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Wii & Gamecube Hacking => USA Wii Cheat Codes => USA Wii Code Support => Topic started by: Jemindra on January 05, 2009, 09:42:06 PM

Title: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Jemindra on January 05, 2009, 09:42:06 PM
How does the 9999 SP code work? I tried it with all of them on then with just one.. and it still doesn't work.

Help?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Aesteval on January 06, 2009, 10:03:34 PM
More details?  Specific lines of codes?  How does it work in what way?  Have any other codes that you have tried worked?  If it's the codes on this page (http://www.usbgecko.com/codes/index.php?r=u&c=RT4EAF), then they're made to set the SP value for characters to 9999.  SP would be the value that allows characters to equip skills.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: smk on January 07, 2009, 12:00:45 AM
This isn't a request more of an actual question that could lead to a potential request.

My brother was rather disappointed to find that he can't use the GCN controller to play this game and really hates the Wiimote + Nunchuk combo for this game. Is there any way to map the controls to the GCN controller and make the game recognize it? I told him that it's very unlikely but, he wanted me to ask anyway and if it's possible do it maybe.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: hetoan2 on January 07, 2009, 12:34:49 AM
There is a way as long as you do a nop on the value to write to the wii remote's button address and Then by storing the value at GCN slot 1's address to a Gecko Register and then back to Wii Remote #1's address. Then it should work as long as  you know what buttons do what. It might be a little weird because 2 may be Z and stuff like that :| since the button values aren't customizable. But that would only be for buttons, I'm not sure but I think the joy stick could be done the same way even though i've never searched for the value, although it might be the same depending on how it renders it.

If i had the game i'd try.

By the way I love your custom phrase. you need a bender Icon though...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: hawkeye2777 on January 07, 2009, 01:45:58 AM
Quote from: smk on January 07, 2009, 12:00:45 AM
This isn't a request more of an actual question that could lead to a potential request.

My brother was rather disappointed to find that he can't use the GCN controller to play this game and really hates the Wiimote + Nunchuk combo for this game. Is there any way to map the controls to the GCN controller and make the game recognize it? I told him that it's very unlikely but, he wanted me to ask anyway and if it's possible do it maybe.

The one problem is that you couldn't progress in the game as some minigames require using the Wiimote. Personally, I don't think the controls are that bad once you get used to them.

I could try it sometime using hetoan's method if you would like me to.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Jemindra on January 10, 2009, 01:40:22 AM
Quote from: Aesteval on January 06, 2009, 10:03:34 PM
More details?  Specific lines of codes?  How does it work in what way?  Have any other codes that you have tried worked?  If it's the codes on this page (http://www.usbgecko.com/codes/index.php?r=u&c=RT4EAF), then they're made to set the SP value for characters to 9999.  SP would be the value that allows characters to equip skills.

Monster 1 9999 SP
02482258 0000270F

and

Monster 1 P. Atk, P. Def, Atk, Adef Dex and Luck 999
02482234 000503E7

Note:
I changed 02482234 000503E7 to 02482234 0005270F because 9999 is the max and 999 isn't.

I tried turning just ONE of the code on and it never worked. But when I checked the Katz Guild and one of my monsters, the maxed level one which was capped at Lv. 100 had 9999 stats with 9999 SP.

The only thing wrong is... the first monster in my party isn't getting 9999 stats.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Aesteval on January 10, 2009, 03:04:30 AM
Quote from: Jemindra on January 10, 2009, 01:40:22 AM
Quote from: Aesteval on January 06, 2009, 10:03:34 PM
More details?  Specific lines of codes?  How does it work in what way?  Have any other codes that you have tried worked?  If it's the codes on this page (http://www.usbgecko.com/codes/index.php?r=u&c=RT4EAF), then they're made to set the SP value for characters to 9999.  SP would be the value that allows characters to equip skills.

Monster 1 9999 SP
02482258 0000270F

and

Monster 1 P. Atk, P. Def, Atk, Adef Dex and Luck 999
02482234 000503E7

Note:
I changed 02482234 000503E7 to 02482234 0005270F because 9999 is the max and 999 isn't.

I tried turning just ONE of the code on and it never worked. But when I checked the Katz Guild and one of my monsters, the maxed level one which was capped at Lv. 100 had 9999 stats with 9999 SP.

The only thing wrong is... the first monster in my party isn't getting 9999 stats.

Are you sure that you're defining your 'first' monster in the same order in which the game defines it?  First monster should refer to first recruited monster chronologically.  It gets to be a bit of a pain to keep track of, but it's all about the order in which they're recruited.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Jemindra on January 10, 2009, 03:17:03 AM
Ohh... wow, I knew that was the case. You don't have for monsters in your party?

EDIT:
NVM, I missed the Monster mod note, lol.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: smk on January 10, 2009, 04:55:46 AM
Quote from: hawkeye2777 on January 07, 2009, 01:45:58 AM
Quote from: smk on January 07, 2009, 12:00:45 AM
This isn't a request more of an actual question that could lead to a potential request.

My brother was rather disappointed to find that he can't use the GCN controller to play this game and really hates the Wiimote + Nunchuk combo for this game. Is there any way to map the controls to the GCN controller and make the game recognize it? I told him that it's very unlikely but, he wanted me to ask anyway and if it's possible do it maybe.

The one problem is that you couldn't progress in the game as some minigames require using the Wiimote. Personally, I don't think the controls are that bad once you get used to them.

I could try it sometime using hetoan's method if you would like me to.

Sure, take a whack at it. He's gone through most of the mini-games so far anyway, so, if he has to save and reset the Wii to do a mini-game with the Wiimote, I don't think he'll care much. If possible, try to get it to work with the other ports as well if you manage to get it to work with port 1.

Thanks d00d.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Aesteval on January 10, 2009, 01:23:52 PM
Quote from: Jemindra on January 10, 2009, 03:17:03 AM
Ohh... wow, I knew that was the case. You don't have for monsters in your party?

EDIT:
NVM, I missed the Monster mod note, lol.

I don't think there's necessarily a way to do it by party slot number.  All the party slot data does, more or less, is point to other data.  The party data just says go to character X to get the stats.  I'm sure there's a way to bypass that using some assembly, but it seems kind of pointless to when it's not really a barrier.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: GTArevenge on February 07, 2009, 07:50:31 PM
Hi, the Emil Extra Artes Code doesn't work for me. Are they supposed to appear even if I have already learned all the other artes(I'm around lvl 100) or do I have to start a new game?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: hawkeye2777 on February 08, 2009, 12:47:35 AM
Quote from: GTArevenge on February 07, 2009, 07:50:31 PM
Hi, the Emil Extra Artes Code doesn't work for me. Are they supposed to appear even if I have already learned all the other artes(I'm around lvl 100) or do I have to start a new game?

If you already have all of the artes for Emil, you won't gain anymore artes. There aren't any beta artes (based on what I've searched for) in the game.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: GTArevenge on February 08, 2009, 02:41:27 PM
Ok thanks  :)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Yutis on February 17, 2009, 07:59:49 PM
Hi, I tried to change the fight Character from Martha to Richter. But some I didn´t do right :( .
I used this Lists: http://www.usbgecko.com/codes/index.php?r=us&c=RT4EAF#2 (http://www.usbgecko.com/codes/index.php?r=us&c=RT4EAF#2)

Is it possible to use the japanese codes? I´d love to change the scene Chara from Martha to Alice, too. (May this codes for the US-Version available, meanwhile.

I´d like to do this: http://www.youtube.com/watch?v=DGP2dSMCxwc#hq (http://www.youtube.com/watch?v=DGP2dSMCxwc#hq) ...with Marta (the super annoying chick) no Gameend because I´m absolutly not play this Game.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: AngelofCruxis on April 21, 2009, 11:52:11 AM
Still no Swap Codes for Marta available?  :'(

I tried the japanese but no results. Still ugly martmart in the cutscenes.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Torian on June 30, 2009, 07:34:02 AM
I need a grade code, as I have just completed the game. I, however, Cannot afford all the things I would like. I am going to buy a USB Gecko soon, However, I need someone else to do the dirty work temporarily. Thanks! :D
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TyDoMaster on July 17, 2009, 09:16:38 PM
There are a few topics on this but they are old or not requesting the same thing.
I would like to know if anyone ever cracked the code to allow guess Characters to Level up like normal Characters.
Also has anyone converted the "Model Swap" codes from the JPN version yet?

Thanks! ;D
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tynami on July 31, 2009, 06:48:36 AM
I only found one strange method to make characters level up... using the Party Mod code.
What I did was, that after Emil went ratatosk, I used the mod to add Richter into slot 3, and made a "Dummy" Richter on slot 4, what this dummy had was Richter's character data (AAAA) with Emil's portrait data (BBBB)...interestingly enough, this gave Richter the ability to level up, just as long as the dummy got exp.

I'll leave it here:
004931F7 00000000
044931F8 00080009
004931FF 00000000
04493200 000A0009

Maybe it's possible to do this for all characters?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: chingi1 on August 01, 2009, 06:38:57 AM
With that code you can mix and match data so that one character will be displayed, but they will have the artes, level, stats, title, equipment and skills of other characters. (If you use Marta or Emils data you even retain the ability to swap the other characters equipment, however they will only equip things Emil and marta can normally equip.)

Moreover, this can be used to teach skills that a character wouldn't normally learn on their own. When the codes are taken off, and the guest characters leave and rejoin the party they will go back to the restricted level they were at with all their original stats, levels and other previously mentioned items; however, spells and skills learned this way are retained and even carried over if chosen to in the grade shop.

(You can also swap data with monsters to learn their skills or spells or teach humans spells from items. I found it interesting that even thought Marta and Raine didn't have some skills normally that they actually had voice clips for some otherwise unobtainable spells. Other spells will just be casted without a chant, but with normal chant time which can be modded by skills or equipment too.)

What I was wondering is if there was just an all skills code for the characters to avoid using this method to learn all the skills. Messing around with some codes I was able to find some interesting results, but nothing complete.

