B9D6C 48000028

skills cost 0 SP [dcx2]
04050010 38000000
04050014 98110009

Unison attacks and Mystic Artes don't consume any unison gauge [dcx2]
040FDF8C 60000000

Monsters always launch Third Movement Unison attack if their element is on the grid [dcx2]
040EE2C0 38000005

Unison gauge doesn't get cut in half after battle [dcx2]
040FDAB8 60000000

feeding boosts stats like they never ate [dcx2]
040688DC 38000001
This tricks the game into thinking that all your monsters have never been fed

Save Anywhere [AlexWong]
0401D62C 4800000C
Hacked by RITZ for NTSC-JP, ported by AlexWong to NTSC-U/C.

Unison Gauge Up To Max [AlexWong]
040FDF30 C022CFA8
Hacked by YCAT21 for NTSC-JP, ported by AlexWong to NTSC-U/C.

Elemental Grid Modifier [hawkeye2777]
C20B24D8 00000002
3CC00000 60C6000x
90C30580 00000000
C20B24F0 00000002
3CC00000 60C6000x
90C30584 00000000
C20B2508 00000002
3CC00000 60C6000x
90C30588 00000000
C20B2520 00000002
3CC00000 60C6000x
90C3058C 00000000
C20B2538 00000002
3CC00000 60C6000x
90C30590 00000000
Values for x:
0 - Nothing
1 - Fire
2 - Water
3 - Wind
4 - Earth
5 - Lightning
6 - Ice
7 - Light
8 - Darkness
The codes go in the (clockwise) order of the Grid, so the 1st x is the element farthest to the left and so on. If you make 4 or 5 of the x's be the same element, you will always have a chance to recruit a monster to your party. This does not modify the field element.

Umm... sorry if its too much to ask for... and I hope someone will find some time to help me. Thanks in advance ^_^.
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dcx2
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« Reply #71 on: September 14, 2011, 03:54:56 PM »

When I have some time (in other words, probably like 2 weeks), I can see about porting some codes.

I might not have enough time to port all of them, so if you put the higher-priority ports at the top of your post, they will be ported first.
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shanidar
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« Reply #72 on: September 14, 2011, 09:24:16 PM »

When I have some time (in other words, probably like 2 weeks), I can see about porting some codes.

I might not have enough time to port all of them, so if you put the higher-priority ports at the top of your post, they will be ported first.

Umm... Thanks a lot \^_^/ . Well... I'll post the codes here then (in order of priority)(well... my list got shorter anyway):
Spoiler for Hiden:
Save Anywhere [AlexWong]
0401D62C 4800000C
Hacked by RITZ for NTSC-JP, ported by AlexWong to NTSC-U/C.

Pacts are always successful [dcx2]
040B9D6C 48000028

spellbind -up on -down off [dcx2]
040B1000 38600000
4E00FFF4 00000000
284D755A 00001008
14000000 38600001
284D755B 00001004
14000000 38600000
E0000000 80008000

feeding boosts stats like they never ate [dcx2]
040688DC 38000001
This tricks the game into thinking that all your monsters have never been fed

skills cost 0 SP [dcx2]
04050010 38000000
04050014 98110009

Gain Exp Multiplier [AlexWong]
040B924C 4800003C
040B928C 1C6300XX
XX=
02 x2
05 x5
0A x10
32 x50
64 x100
Hacked by RITZ for NTSC-JP, ported by AlexWong to NTSC-U/C.

Elemental Grid Modifier [hawkeye2777]
C20B24D8 00000002
3CC00000 60C6000x
90C30580 00000000
C20B24F0 00000002
3CC00000 60C6000x
90C30584 00000000
C20B2508 00000002
3CC00000 60C6000x
90C30588 00000000
C20B2520 00000002
3CC00000 60C6000x
90C3058C 00000000
C20B2538 00000002
3CC00000 60C6000x
90C30590 00000000
Values for x:
0 - Nothing
1 - Fire
2 - Water
3 - Wind
4 - Earth
5 - Lightning
6 - Ice
7 - Light
8 - Darkness
The codes go in the (clockwise) order of the Grid, so the 1st x is the element farthest to the left and so on. If you make 4 or 5 of the x's be the same element, you will always have a chance to recruit a monster to your party. This does not modify the field element.
Thanks again
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goemon_guy
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« Reply #73 on: September 14, 2011, 11:52:22 PM »

I got a few of these done for you.
There were two that were problematic to port, (details below)

Save Anywhere [goemon_guy]
0401DAB8 4800000C
Ported from RITZ's code (JP)

Pacts are always successful [goemon_guy]
0417F898 48000028
Ported from dcx2's code (US)

Feeding boosts stats like they never ate [goemon_guy]
04068EB0 38000001
Ported from dcx2's code (US)

Experience Multiplier [goemon_guy]
0417ED54 4800003C
0417ED94 1C3600XX
02= x2
04= x4
08= x8
FF= x255
etc
ported from RITZ's code (JP)

Elemental Grid Modifier [goemon_guy]
C2177E68 00000002
3CC00000 60C6000x
90C30580 00000000
C2177E80 00000002
3CC00000 60C6000x
90C30584 00000000
C2177E98 00000002
3CC00000 60C6000x
90C30588 00000000
C2177EA8 00000002
3CC00000 60C6000x
90C3058C 00000000
C2177EC0 00000002
3CC00000 60C6000x
90C30590 00000000
Values for x:
0 - Nothing
1 - Fire
2 - Water
3 - Wind
4 - Earth
5 - Lightning
6 - Ice
7 - Light
8 - Darkness
The codes go in the (clockwise) order of the Grid, so the 1st x is the element farthest to the left and so on. If you make 4 or 5 of the x's be the same element, you will always have a chance to recruit a monster to your party. This does not modify the field element.
*Ported from hawkeye2777's code

***
As I said, there were two codes I was unable to port:

skills cost 0 SP [dcx2]
04050010 38000000
04050014 98110009

spellbind -up on -down off [dcx2]
040B1000 38600000
4E00FFF4 00000000
284D755A 00001008
14000000 38600001
284D755B 00001004
14000000 38600000
E0000000 80008000
*This code crashed for me when entering a battle in the US version.

The Skills cost 0 SP code, I think I did something wrong with, but I'll give it another shot.
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shanidar
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« Reply #74 on: September 15, 2011, 07:59:18 AM »

Thanks a lot goemon_guy ^_^. They are all working for me... Umm... you can skip the Spellbind code if you want... seems like i accomplished what I wanted with the Elemental Grid Modifier one ^_^.

By the way, could you (or whoever wants/has time) try your hand at porting this code ?

Unlock Lloyd etc for leveling v2 [dcx2]
C209FC0C 00000003
88040000 2C000000
4082000C 38000001
98040000 00000000

Someone in this thread tried it before, but I guess he wasn't successful (?). I tried this one from Patedj in this thread :

C20A1ED8 00000004
7D8300AE 2C0C0000
4082000C 39800001
7D8301AE 7C0300EE
60000000 00000000

But all it happened was that Sheena could gain Exp after a battle, but the EXP needed for the next level was still showing -----.
Well... Thanks again for all your hard work ^_^.
« Last Edit: September 15, 2011, 08:13:17 PM by shanidar » Logged
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