This video started my interest. http://www.youtube.com/watch?v=HLcz9c59eX4 (http://www.youtube.com/watch?v=HLcz9c59eX4)
I got help from him and from there was able to modify the code a bit for Marta and ended up with incomplete results w/ the skills code; however, I did run into a weird arte modifier which taught her all the ultimate unison attack spells that cost 0 tp and almost no chant time. Her skill list was odd in that she had all her spells, but the code added Colettes angel spells, her mystic arte, then the ultimate unison spells (final movement or w/e) and then another judgment which if I proceeded further down the list crashed the game.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: chingi1 on August 04, 2009, 08:45:35 AM
This should probably go in the other thread, but I cant post there so I guess someone else can transfer the info there...
I figured out an all skills code for all the characters. (Skills not artes) You'll need sp to equip them, or you use other codes to increase your sp. This gives you all the skills in the game and even some dummied out skills. Some skills do nothing for some characters. (Even with special, I couldnt get Richter to use his hi ougi/ mystic arte. Add combo + w/e really doesnt work on Colette. Presea can only do 9 hits if you use her down attack and other restrictions like that apply too.) Also DONT set all the values to FFFFFFFF. There are place holder skills at the beginning and end of the list. Equipping them crashes the game. Pressing + or - on the skills screen will also crash the game if you had the place holder skills since the game does not know how to group them. These codes are safe since they do not have the placeholder skills.

Emil:
04481FC4 FFFFFFFE
04481FC8 FFFFFFFF
04481FCC FFFFFFFF
04481FD0 FFFFFFFF
04481FD4 FFFFFFFF
04481FD8 FFFFFFFF
04481FDC FFFFFFFF
04481FE0 FFFFFFFF
04481FE4 7FFFFFFF

Marta:
044820AC FFFFFFFE
044820B0 FFFFFFFF
044820B4 FFFFFFFF
044820B8 FFFFFFFF
044820BC FFFFFFFF
044820C0 FFFFFFFF
044820C4 FFFFFFFF
044820C8 FFFFFFFF
044820CC 7FFFFFFF

Richter:
04482194 FFFFFFFE
04482198 FFFFFFFF
0448219C FFFFFFFF
044821A0 FFFFFFFF
044821A4 FFFFFFFF
044821A8 FFFFFFFF
044821AC FFFFFFFF
044821B0 FFFFFFFF
044821B4 7FFFFFFF

Lloyd:
04481884 FFFFFFFE
04481888 FFFFFFFF
0448188C FFFFFFFF
04481890 FFFFFFFF
04481894 FFFFFFFF
04481898 FFFFFFFF
0448189C FFFFFFFF
044818A0 FFFFFFFF
044818A4 7FFFFFFF


Colette:
0448196C FFFFFFFE
04481970 FFFFFFFF
04481974 FFFFFFFF
04481978 FFFFFFFF
0448197C FFFFFFFF
04481980 FFFFFFFF
04481984 FFFFFFFF
04481988 FFFFFFFF
0448198C 7FFFFFFF


Genis:
04481A54 FFFFFFFE
04481A58 FFFFFFFF
04481A5C FFFFFFFF
04481A60 FFFFFFFF
04481A64 FFFFFFFF
04481A68 FFFFFFFF
04481A6C FFFFFFFF
04481A70 FFFFFFFF
04481A74 7FFFFFFF


Raine:
04481B3C FFFFFFFE
04481B40 FFFFFFFF
04481B44 FFFFFFFF
04481B48 FFFFFFFF
04481B4C FFFFFFFF
04481B50 FFFFFFFF
04481B54 FFFFFFFF
04481B58 FFFFFFFF
04481B5C 7FFFFFFF


Sheena:
04481C24 FFFFFFFE
04481C28 FFFFFFFF
04481C2C FFFFFFFF
04481C30 FFFFFFFF
04481C34 FFFFFFFF
04481C38 FFFFFFFF
04481C3C FFFFFFFF
04481C40 FFFFFFFF
04481C44 7FFFFFFF


Zelos:
04481D0C FFFFFFFE
04481D10 FFFFFFFF
04481D14 FFFFFFFF
04481D18 FFFFFFFF
04481D1C FFFFFFFF
04481D20 FFFFFFFF
04481D24 FFFFFFFF
04481D28 FFFFFFFF
04481D2C 7FFFFFFF


Presea:
04481DF4 FFFFFFFE
04481DF8 FFFFFFFF
04481DFC FFFFFFFF
04481E00 FFFFFFFF
04481E04 FFFFFFFF
04481E08 FFFFFFFF
04481E0C FFFFFFFF
04481E10 FFFFFFFF
04481E14 7FFFFFFF


Regal:

04481EDC FFFFFFFE
04481EE0 FFFFFFFF
04481EE4 FFFFFFFF
04481EE8 FFFFFFFF
04481EEC FFFFFFFF
04481EF0 FFFFFFFF
04481EF4 FFFFFFFF
04481EF8 FFFFFFFF
04481EFC 7FFFFFFF



Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: saison on November 30, 2009, 02:37:40 AM
BUMP

Is anyone still working on ToS anymore? Seems like it all just abruptly died.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Angelic Lawyer on December 03, 2009, 09:42:26 AM
since it's bumped... if anyone's still hacking codes for the game, is it possible for a no random battle/walk through enemy code? I recently tried to replay the game and I realize how annoying the enemies encounters are....
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: EclipseSin on December 06, 2009, 06:40:27 PM
Since this one has seemed to go unanswered for a number of months and it's why I came here,  I thought I'd bump it instead.

I beat the game about 2 months ago, and now I'm about to hit it up for another run (New Game+). I want the good ending now. I've had the Bad and Normal Endings (easily forced/changed via save point in/near the Ginnungagap). I've checked in the JPN code list and English code lists to no avail. I don't really mind if it's a multiplier or a direct edit to accumulated grade. Any help would be appreciated. Please let me know if their s anything I can do to help (without USB Gecko). Thanks in advance. :)

Edit: I would like to note, I'm using the NTSC-U (RT4EAF) version of the game.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 15, 2010, 07:17:24 AM
If it doesn't hurt to bump... :(

If there are still people working on this, may I request a battle modifier? You know... like you run into a battle and instead of the regular enemy, you run into something else (instead of 3 Lamias, 3 Album Atrums, etc). It's not exactly a high priority code or anything... just something that might boost the enjoyment of the game.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on January 20, 2010, 03:51:02 AM
So I'm not sure where else to put these, but I recently hacked a few codes for Tales.  If anyone's interested, I also have a collection of notes on the game that I'll freely share with any other Tales' hackers.

I was cruising around code related to the elemental grid, courtesy of hawkeye2777, and since launching a Unison attack clears the grid, I was able to (eventually) find the Unison gauge.  It's stored as a float, so it's kind of hard to track down.  Rather than writing over the memory location, which might be a pointer, I chose to nop various bits of the game out instead, which feels...safer.

Unison attacks don't clear the minor elements from the grid
040B0F80 48000014

(rather than nopping five stw's, I just branched over them)

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


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


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

(this one's kind of nice because it's just a mild hack and not a super power)


Keep minor elements after they change the major element
040B0EE8 7CC03378

(slightly glitchy; the game clears the graphics at first, but the elements are still there and come back after the next spell updates all the graphics)
It's not a nop code, but mr r0,r6; it was li r0,0 and then r0 would clear elements out, but r6 has the current minor element so we just initialize r0 to that instead, "clearing" it to it's current value.


Massively reduced casting time
0410A7A4 60000000
0410A7A8 3BC0000A

This one was actually a lot of fun!  I watched the Speed Cast flags and saw that it multiplies the true or false by the amount it should remove from the cast delay.  Thus, it always checks everyone to see if they have any Speed Cast set.  At the end, it does a final sanity check, if delay is negative then delay = 0.  I nop the if and set delay to 10.

The other fun bit was deciding what the minimum casting time ought to be.  It can't be immediately, because then some people can't launch Mystic Artes, and you can't pick targets.  10 seemed like a good value that was as quick as possible while still permitting Mystic Artes.  If you want to try other values, change the 3BC000xx code and replace xx with your desired delay.

Replaces Add Combo 1 with Add Combo 112.
C210A1EC 00000004
38000080 7C001800
4082000C 38600070
48000008 886400B0
60000000 00000000

And for my grand finale, an ASM code!  The "112" is from 38600070 above, which is a li r3, 112.  r3 has the "add combo" count, so this code can be used for all kinds of Add Combos.  I chose 112 because this is a byte, I didn't know if it was signed or unsigned, and I didn't want to break Add Combo 2/3, so 0x70 leaves plenty of room before we get to 0x7F, and 112 is a pretty big combo, and you get Add Combo 1 pretty early in the game.  If someone is feeling adventurous they could replace the 70 with, say, 81 or FF or something.

Post Merge: January 20, 2010, 05:11:33 AM

So for the longest time, I wanted to make an "always surprise attack enemies" code.  But I had trouble finding a way to get at the code that decides to surprise attack.  Then, I saw hawkeye2777's cracks color modifier, found who touches that memory, walked the stack backwards a bit and found out how to control the type of surprise encounter

Always surprise enemies
04012BBC 38000002

Change 3800000x to 2 for you always surprise enemies, 1 for enemies always surprise you, and 0 for no one ever surprises anyone.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on January 21, 2010, 06:53:35 AM
Quote from: EclipseSin on December 06, 2009, 06:40:27 PM
I don't really mind if it's a multiplier or a direct edit to accumulated grade.

And I just bumped the *other* Tales thread, without seeing this one...   :'(

Can you try this grade code?  I think it works, but it's kinda hard to make sure since the game isn't so kind as to actually tell you how much total grade you have until you beat it.  It does affect the grade displayed at the end of battle and the Max Grade in the Play Record.

99.99 grade after each battle
04110264 60000000
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: EclipseSin on January 21, 2010, 10:41:27 AM
Hello dcx2, and thanks for your effort into making a Grade code! :)

I'll test this out as soon as possible. I'm a little busy right now, but perhaps later tonight depending. I have a save right outside the last fights of the game still so it'll only take like 15 minutes or whatever to find out if it gives you the grade correctly (well, correctly as far as being able to use it). In the off chance that someone tests this before me, thank you for your time as well.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: yoketah on January 26, 2010, 04:32:38 PM
I'm surprised that no one has made an infanite grade code before, for that is kind of a big one for me.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on January 26, 2010, 04:49:03 PM
It was actually quite difficult to track down the grade.  I think it's calculated as a float, but then converted to an int at some point before being displayed on the screen.  The question is whether the game stores it in the save file as a float or an int.  Floats are extremely difficult to find.

To make things more interesting, a grade of 2.55 is actually stored before being displayed as the int 255.  Not exactly what I would expect.

I ended up chasing the grade code down by looking at the Play Record.  I found a number that was easy to search for, say, the total damage the player has inflicted, and then the Max Grade value was sitting somewhere in this vicinity (Spatial Locality FTW!).  Then I watched to see who changed the Max Grade value, which required starting a new game.  There was a significant amount of walking the stack to see who put what where, but I eventually found the "calculate your current grade" function.  It calculates your grade as a float, but then casts it to an int and makes sure it is between 0 and 99.99 after the cast, and I forced it to be 99.99 there.

Worse, this game doesn't tell you your total grade, so there's no way to know whether it's just affecting the value displayed on the screen or the value that actually gets stored to your save.  That makes it much harder to write a code that works for certain...I'm still only 95% sure mine works.  That's why I was hoping for someone who had a near-the-end save to test the code out and make sure it worked.

:o Now you might see why hackers are so stern about getting credit for their codes.  These can take several hours of trial and error, and that's if your lucky!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: orangpelupa on February 14, 2010, 03:00:48 AM
hello,
other codes work, but i found this code not working. i tried changing all the "x" to 8. and have no effect. change to 7 also have no effect.

thanks a lot for reading my post.

QuoteElemental 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.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 16, 2010, 05:39:11 PM
I have used that code, and it worked fine for me.  I even used that code as a starting point to further explore more Elemental Grid hacks, like Unison Attack Doesn't Clear Grid.

BTW, you should put game name in subject...I almost didn't see this post, except for the words "elemental grid".
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: orangpelupa on February 17, 2010, 06:38:57 AM
Quote from: dcx2 on February 16, 2010, 05:39:11 PM
I have used that code, and it worked fine for me.  I even used that code as a starting point to further explore more Elemental Grid hacks, like Unison Attack Doesn't Clear Grid.

BTW, you should put game name in subject...I almost didn't see this post, except for the words "elemental grid".

thanks for the reply.
my bad, i only put the game code "RT4EAF".

btw you use the code on real nintendo wii?
i using that code on Dolphin emulator.

so it seems the emulator that have problem. but weird is only this code that not work. the any other codes i tried all work.

thanks again.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 17, 2010, 02:10:33 PM
Yes, I play on a real Wii, otherwise I wouldn't have been able to write some codes for the game.

Dolphin emulator?  If you aren't using Gecko OS to play, then you could have all kinds of problems.  Most things that implement the cheat engine are based on Ocarina, which came before Gecko OS, and Ocarina is missing some newer code types.

But you said the other cheats work, and I'm pretty sure the C2 code existed back in Ocarina.  So I don't know why it's not working.  Have you tried turning off all the other codes and using just that one?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TwilightErik on February 18, 2010, 08:57:03 PM
Hey dcx2 is it possible to hack a code for making pact with monsters always guaranteed?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 18, 2010, 10:06:39 PM
Quote from: TwilightErik on February 18, 2010, 08:57:03 PM
Hey dcx2 is it possible to hack a code for making pact with monsters always guaranteed?

I've actually been working toward this end, but your statement is actually quite vague.  For instance, do you mean...

1) The opportunity to forge a pact ("Spellbind" pops up when you kill the monster, and you need the elemental grid to have a four? of the same element)
2) The chance of a pact being successful

Number 2 is pretty hard.  I think I have a few leads, but nothing solid yet.  I'm even willing to settle for "Massively increased chance of pact success", even if it's not 100%.

Number 1 is significantly easier.  You could even use hawkeye's elemental grid modifier, but this can be a bit excessive at times.

However...when you spellbind several monsters, the one that you forge the pact with is random.  Therefore, it's actually a bad thing to always spellbind monsters.  You really only want to spellbind the ones that you actually want to forge a pact with.

I did make an always spellbind code, but when it had that flaw, I tweaked it so it only spellbinds when you hold Z.  Now you can forge a pact with only the monster you want, but this holding z during combat thing is not ideal so I decided to wait on it until I learned how to properly use switch codes.  Well, now I know, so I plan on making the spellbind on/off switch code once I started playing Tales again.  But for you, my friend, I think I can speed things up a bit.   :cool:

Is there a preference for activator?  I was considering a dual-button switch.  Say, + and z, or some odd combination you rarely would use.  Then you could turn spellbind on and off while the menu is up, and you wouldn't have to hold any buttons in order to make spellbind happen.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TwilightErik on February 18, 2010, 10:15:46 PM
making pacts with monsters after the battle. I have a suggestion get a monster and the pact strength when you chose a monster that you have in battle make a pact strength modifier that's the only suggestion I have to hack up. For Example if the monster is a dark monster you defeated and after the battle to make a pact my Imp has 3 Stars to strengthen the pact is there a possible way to make the strength stronger than 3? i' just giving you an example if you can't find the code then can you hack a strength code to make a pact with monsters?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 18, 2010, 10:30:26 PM
How the game decides the pact chance is still a mystery to me.  The computation is incredibly complex and it's made worse because there's a lot of floats that are hard to track.  I found a few places that participate in computing how many stars a pact chance has, but I don't think values greater than 3 would have done anything.

I also tried watching for the one Synch that is supposed to raise the chance of a successful pact, but got nowhere.

I also tried watching to see who reads the elemental grid count when a monster is captured, because the configuration of the grid is supposed to affect your chance of success (i.e. have the grid full of Wind when you capture Wind monsters).

You know, now that I think of it, why not build on hawkeye's elemental grid code?  I could make a code that lets you cycle through the grid elements, so that if you're up against a wind monster you could just make the grid to be all wind elements.  - and left/right would work, because when you hold - it brings up a screen which shows what each monster's element is.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TwilightErik on February 19, 2010, 01:54:26 AM
It does sound complex. I thought of another Idea how about a All Monsters Code I know how many parts it would be split into but would it be worth having?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: orangpelupa on February 19, 2010, 08:42:06 AM
sorry my very late reply

yeah. i have tried only that element modifier grid code only that active. and the code have no effect in game.
but the other code work, like the code to not clear elemental grid after unison attack. all of them work.

i think its the bug in the emulator. will try to experiment later.

btw

QuoteC20B24D8 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

its for all 5 elemental grids right?

what lines is needed only for the first elemental grid?
maybe if i only ativate a few grid it can work

thankyou.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 19, 2010, 03:18:43 PM
Don't worry about how long the reply takes, I have plenty of patience.  ;D

I don't understand why the emulator would only bug on that code.  Especially if other elemental grid codes work.

If you just wanted to control the first grid element, you would only use the first three lines.

First elemental grid is always Earth (the 4)
C20B24D8 00000002
3CC00000 60C60004
90C30580 00000000
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 19, 2010, 03:23:34 PM
That's a great suggestion, but All Monsters would be quite difficult, actually.  As you capture monsters, they're stored in your save file.  So I would need to "build" all of the monsters from scratch and write them into the memory.  That would risk over-writing the monsters you have now.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: orangpelupa on February 20, 2010, 03:12:54 AM
thanks

i tried that code. but still not working. looks like its really a bug on the emulator. >__<
i want to use that code to colllect all the pokemons monsters :D :D

btw sorry my bad english >__<
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 20, 2010, 07:13:24 AM
Try this code (http://wiird.l0nk.org/forum/index.php/topic,1840.msg44138.html#msg44138).  It's an "Always Spellbind" code - you will always get a chance to forge pacts, but they won't always succeed (working on that part next...)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TwilightErik on February 23, 2010, 09:36:11 AM
I'm currently working on getting all monsters I have requests. The one in Bolds I really want!

Code Requests:
Use Any Manuscript to Max EXP
Use Sage of Any Color to Max HP to 9999
Use Savory of Any Color to Max TP to 999
Use Lavender of Any Color to Max Physical Attack/P. Atk. to 9999
Use Verbena of Any Color to Max Magic Attack/A. Atk. to 9999
Use Chamomile of Any Color to Max Physical Defense/P. Def. to 9999
Use Basil of Any Color to Max Magical Defense/A. Def. to 9999
Use Saffron of Any Color to Max Dexterity/Dex. to 9999
Use Any Gel to Max HP & TP
Cooking Anything Max Stats for Monsters
Skills Unrestricted SP "You can set all skills without worrying running out of SP"

Press ?+? to Complete Quest "While your on the quest you can complete the quest without going on the quest"
All Areas Available on Map
Battle Music Modifier "Sylvarant Battles,Tethe'alla Battles,Ginnunigap/Colosseum Battles,Vanguard Decus/Alice/Brute,Richter Human,Richter Final Boss, Lloyd & Marta,Emil Ratatosk,etc.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 23, 2010, 03:29:32 PM
Now that's what I'm talkin' about.  Good job!  Thanks for suggestions!

Isn't there already an SP code?

I don't think I'll be able to do the last three.  But the bold ones shouldn't be too hard at all, except maybe SP.  And I don't think cooking max stats would be useful if you can already sage/savory/etc.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TwilightErik on February 23, 2010, 08:42:56 PM
The Herbs do sound like a great suggestion I'm using the herbs to max stats my monsters and the Original Tales of Symphonia Cast + Richter too so the stats can be permanent not temporary.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on February 24, 2010, 12:00:49 AM
Since the this seems to be the main request topic for this game...

how difficult would it be to create a custom battle code?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 24, 2010, 12:10:57 AM
"custom battle code"?  I'm afraid you need to be more specific...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TwilightErik on February 24, 2010, 02:08:30 AM
Quote from: dcx2 on February 24, 2010, 12:10:57 AM
"custom battle code"?  I'm afraid you need to be more specific...
I understand this one Battle Enemy Modifier & Background Stage Modifier
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 24, 2010, 04:50:27 AM
I worked on some of the codes, and I made a few others of my own when I saw some good opportunities..

Herbs max out stat
0404B35C 60000000
0404B1A0 60000000
0404B308 60000000
there's no herb for luck. =(  When does luck change?

Using items doesnt consume them
04054A0C 38800000
came in quite handy when designing the herb code
This definitely works in the menu, don't know if it works in battle or during synthesis

anything adds 9.9 million exp
0409F85C 64BB0098
This includes manuscripts and, as it turns out, battles
I'm not sure if I like the idea of maxing out during battles...I'm pretty sure I can make a different code that only affects manuscripts if the community wants it.

But THIS one is pretty freaking cool.  You know how synchs can't be changed?  I fixed that...
Go to the Menu -> Status screen, select your monster, hold C and Z first, then press up or down to change synchs
C205CADC 0000000C
887D01DB 2C030000
4182004C 3C80804D
6084755A A8040004
7000000C 41820038
A8840000 2C046008
40820014 38630001
7063000F 40820008
38600001 2C046004
40820014 3863FFFF
7063000F 40820008
3860000F 987D01DB
60000000 00000000
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TwilightErik on February 24, 2010, 11:07:52 PM
I'm really impressed thanks for hacking these great codes :)! Hopefully changing the Synch's will get monsters alot better!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on February 24, 2010, 11:41:23 PM
Quote from: TwilightErik on February 24, 2010, 02:08:30 AM
Quote from: dcx2 on February 24, 2010, 12:10:57 AM
"custom battle code"?  I'm afraid you need to be more specific...
I understand this one Battle Enemy Modifier & Background Stage Modifier

Yeah that. I apologize, I should have been more clear.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 25, 2010, 07:06:22 AM
I've made another goodie that I'd like you guys to try out before I set it free in the main thread.  It's spawned from Hawkeye's elemental grid code.  It allows you to set the grid to any element.


- and left/right to change grid [DCX2]
C20AD4FC 00000019
5480043E 2C001F4C
408200B8 7C6802A6
5463043E 7C600734
2C00896C 408200A4
3C608000 60631828
90A30010 3CA0804D
60A5755A A8050004
70001000 41820010
A804002A B003000E
48000018 A8050008
70001000 4182000C
A803000E B004002A
A8050000 70001000
41820054 8803000C
B004002A A8050004
70000003 41820040
2C000002 40820018
88A3000C 70A50007
38A50001 98A3000C
48000024 2C000001
4082001C 88A3000C
38A5FFFF 2C050000
40820008 38A00008
98A3000C 80A30010
A864002A 00000000
C20B24A8 00000005
3C808000 60841828
8804000C 90030580
90030584 90030588
9003058C 90030590
38000000 00000000

Again, thanks to hawkeye for finding the hook for the elemental grid.

It's a little complicated to use.  You must use Emil in battle.  This code uses a few Gecko registers, not sure which but it's like gr3, gr4, and/or gr5 I think.  While battling, hold down the - key.  Watch Emil's TP; it will change to the current grid element's number while - is pressed.  Don't worry, when you release -, Emil's TP goes back to normal, and battle pauses while you hold -.

While holding minus, press left and right to change the current grid element's number.  Once you've picked the value that you want, let go of minus and go cast a spell or do something that tickles the grid and you'll see everything change to match the number of the element you set.

Note that while holding -, you can see the enemy's elemental type.  Set the grid to their element, and you should have an easier time capturing them, at least according to the FAQs I read.

Post Merge: February 26, 2010, 04:42:46 AM

FINALLY!  I think I might have made a Monsters Always Join code!  :o I tried about five captures in a row, and they all succeeded, even if I didn't use a monster to help with the pact!

Monsters Always Join During Pacts [DCX2]
040B9D6C 48000028


Also, Luck is changed every time you press A on a green save.  So now your luck can be maxed out the next time you touch a green save.

green saves max everyone's luck [DCX2]
040263E0 3800270F
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TwilightErik on February 27, 2010, 03:43:13 AM
Really cool codes thanks a Million I really appreciate the hard work you made the impossible possible!

I have another request:
Load Grade Shop when loading any save

Also there are some Japanese Codes can you try and convert these codes?

Gardo MAX [xtatu]
42000000 80000000
04444408 3B9AC9FF
E0000000 80008000

Thanks,
TwilightErik
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on February 28, 2010, 02:59:44 AM
Lots of goodies for you today!


skills cost 0 SP [DCX2]
04050010 38000000
04050014 98110009


all stats max on level up, green save, or herb [DCX2]
C204B998 00000006
6407270F 90E30024
B0030028 390003E7
B103002A B103002C
B103002E 90E30030
90E30034 90E30038
60000000 00000000
Useful for keeping any new monsters maxed out, especially the ones you capture with my Monsters Always Join code  ;D

Feeding doesn't use food [DCX2]
0404B020 7FC0F378

feeding boosts stats like they never ate [DCX2]
040688DC 38000001
This tricks the game into thinking that all your monsters have never been fed

can always feed monsters  [DCX2]
0406ADF8 60000000
0406ADC0 60000000
0406AE30 60000000
0406AE68 60000000
Feed any monster at any time, even if they're level 1.  WARNING you will have to scroll through a lot of monsters!

Dont need statues to evolve monsters [DCX2]
040689B8 7CC53378

Can always evolve monsters [DCX2]
04068970 7CC53378
Using the previous three codes together, you can evolve monsters as many times as you want without leaving the cooking screen!


item modifier [DCX2]
C205129C 00000010
A8A30048 3C80804D
6084755A A8C40000
70C72000 4182005C
70C70010 4182000C
38A50001 48000034
70C71000 4182000C
38A5FFFF 48000024
A8C40004 70C70002
4182000C 38A50001
48000010 70C70001
4182000C 38A5FFFF
2C050259 40810008
38A00000 2C050000
40800008 38A00259
B0A30048 7CA32B78
60000000 00000000
Go to the Equipment screen and highlight the item you want to change.  While holding Z, press left or right to change the item by one, and hold + or - to scroll through 60 items per second (takes about 10 seconds to scroll through all items).  Using this code you can put any item anywhere - an apple gel for Emil's weapon, or Sol and Mani (Richter's axe and sword) for Marta's ribbon, etc.  If you go to the accessory and there's no accessory equipped, you can bring one into existence, and then use C to de-equip the accessory into your inventory.  You can then create any rare items you want, as many as you want!

Look at the equipment codes here (http://geckocodes.org/index.php?c=RT4EAF#1) on the main code page to see all the items.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TwilightErik on February 28, 2010, 09:47:15 PM
Wow! This is incredible work I'd like to thank you again dcx2 your pretty good!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on February 28, 2010, 11:13:41 PM
Quote from: TwilightErik on February 28, 2010, 09:47:15 PM
Wow! This is incredible work I'd like to thank you again dcx2 your pretty good!

I'd say you're one of the best, dcx2.

EDIT: By the way, are you making the battle modifier?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: TwilightErik on March 01, 2010, 10:37:32 AM
I have another request a Gladsheim Code where you go to directly to the 10th Floor.

Thanks,
TwilightErik
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: yessirsir on March 01, 2010, 04:45:43 PM
i was reading that gecko codes sometimes works in dolphin emulator but i tried the following and ,no luck.

is there someone who would know how to convert them ?



always spellbind
040B1000 38600000

always spellbind (need to activate  hold + and press up during battle)
040B1000 38600000
4E00FFF4 00000000
284D755A 00000018
14000000 38600001
284D755B 00000014
14000000 38600000
E0000000 80008000

grid modifier
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


- and left/right to change grid [DCX2]
C20AD4FC 00000019
5480043E 2C001F4C
408200B8 7C6802A6
5463043E 7C600734
2C00896C 408200A4
3C608000 60631828
90A30010 3CA0804D
60A5755A A8050004
70001000 41820010
A804002A B003000E
48000018 A8050008
70001000 4182000C
A803000E B004002A
A8050000 70001000
41820054 8803000C
B004002A A8050004
70000003 41820040
2C000002 40820018
88A3000C 70A50007
38A50001 98A3000C
48000024 2C000001
4082001C 88A3000C
38A5FFFF 2C050000
40820008 38A00008
98A3000C 80A30010
A864002A 00000000
C20B24A8 00000005
3C808000 60841828
8804000C 90030580
90030584 90030588
9003058C 90030590
38000000 00000000

Monsters Always Join During Pacts [DCX2]
040B9D6C 48000028



item modifier [DCX2]
C205129C 00000010
A8A30048 3C80804D
6084755A A8C40000
70C72000 4182005C
70C70010 4182000C
38A50001 48000034
70C71000 4182000C
38A5FFFF 48000024
A8C40004 70C70002
4182000C 38A50001
48000010 70C70001
4182000C 38A5FFFF
2C050259 40810008
38A00000 2C050000
40800008 38A00259
B0A30048 7CA32B78
60000000 00000000
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on March 01, 2010, 05:16:07 PM
Quote from: yessirsir on March 01, 2010, 04:45:43 PM
i was reading that gecko codes sometimes works in dolphin emulator but i tried the following and ,no luck.

always spellbind
040B1000 38600000
That's actually "Never Spellbind".  38600001 would be "Always Spellbind".

QuoteMonsters Always Join During Pacts [DCX2]
040B9D6C 48000028

Those are two very simple codes, if your emu doesn't support Ocarina or Gecko then there's nothing I can do for you.  The game isn't expensive, newegg carries it for $30.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: yessirsir on March 01, 2010, 05:32:03 PM
ok thanks, ill try that code.  i bought the game but i dont have a wii yet. still out of stock here :(
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on March 01, 2010, 05:36:03 PM
"Here"?  If you're using a PAL or JPN image, my codes won't work.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: yessirsir on March 01, 2010, 05:38:09 PM
no im using usa version (im in canada)  and i can confirm now that always spellbind 040B1000 38600001 works in the emu. i just had the last digit wrong last time i tried hehe.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on March 06, 2010, 09:11:42 PM
Quote from: Angelic Lawyer on December 03, 2009, 09:42:26 AM
is it possible for a no random battle/walk through enemy code? I recently tried to replay the game and I realize how annoying the enemies encounters are....

Enemies stutter when they see you [DCX2]
04030860 38000000
04030864 90150080
If you've ever held out the Sorcerer's Ring while an enemy is trying to run into you, you may have noticed that they stutter.  Enemies now always stutter when they see you, so they essentially cannot give chase.  If they don't see you, they walk like normal.  I can try to freeze enemies all the time if the community would like that instead but I'm afraid some enemies might get stuck in your way.

BTW, Symphonian Resident, I don't think I'll be able to make that custom battle modifier.  There's just too much stuff going on at the start of a battle.  Sorry.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on March 07, 2010, 04:25:08 PM
Quote from: dcx2 on March 06, 2010, 09:11:42 PM
Quote from: Angelic Lawyer on December 03, 2009, 09:42:26 AM
is it possible for a no random battle/walk through enemy code? I recently tried to replay the game and I realize how annoying the enemies encounters are....

Enemies stutter when they see you [DCX2]
04030860 38000000
04030864 90150080
If you've ever held out the Sorcerer's Ring while an enemy is trying to run into you, you may have noticed that they stutter.  Enemies now always stutter when they see you, so they essentially cannot give chase.  If they don't see you, they walk like normal.  I can try to freeze enemies all the time if the community would like that instead but I'm afraid some enemies might get stuck in your way.

BTW, Symphonian Resident, I don't think I'll be able to make that custom battle modifier.  There's just too much stuff going on at the start of a battle.  Sorry.

It's fine. Thanks for trying, though :)
EDIT: Do you think it might be possible to remove the level limitations on the original cast (I know that sounds rather off-putting...), or at least allow them to be freely switched in and out of the first slot?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on March 27, 2010, 08:43:12 PM
My apologies for bumping, but I had another request, though it's highly dependent on how to game... err, sees the data, if my meaning is clear.

You mentioned that a battle customizer code was nigh on impossible (or at least, incredibly difficult to work with). I can understand that, seeing as it's always randomized.
But how about the Coliseum (or any event) battles? They're always set in a prespecified order. Are they not more easily modified, or are they the same as other random battles?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on March 28, 2010, 12:12:33 AM
Your suggestion to watch the Coliseum is in fact a great idea.  But the problem isn't really the randomness.  It's that the monsters are written to different parts of memory each time, and I need to know who is writing the monster-type.  Without knowing ahead of time where the monster's data will be written, I can't set any write breakpoints to see who is writing the monster type.

Now, there are other ways to get near this code.  For instance, when I did "always surprise attack enemies", I used hawkeye's "cracks color modifier" to see who made the cracks red or green.  That got me "near" the code which decided who is surprised.

If I had something "near" the enemy monster decision code that I could watch, then I could look around near that for something that looked interesting.  The surprise state is about as close as I get, though, and I'm pretty sure that decision is made after the monsters exist in memory, because otherwise it couldn't set the monster's status.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on April 30, 2010, 06:23:53 AM
Been a while but...,

any news on the Arte Mod code? There is a spell mod code out and I figured artes would only be a few steps away (but what do I know).
I want my Richter to be able to use Alvitr and Levateinn (his 2 ultimate attacks when you fight him the last time).

And a Mystic Arte mod wouldn't hurt either (let him use his uselss MA for all it's worth).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on April 30, 2010, 01:17:29 PM
When you say Arte mod, do you mean unlocking all of everyone's Artes?  Or letting anyone use any Arte?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on April 30, 2010, 09:11:38 PM
Anyone use any arte. Including enemy artes
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Mega-Zelda on May 08, 2010, 12:18:53 AM
thx dcx2 4 those awesome codes

plz can u make these codes if possible
1. allow Emil to steal by using Marta's or a monster arte
(or make his arte have the effect of Marta's or a monster arte)
2. increase successful steal rate
3. increase rare item drop rate
4. increase rare monster group appearance rate (black wolf/peepit/etc...)
5. add button activator for infinite item code

thx in advance
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 08, 2010, 01:00:16 AM
Quote from: Mega-Zelda on May 08, 2010, 12:18:53 AM
5. add button activator for infinite item code

The others make sense, but I don't understand this one.  Why do you want to disable the infinite item code?  And it's not really infinite items, it's more like...unlimited items.  You still have the same amount of the item after you use it, so you have to get at least one of an item before you can use it.

...fortunately, there's the item menu modifier, which can create new items from nothing...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Mega-Zelda on May 08, 2010, 08:38:43 AM
Quote from: dcx2 on May 08, 2010, 01:00:16 AM
Quote from: Mega-Zelda on May 08, 2010, 12:18:53 AM
5. add button activator for infinite item code

The others make sense, but I don't understand this one.  Why do you want to disable the infinite item code?  And it's not really infinite items, it's more like...unlimited items.  You still have the same amount of the item after you use it, so you have to get at least one of an item before you can use it.

...fortunately, there's the item menu modifier, which can create new items from nothing...

i didn't know it creates items from nothing
i thought it replaces an item you already have
wow that's awesome thx again
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 08, 2010, 01:40:21 PM
It can create items from nothing.  Use it on an accessory slot that's blank.  The other equipment slots (weapon, armor, etc) aren't 'removable', but the accessories can be de-equipped with C.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 17, 2010, 11:30:39 PM
While awaiting an Arte Mod code, I am in need of assistance.

ShadowX39 released (about a month ago, but I just found out yesterday) his model-swap... thingie. I personally cannot make out heads or tails of it. How should I work the code to make Character A's model swap with Character B (I'm not looking for the code, but instructions on how to so I could do it myself).

EDIT: What a moron I was. I came back after school, took a good look at it and figured out how it worked (it was so blatantly obvious, too...). I'm still curious though as to why Emil has only 4 lines. I can't replace him in battle if he only has 4 lines.
And... just a note, Alice trying to use Steel makes her use Fimbelvetr, with no damage and a white screen until battle ends. But I love how I could run around as Alice. (I still want Decus over Emil, like many others...)
Arte Mod will make this model swap... thing perfect.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 22, 2010, 10:49:25 PM
I could make a button modifier for this with my ASM kung-fu, if you're interested.  Go to the menu, highlight the arte you want to change, press an activator and it goes up or down, just like the item modifier I wrote.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 23, 2010, 05:58:29 AM
I can make it skip numbers.  I'm a little worried, though...Lloyd ends at 11; does the game crash if you use 12?  Detecting which character is selected and making sure you don't go off their edge would be harder.  In that case, I might prefer making the code cycle through only the Misc skills, since you could load the Character skills anyway.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 23, 2010, 08:40:43 AM
Arte Roller [DCX2 / ShadowX39]
C2059288 00000011
A9E300C8 3C80804D
6084755A A8C40000
70C70010 4182000C
39EF0001 48000034
70C71000 4182000C
39EFFFFF 48000024
A8C40004 70C70002
4182000C 39EF0001
48000010 70C70001
4182003C 39EFFFFF
2C0F007D 40820008
39E00000 2C0F0020
40820008 39E00041
2C0F0040 40820008
39E0001F 2C0F0000
40800008 39E0007C
B1E300C8 00000000
To use: Go to the Artes menu of your desired character (in or out of battle).  Press left or right to change the Arte by one for each press.  Hold + or - to scroll through all Artes at 30 Artes/second.  It skips the values that cause freezing (0x20 through 0x40).

In case you're into ASM (note: use hawkeye's PyiiASMH instead of Link's ASMWiiRD)

NOTE:
r3 has character pointer
r15 = arte
r4 = controller pointer

r4/r5/r6/r7 are safe

lha r15,200(r3) # get item
lis r4,-32691 # get controller pointer
ori r4,r4,30042
lha r6,0(r4) # get button states

andi. r7,r6,16 # was + pressed?
beq- Skip1 # skip to -
addi r15,r15,1 # inc once
b OverRunTest

Skip1:
andi. r7,r6,4096 # was - pressed?
beq- Skip2 # skip to load deltas
subi r15,r15,1 # dec once
b OverRunTest

Skip2:
lha r6,4(r4) # get button deltas hword

andi. r7,r6,2 # was right pressed?
beq- Skip3
addi r15,r15,1 # inc once
b OverRunTest

Skip3:
andi. r7,r6,1 # was left  pressed?
beq- End
subi r15,r15,1 # dec once

OverRunTest:
cmpwi r15,125 # did we fall off second the top?
bne- 0x08 # no
li r15,0 # if so, wrap back to 0
cmpwi r15,32 # fall off the first top?
bne- 0x08 # no
li r15,65 # if so, wrap up
cmpwi r15,64 # fall off the first top?
bne- 0x08 # no
li r15,31 # if so, wrap down
cmpwi r15,0 # did we fall off the second bottom?
bge- 0x08 # no
li r15,124 # if so, wrap back to the top

StoreBeforeEnd:
sth r15,200(r3)

End:


Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Mega-Zelda on May 23, 2010, 09:37:17 AM
QuoteArte Roller [DCX2 / ShadowX39]
C2059288 00000011
A9E300C8 3C80804D
6084755A A8C40000
70C70010 4182000C
39EF0001 48000034
70C71000 4182000C
39EFFFFF 48000024
A8C40004 70C70002
4182000C 39EF0001
48000010 70C70001
4182003C 39EFFFFF
2C0F007D 40820008
39E00000 2C0F0020
40820008 39E00041
2C0F0040 40820008
39E0001F 2C0F0000
40800008 39E0007C
B1E300C8 00000000
To use: Go to the Artes menu of your desired character (in or out of battle).  Press left or right to change the Arte by one for each press.  Hold + or - to scroll through all Artes at 30 Artes/second.  It skips the values that cause freezing (0x20 through 0x40).

i know what roller means
but i hope i'm wrong
can i use a character's arte 4 another
(ex. Colette:Item Thief --> Emil)
or can u plz make an Arte Modifier Code
thx in advance
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 23, 2010, 09:41:53 AM
I don't think it's going to work like that.  If you look at the list of Artes, you'll see that each character has their own individual Artes, and then there's a list of Artes that all characters can have.  The individual Artes all overlap and depend on the character who is using them.  For instance, Item Thief is Arte #3 for Colette, but Savage Reaper is #3 for Emil.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Mega-Zelda on May 23, 2010, 04:12:39 PM
Quote from: dcx2 on May 23, 2010, 09:41:53 AM
I don't think it's going to work like that.  If you look at the list of Artes, you'll see that each character has their own individual Artes, and then there's a list of Artes that all characters can have.  The individual Artes all overlap and depend on the character who is using them.  For instance, Item Thief is Arte #3 for Colette, but Savage Reaper is #3 for Emil.

yeah i know that
but if the arte roller code fetches the character's own list of artes
is it possible to make it fetch a certain character's list of artes
for another or would that be impossible

again thx for those awesome codes guys
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 23, 2010, 05:00:55 PM
You have my apologies, Shadow. And yes, your code was what I was looking for, though I guess the restrictions can't be helped. Biggest bugger is the white screen after a Mystic Arte.

And note: against Lloyd and Marta, Emil says "Now return to Oblivion! Ain Soph Aur!" Sounds cool.

EDIT: Richter's Towering Inferno results in a freeze.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 23, 2010, 06:26:21 PM
Shadow's list for Richter-only skills does not list a Towering Inferno...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 23, 2010, 06:54:31 PM
I'm using the Arte Roller thing you made.
1st blank arte of Richter is Towering Inferno. It freezes (*BEEEEEEEEEEEEEEEEEEEEEEEEP*) before the cut-in.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 24, 2010, 04:51:13 AM
That's weird. I'm at that point as well.

And
I realize Eternal Recurrence does no damage. How sad. Taunting is cool. "Come on."
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 24, 2010, 05:21:24 AM
I put Radiant Roar on Marta (there are *two* of 'em!).  It healed allies for 0 MP, but it did no damage.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Ant29 on June 01, 2010, 08:06:41 AM
I'm a bit confused on how to get the model swaps to work. I managed to load Aesteval and dcx2 cheats successfully, but when I try to activate a Alice model swap (I guess I got the old version because I saw 6 codes in my text pad) and load the game it didn't work. Recently, I saw new codes on this page, so I'll update my .txt and covert it to .gct

ex. Currently, I'm in the beginning of new game + and I'm still in chapter 1. I want to see Alice's model walking instead of Emil.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Ant29 on June 01, 2010, 10:03:20 AM
Quote from: ShadowX39 on June 01, 2010, 08:18:05 AM
Quote from: Ant29 on June 01, 2010, 08:06:41 AM
I'm a bit confused on how to get the model swaps to work. I managed to load Aesteval and dcx2 cheats successfully, but when I try to activate a Alice model swap (I guess I got the old version because I saw 6 codes in my text pad) and load the game it didn't work. Recently, I saw new codes on this page, so I'll update my .txt and covert it to .gct

ex. Currently, I'm in the beginning of new game + and I'm still in chapter 1. I want to see Alice's model walking instead of Emil.

To do that simply do this:

Emil(Starting Outfit)
057A3510 00217EAB
057A3514 000735DB
057A351C 00234C22
057A3520 00000150

Alice
057A1CA4 0C6B554C
057A1CA8 000458BF
057A1CB0 0C6C6B7C
057A1CB4 00000468

You need to take the right side of each line of Alice's model data and place it on Emil's like this:

Emil(Starting Outfit) as Alice
057A3510 0C6B554C
057A3514 000458BF
057A351C 0C6C6B7C
057A3520 00000468

However, Emil's body type causes just about everyone but his own specific models to do a t-stand - so you'll see no walking animation.

You can make it so Marta is in front of the party though so that it's her on the map and then replace her model data with Alice. Everyone swaps with Marta perfectly on map.

Here you go:

Marta as Alice
057A2880 0C6B554C
057A2884 000458BF
057A288C 0C6C6B7C
057A2890 00000468

Ok. I'll try that tomorrow and see how it works. I'm so glad that I found these codes because playing all over again with Emil is dreadful for me and I miss the TOS1 characters a lot.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 02, 2010, 04:11:01 AM
Shadow, you are a godsend. Did you find the address for Richter (Ginnungagap)? As much as I like Richter, I would love to use that body of fire.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 04, 2010, 02:43:42 PM
I cannot make any coherent sentence that may express my gratitude. The "I want to have your babies" is a popular one, but I'm not a girl...
... Many thanks!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 04, 2010, 02:58:31 PM
I admire your thorough investigation of model swapping.  Truly impressive.  May I ask what process you used to discover them..?  Is there a pattern, or a certain breakpoint?  Depending on the complexity involved, I might be able to make a model roller.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 04, 2010, 05:50:03 PM
Hey~ here's a few random requests nobodie's thought of. At least for this game I'm sure :s

Size modifiers(characters): Times 1.0, 1.5. and 2.0 (the number values equal the 'scale' of the size)
Size modifiers(monsters): same as characters but with monsters

Make every female character a neko: Why not, it's random, funny, and pluss nekos are cute xD
BIg hands and feet: HA a classic from the goldeneye days, why not ne?
Have ALL artes, skills etc: seriously :s
Note: if one big code is too hard, you could always do individual charries.

Moon jump: kinda useless in this game, but hell it's a fun code to play with :P
Make Zelose a dog: just for laughs, pluss he deserves it XD
Make Emil e-muel: XD a play on the funny skit *hinthint*(like give him donkey ears and tail lol but don't say it in the code?)
Bathing suits(all main characters): hey, who wouldn't wanna see Sheena in a bikini @_@
"Mom"?: changes sheena's name to mom xD Emil says mom when talking to sheena
Make Richter a 'playable' character all the time: I dunno how the hell you do it, but it sounds awesome XD
Note: playable as in a possible party member in place of one monster

Make comm Bruite a 'playable' character: eh, just a costume or model change.
Llloyds a what??: A surprise code, makes him a girl version of himself xD
Make party members 'catz" guild members: gives characters a catz costume based on their regular costumes
Have all centurians cores from the start: (minus the ones lloyd sucsessfully takes of course)

The bold ones are the ones people would actually like I'm guessing, and the non bold ones well...I did say they were for random and for the hell of it.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 04, 2010, 06:31:40 PM
O um I also forgot to mention this, but the "open all map areas/you can go anywhere anytime" code doesn't work, everywhere just sends me to isalia until that area of the map is actually opened by the 'plot' so to speak.
For example Hima doen't become Hima until that point in the games storyline -_-;;
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 04, 2010, 07:12:49 PM
So for this to work, I go to the place in memory where, say, the Jelly's model data is stored (817A0330-4), and then I replace the contents of those addresses (in Jelly's case, the data is 09210C4D 00046700) with someone else's, like Regal's prisoner outfit (the data is 08E2BA55 001D0360).  You said the preference is to roll only enemy model addresses (i.e. your monsters), but you can roll those models into enemy or non-enemy models.

The layout in memory looks like it can be easily rolled over, although I do have some concern.  The enemies are laid out nicely, three words per monster.  However, the playable characters have a different size from the monsters due to victory poses; indeed, it looks as if the playable characters are different sizes from each other!  This is do-able, but I have a feeling the code might be a little long; I will need a Look Up Table (LUT) to hold the offsets for the playable characters, until the value is rolled to the offsets for the enemies.

We need a way to select the model you want to roll.  I have a few tricks that might be able to get me a hold of that address.  A C2 code hooking at the right point will probably be able to roll the selected character.

Then we need the values that we're rolling to.  I would like to keep the data preserved in memory so that way my LUT can be used to point into the model data to retrieve.  However, if I read, say, Regal's Prisoner model and over-write the Jelly model with it, now the Jelly model data is lost.

Now, the slot data looks like a half-word, so the upper 16 bits might be free.  Depending on how many addresses read the model data, I might be able to store a value here, and whenever the game reads a model address, it will check the value, and on a non-zero value it will offset to some other model data, thus preserving the original values in case someone else points back to this model.  If that fails, then I might make a LUT that you load with your desired models, but since there are a large amount of models it wouldn't be able to roll to any model, just the ones you load in the LUT.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 09, 2010, 10:10:02 PM
Quote from: ShadowX39 on June 04, 2010, 06:34:22 PM
Quote from: zfan121 on June 04, 2010, 06:31:40 PM
O um I also forgot to mention this, but the "open all map areas/you can go anywhere anytime" code doesn't work, everywhere just sends me to isalia until that area of the map is actually opened by the 'plot' so to speak.
For example Hima doen't become Hima until that point in the games storyline -_-;;

You need to load a save that has all areas open and then return to your early save, did that not work?
So I just load a game that's completed and then load a game that isn't ? :S
Also I don't see why nobodies tried my modle ideas xD
I would realy like it if these model swap pros could do some of my requests for smg2 :D
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 10, 2010, 03:01:34 PM
It's because your model ideas are ridiculously over the top. I don't think you would be able to give "Katz costumes" to anyone, unless you stretch a Katz model and somehow layer it above the character model. Same goes for your E-mule idea. Though I'm pretty sure that you could easily change Zelos to a dog; just swap his model with a dog's.
Swimsuit costumes, I doubt could happen (although you could texture hack to make it look like it).

Your party mod code already exists. Richter has been fully playable (for the entire game) for an incredibly long time. Shadow's model swap would let you use Brute in the party.
For your Centurions' cores, there's a code that let's you have all the skills in the game; you can equip Centurion skills like that. Or you can use Shadow's/dcx's item mod and create the core in your equipment and then remove it into your inventory so you have the actual core (though you won't learn the skill this way).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 11, 2010, 03:21:44 AM
lol the first two were pretty weird XP
But I don't see why the big hands and feet code couldn't be done? I mean it's been done in other games and would be lots of laughs for a long time.
Okay I'll try those then.

Also, the code manager works fine when I download a normal list from the code downloader app, but whenever I try to make a code list myself and use the cheat manager it says *an error code I can't remember lol*.text empty? and I donn't know what the problem is. And I made sure that it was the us version of the game. Is something up?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 11, 2010, 02:09:51 PM
Hey can anyone tell me what monster to evolve to get the skeleton dancer in TOS 2? Someone told me they saw someoen fighting with one in the tutorial they saw.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 11, 2010, 02:42:43 PM
Quote from: ShadowX39 on June 04, 2010, 10:38:46 AM
Colette-In-Battle Models
0579FDFC 089A7D45
0579FE00 001D1400
These are all in-battle models. It's possible to replace enemy/boss models with others. It loads that specific model's enemy/boss stats and you will fight them. You can also model swap any monster with anyone, including people like Alice with no freezes!
[spoiler]
Emil(Ratatosk)
0579FE50 08A22845
0579FE54 00336320

Emil
0579FE5C 08AF010D
0579FE60 00336220

Emil(Starting Outfit)
0579FEE0 08BCA935
0579FEE4 001098C0

Genis
0579FF64 08C19F05
0579FF68 0015AEC0

Lloyd
0579FFB8 08C781D5
0579FFBC 00181A60

Marta
057A000C 08CE1A2D
057A0010 001E9220

Presea
057A0090 08D68AD5
057A0094 00196800

Raine
057A00E4 08DD5BB5
057A00E8 00137600

Regal(Prisoner Outfit)
057A0138 08E2BA55
057A013C 001D0360

Regal
057A0144 08E9FB2D
057A0148 001D3B40

Richter
057A01E0 08F1F23D
057A01E4 00205CA0

Sheena
057A0234 08FA9BE5
057A0238 0017B500

Zelos
057A0288 09012745
057A028C 001BACE0

Alice(1st)
057A02F4 09091215
057A02F8 001D0900
This model is used for the first fight against her.

Alice(2nd)
057A0300 09105455
057A0304 001D0900
This second model might of been a planned but cut match.

Alice(3rd)
057A030C 09179695
057A0310 001D0900
This model is used for the last fight against her and Decus.

Slime
057A0318 091ED8D5
057A031C 00046740

Mousse
057A0324 091FF2A5
057A0328 000466A0

Jelly
057A0330 09210C4D
057A0334 00046700

Ooze
057A033C 0922260D
057A0340 000466C0

Pudding
057A0348 09233FBD
057A034C 000477C0

Slime Mold
057A0354 09245DAD
057A0358 00047900

Giant Slime
057A0360 09257BED
057A0364 00048D60

Ligeia
057A036C 09269F45
057A0370 0005F1E0

Leech
057A0378 09281BBD
057A037C 00045AE0

Poison Leech
057A0384 09293275
057A0388 00046A40

Giant Leech
057A0390 092A4D05
057A0394 00064FE0

Leech King
057A039C 092BE0FD
057A03A0 0004A5A0

Blood Sucker
057A03A8 092D0A65
057A03AC 00046A20

Blood Bound
057A03B4 092E24ED
057A03B8 00046FA0

Gamat
057A03C0 092F40D5
057A03C4 0006F240

Anemone
057A03CC 0930FD65
057A03D0 0006FA60

Lunantisidhe
057A03D8 0932BBFD
057A03DC 00058B80

Blue Rose
057A03E4 09341EDD
057A03E8 000574C0

Incognito
057A03F0 09357C0D
057A03F4 00063500

Tortoise
057A03FC 0937094D
057A0400 00089920

Archelon
057A0408 09392F95
057A040C 00097400

Megalith
057A0414 093B8C95
057A0418 0008A900

Dark Steel
057A0420 093DB6D5
057A0424 0009CE80

Zaratan
057A042C 09402A75
057A0430 00089E60

Aspidoceleon
057A0438 0942520D
057A043C 0009AC00

Sea Monk
057A0444 0944BD0D
057A0448 0009E520

Kraken
057A0450 09473655
057A0454 0009E480

Sea Bishop
057A045C 0949AF75
057A0460 0009E500

Charybdis
057A0468 094C28B5
057A046C 0009E5E0

Lusca
057A0474 094EA22D
057A0478 000A64C0

Killer Fish
057A0480 09513B5D
057A0484 0003D360

Giant Killer Fish
057A048C 09523035
057A0490 00051700

Remora
057A0498 095375F5
057A049C 000B0F80

Echeneis
057A04A4 095639D5
057A04A8 000B1480

Barracuda
057A04B0 0958FEF5
057A04B4 000B8540

Sea Hog
057A04BC 095BE045
057A04C0 000572C0

Orca
057A04C8 095D3CF5
057A04CC 00056000

Jasconius
057A04D4 095E94F5
057A04D8 0009DD40

Merrow
057A04E0 09610C45
057A04E4 00078300

Nixie
057A04EC 0962ED05
057A04F0 000780A0

Selkie
057A04F8 0964CD2D
057A04FC 0007BC20

Nereis
057A0504 0966BC35
057A0508 000A1FC0

Asrai
057A0510 09694425
057A0514 00077900

Rusalka
057A051C 096B2265
057A0520 00080DE0

Siren(Aqua's Monster)
057A0528 096D25DD
057A052C 000747E0

Polwigle
057A0534 096EF7D5
057A0538 00034B00

Grindylow
057A0540 096FCA95
057A0544 000355C0

Poseideon(Giant Polwigle)
057A054C 0970A005
057A0550 00047520

Bullfrog
057A0558 0971BD4D
057A055C 000699E0

Oannes
057A0564 097363C5
057A0568 0006C7E0

Baal
057A0570 097515BD
057A0574 0006B540

Heqet
057A057C 0976C30D
057A0580 000AB760

Nazdrovie(Izoold Boss)
057A0588 097970E5
057A058C 0007E700

Clay Golem
057A0594 097B6AA5
057A0598 00075360

Golem
057A05A0 097D3F7D
057A05A4 00083D40

Rock Golem
057A05AC 097F4ECD
057A05B0 00078860

Mythril Golem
057A05B8 098130E5
057A05BC 00076320

Talos
057A05C4 098309AD
057A05C8 000764A0

Ice Titan
057A05D0 0984E2D5
057A05D4 00085C40

Aramis(Alice's Pet)
057A05DC 0986F9E5
057A05E0 000811C0

Poltergeist
057A05E8 0988FE55
057A05EC 0003E580

Living Sword
057A05F4 0989F7B5
057A05F8 00045F20

Machina
057A0600 098B0F7D
057A0604 00045180

Mournblade
057A060C 098C23DD
057A0610 0007A9E0

Made in Heaven
057A0618 098E0E55
057A061C 0005DCE0

Automaton
057A0624 098F858D
057A0628 0004AFE0

Colossus
057A0630 0990B185
057A0634 0009E1E0

Goliath
057A063C 099329FD
057A0640 0009B040

Gargoyle
057A0648 0995960D
057A064C 000915C0

Epitaph
057A0654 0997DB7D
057A0658 0008F160

Mimic
057A0660 099A17D5
057A0664 00093740

Pandora
057A066C 099C65A5
057A0670 000941C0

Shape Shifter
057A0678 099EB615
057A067C 000934E0

Jaw Breaker
057A0684 09A1034D
057A0688 0005B200

Igniter
057A0690 09A26FCD
057A0694 000612A0

Muzzler
057A069C 09A3F475
057A06A0 00062100

Enforcer
057A06A8 09A57CB5
057A06AC 0006D080

Liberator
057A06B4 09A730D5
057A06B8 0006FDC0

Thinker
057A06C0 09A8F045
057A06C4 0006ECA0

Punisher
057A06CC 09AAAB6D
057A06D0 0006F820

Vortex(Aqua's Monster)
057A06D8 09AC6975
057A06DC 0006C260

Purger
057A06E4 09AE1A0D
057A06E8 00071BE0

Awakner
057A06F0 09AFE105
057A06F4 000749E0

Wind Master Prime(Wind Temple Boss)
057A06FC 09B1B37D
057A0700 00172100

Brute
057A0708 09B77BBD
057A070C 001F92E0

Wolf
057A0714 09BF6075
057A0718 000639C0

Black Wolf
057A0720 09C0EEE5
057A0724 00063A40

Hell Hound
057A072C 09C27D75
057A0730 00096C00

Padfoot
057A0738 09C4D875
057A073C 000C7900

Athos(Alice's Pet)
057A0744 09C7F6B5
057A0748 000C8480

Fenrir
057A0750 09CB17D5
057A0754 000DC060

Orion
057A075C 09CE87ED
057A0760 000DBDE0

Cerberus
057A0768 09D1F765
057A076C 000AD600

Bear
057A0774 09D4ACE5
057A0778 000978A0

Grisley
057A0780 09D70B0D
057A0784 00097880

Cave Bear
057A078C 09D9692D
057A0790 000978A0

Lucrezia(First Fight)
057A0798 09DBC755
057A079C 00094DC0

Were Bear
057A07A4 09DE1AC5
057A07A8 000C67E0

Wolf Heddin
057A07B0 09E134BD
057A07B4 000C7B40

Galf Beast
057A07BC 09E4538D
057A07C0 00097E80

Wild Rabbit
057A07C8 09E6B32D
057A07CC 000BF820

Cotton Tail
057A07D4 09E9B135
057A07D8 000C0920

Carbuncle
057A07E0 09ECB37D
057A07E4 000C0F20

Vorpal Bunny
057A07EC 09EFB745
057A07F0 000BF7C0

Micasa
057A07F8 09F2B535
057A07FC 000C0D40

Porthos(Alice's Pet)
057A0804 09F5B885
057A0808 000BD140

Peallaidh
057A0810 09F8ACD5
057A0814 0009F6C0

Gunna
057A081C 09FB2A85
057A0820 000A1720

Ogre
057A0828 09FDB04D
057A082C 000F9BC0

Red Ogre
057A0834 0A01973D
057A0838 000F8F20

Yeti
057A0840 0A057B05
057A0844 000F8760

Mirka(Ice Temple Boss)
057A084C 0A095CDD
057A0850 0015A100

Firbolg
057A0858 0A0EC51D
057A085C 0009E5E0

Titan
057A0864 0A113E95
057A0868 000A2820

Serpent
057A0870 0A13C89D
057A0874 00079680

Viper
057A087C 0A15AE3D
057A0880 0007F9A0

Kosh
057A0888 0A17ACA5
057A088C 00071320

Lizard
057A0894 0A19716D
057A0898 000A2FE0

Basilisk
057A08A0 0A1BFD65
057A08A4 00075FA0

Salamander
057A08AC 0A1DD54D
057A08B0 0007CA20

Chimera
057A08B8 0A1FC7D5
057A08BC 0009D300

Kitty Kat
057A08C4 0A223C95
057A08C8 0009F4A0

Elaphebolion(Giant Chimera)
057A08D0 0A24B9BD
057A08D4 000A1220

Manticore
057A08DC 0A273E45
057A08E0 000E1560

Sphinx
057A08E8 0A2AC39D
057A08EC 000DBCA0

Griffin
057A08F4 0A2E32C5
057A08F8 00099D20

Hippogryph
057A0900 0A309A0D
057A0904 00080F60

Helion(Alice's Pet)
057A090C 0A329DE5
057A0910 000AA820

Colette
057A0918 0A3547ED
057A091C 001EFA60
It seems Colette was planned to be a boss/enemy but got cut.

Magnar(1st)
057A0924 0A3D0685
057A0928 000B9BA0
This is used the first time you fight him.

Imp
057A0930 0A3FED6D
057A0934 00078440

Pit Fiend
057A093C 0A41CE7D
057A0940 000769A0

Cacodemon
057A0948 0A43A8E5
057A094C 00076D00

Pied Piper
057A0954 0A458425
057A0958 0007A560

Gremlin
057A0960 0A476D7D
057A0964 00077EA0

Skirophorion(Giant Imp)
057A096C 0A494D25
057A0970 000779A0

Demon
057A0978 0A4B2B8D
057A097C 000A3D20

Archdemon
057A0984 0A4DBAD5
057A0988 000A7820

Vroom
057A0990 0A5058DD
057A0994 000A8C00

Corduroy(Lightning Temple Boss)
057A099C 0A52FBDD
057A09A0 000A86E0

Lamina
057A09A8 0A559D95
057A09AC 00081380

Graeae
057A09B4 0A57A275
057A09B8 00085080

Erinyes
057A09C0 0A59B695
057A09C4 00077260

Gorgon
057A09CC 0A5B932D
057A09D0 00083780

Echidna
057A09D8 0A5DA10D
057A09DC 00075120

Moirae
057A09E4 0A5F7555
057A09E8 00083DC0

Ruby Dear
057A09F0 0A6184C5
057A09F4 000882E0

Decus(1st)
057A09FC 0A63A57D
057A0A00 002356A0
This model is used for the first fight against him.

Decus(2nd)
057A0A08 0A6C7B25
057A0A0C 002356C0
This model is used for the last fight against him and Alice.

Fire Drake
057A0A14 0A7550D5
057A0A18 00071A60

Wyvern
057A0A20 0A77176D
057A0A24 0006F900

Sea Wyvern
057A0A2C 0A78D5AD
057A0A30 00072EC0

Wyvern Lord
057A0A38 0A7AA15D
057A0A3C 00072E80

Vouivre
057A0A44 0A7C6CFD
057A0A48 00071A20

Ishrantu
057A0A50 0A7E3385
057A0A54 00074AA0

Bakunawa
057A0A5C 0A80062D
057A0A60 00077920

Were Dragon
057A0A68 0A81E475
057A0A6C 000CB940

Elder Dragon
057A0A74 0A8512C5
057A0A78 000CB3A0

Tiamat
057A0A80 0A883FAD
057A0A84 000CC6C0

Blade Rex
057A0A8C 0A8B715D
057A0A90 000CBB00

Schizos(Fought with Richter)
057A0A98 0A8EA01D
057A0A9C 000C6BA0

Shadow Dragon
057A0AA4 0A91BB05
057A0AA8 000E1FC0

Wyrm
057A0AB0 0A9542F5
057A0AB4 000C5D00

Fafnir
057A0ABC 0A985A35
057A0AC0 000E95C0

Jormungandr
057A0AC8 0A9BFFA5
057A0ACC 000AE540

Hydra
057A0AD4 0A9EB8F5
057A0AD8 000A2F20

Ladon(Aqua's Monster)
057A0AE0 0AA144BD
057A0AE4 000A40E0

Ratatosk(Final Fight)
057A0AEC 0AA3D4F5
057A0AF0 0034E660

Chirpee
057A0AF8 0AB10E8D
057A0AFC 00046560

Jabber
057A0B04 0AB227E5
057A0B08 0003FF00

Peepit
057A0B10 0AB327A5
057A0B14 00046EC0

Thargelion(Giant Chirpee)
057A0B1C 0AB44355
057A0B20 0003AFC0

Raven
057A0B28 0AB52F45
057A0B2C 000572E0

Phoenix
057A0B34 0AB68BFD
057A0B38 00057F60

Izimbra
057A0B40 0AB7EBD5
057A0B44 0006BA80

Garuda(Asgard Boss)
057A0B4C 0AB99A75
057A0B50 000699C0

Simurgh
057A0B58 0ABB40E5
057A0B5C 00098700

Axe Beak
057A0B64 0ABDA2A5
057A0B68 000A2800

Aepyornis
057A0B70 0AC02CA5
057A0B74 000A3B60

Dodo
057A0B7C 0AC2BB7D
057A0B80 000A2BE0

Cockatrice
057A0B88 0AC54675
057A0B8C 000A36E0

Moon Rocks
057A0B94 0AC7D42D
057A0B98 00088CC0

Roc
057A0BA0 0AC9F75D
057A0BA4 000707E0

Harpy
057A0BAC 0ACBB955
057A0BB0 000DC800

Furie
057A0BB8 0ACF2B55
057A0BBC 000DC6E0

Seiren
057A0BC4 0AD29D0D
057A0BC8 000DC2E0

Aello
057A0BD0 0AD60DC5
057A0BD4 000DDAE0

Fenia
057A0BDC 0AD9847D
057A0BE0 0007FCE0

Black Bat
057A0BE8 0ADB83B5
057A0BEC 000777A0

Light Wing
057A0BF4 0ADD619D
057A0BF8 00077DE0

Were Bat
057A0C00 0ADF4115
057A0C04 000782A0

Maimakterion(Giant Black Bat)
057A0C0C 0AE121BD
057A0C10 0007F660

Dire Bat
057A0C18 0AE31F55
057A0C1C 00078480

Dogma
057A0C24 0AE50075
057A0C28 0009A1C0

Genis
057A0C30 0AE768E5
057A0C34 001A2520
More possible boss/enemy data but was cut. Works fine though.

Zombie
057A0C3C 0AEDF22D
057A0C40 0014D5A0

Corpse
057A0C48 0AF32795
057A0C4C 0014E640

Ghoul
057A0C54 0AF86125
057A0C58 0014D7E0

Skeleton
057A0C60 0AFD971D
057A0C64 000C2FC0

Cross Bone
057A0C6C 0B00A30D
057A0C70 000C2B60

Bastiage
057A0C78 0B03ADE5
057A0C7C 00157C80

Dullahan
057A0C84 0B090D05
057A0C88 00071F00

Night Stalker
057A0C90 0B0AD4C5
057A0C94 00079320

Crusader
057A0C9C 0B0CB98D
057A0CA0 00072C60

Dark Rider
057A0CA8 0B0E84A5
057A0CAC 000CB260

Pale Rider
057A0CB4 0B11B13D
057A0CB8 000CB9C0

Sword Dancer
057A0CC0 0B14DFAD
057A0CC4 000E5F00

Ghost
057A0CCC 0B18776D
057A0CD0 0005D200

Haunt
057A0CD8 0B19EBED
057A0CDC 0005CB80

Banshee
057A0CE4 0B1B5ECD
057A0CE8 0005CE60

Boedromion(Giant Ghost)
057A0CF0 0B1CD265
057A0CF4 00062D20

Phantom
057A0CFC 0B1E5DAD
057A0D00 00134380

Wraith
057A0D08 0B232E8D
057A0D0C 00110420

Undertaker
057A0D14 0B276F95
057A0D18 00085520

Grave Digger
057A0D20 0B2984DD
057A0D24 0008BA80

Ravenous
057A0D2C 0B2BB37D
057A0D30 0008CEC0

Hawk(1st)
057A0D38 0B2DE72D
057A0D3C 0011E600
First time you fight him.

Hawk(2nd)
057A0D44 0B3260AD
057A0D48 0011E600
Last time you fight him.

Bumble Bee
057A0D50 0B36DA2D
057A0D54 00048180

Killer Bee
057A0D5C 0B37FA8D
057A0D60 00048320

Hornet
057A0D68 0B391B55
057A0D6C 00049460

Queen
057A0D74 0B3A406D
057A0D78 0004BE80

Scorpion
057A0D80 0B3B700D
057A0D84 000801C0


Antares
057A0D8C 0B3D707D
057A0D90 0007FE80

Girtablili
057A0D98 0B3F701D
057A0D9C 00088020

Killer Mantis
057A0DA4 0B419025
057A0DA8 0008CC00

Lumber Jack
057A0DB0 0B43C325
057A0DB4 0008BA40

Popsickle
057A0DBC 0B45F1B5
057A0DC0 0008BB60

Crawler
057A0DC8 0B48208D
057A0DCC 000C2380

Caterpillar
057A0DD4 0B4B296D
057A0DD8 000C24C0

Embryo
057A0DE0 0B4E329D
057A0DE4 000C2460

Habetrot
057A0DEC 0B513BB5
057A0DF0 000C2360

Neurotica
057A0DF8 0B54448D
057A0DFC 000C96E0

Lookin(Earth Temple Boss)
057A0E04 0B576A45
057A0E08 000CC880

Giant Crawler
057A0E10 0B5A9C65
057A0E14 000C8280

Stone Eater
057A0E1C 0B5DBD05
057A0E20 000A68A0

Rock Eater
057A0E28 0B60572D
057A0E2C 000A4FA0

Island Worm
057A0E34 0B62EB15
057A0E38 000A0FE0

Earth Eater
057A0E40 0B656F0D
057A0E44 0009F400

Mia Culpa
057A0E4C 0B67EC0D
057A0E50 000A00A0

Manitou(Water Temple Boss)
057A0E58 0B6A6C35
057A0E5C 000B5280

Spider
057A0E64 0B6D40D5
057A0E68 00092DA0

Tarantula
057A0E70 0B6F8C3D
057A0E74 00092D40

Pit Spider
057A0E7C 0B71D78D
057A0E80 00090620

Arachne
057A0E88 0B741915
057A0E8C 00090600

Simoriah
057A0E94 0B765A95
057A0E98 000A2C80

Lloyd
057A0EA0 0B78E5B5
057A0EA4 0018B860
This is used whenever you fight him.

Magnar(2nd)
057A0EAC 0B7F13CD
057A0EB0 0011AD40
Either you fight him 3 times or this was a left out match.

Magnar(3rd)
057A0EB8 0B837F1D
057A0EBC 0011ADE0
This is used the last time you fight him.

Marta
057A0EC4 0B87EA95
057A0EC8 001EC800
Used for the fight against her and Lloyd.

Album Atrum(Twilight Palace Boss)
057A0ED0 0B8F9C95
057A0ED4 001D5060

Album Atrum(Gladsheim Boss)
057A0EDC 0B96F0AD
057A0EE0 001D5060

Martel Knights(1st)
057A0EE8 0B9E44C5
057A0EEC 0005EDA0
Might be of the Church of Martel.

Martel Knights(2nd)
057A0EF4 0B9FC02D
057A0EF8 0005F5A0
Looks like the sidequest one.

Swordsman(Froos)
057A0F00 0BA13D95
057A0F04 0005AC20
Sidequest character.

Mercenary(Sasaki)
057A0F0C 0BA2A89D
057A0F10 0005E420
Sidequest character.

City Watch
057A0F18 0BA421A5
057A0F1C 0006A7E0
Sidequest character.

Civilian
057A0F24 0BA5CB9D
057A0F28 0005E760
Sidequest character.

Vanguard(1st)
057A0F30 0BA74575
057A0F34 00064D00

Vanguard(2nd)
057A0F3C 0BA8D8B5
057A0F40 00064B00

Thief
057A0F48 0BAA6B75
057A0F4C 00066B80
Sidequest character, the nice guy.

Christopher
057A0F54 0BAC0655
057A0F58 00062E80
Sidequest character, one of the group.

Vanguard(3rd)
057A0F60 0BAD91F5
057A0F64 00060BC0

Vanguard(4th)
057A0F6C 0BAF14E5
057A0F70 00060C40

Female Vanguard(1st)
057A0F78 0BB097F5
057A0F7C 000660E0

Female Vanguard(2nd)
057A0F84 0BB2302D
057A0F88 00065EE0

Female Vanguard(3rd)
057A0F90 0BB3C7E5
057A0F94 00063E00

Female Vanguard(4th)
057A0F9C 0BB55765
057A0FA0 00063F00

Melissa
057A0FA8 0BB6E725
057A0FAC 00062580
Sidequest character, the girl of the group.

Filifolia
057A0FB4 0BB87085
057A0FB8 000591E0

Caerurea
057A0FC0 0BB9D4FD
057A0FC4 00059240

Pyanopsion(Giant Filifolia)
057A0FCC 0BBB398D
057A0FD0 0005FF80

Orcrot
057A0FD8 0BBCB96D
057A0FDC 00092DA0

Bartek(Fire Temple Boss)
057A0FE4 0BBF04D5
057A0FE8 0008E840

Treant
057A0FF0 0BC13EE5
057A0FF4 000736E0

Mandocello
057A0FFC 0BC30C9D
057A1000 0008DA20

Gerichtslinde(Iselia Human Ranch Boss)
057A1008 0BC54325
057A100C 000898A0

Fungus
057A1014 0BC7694D
057A1018 00069D40

Marcoid
057A1020 0BC9109D
057A1024 00069DE0

Stinkhorn
057A102C 0BCAB815
057A1030 0006B200

Giant Fungus
057A1038 0BCC6495
057A103C 0006B3C0

Toadstool
057A1044 0BCE1185
057A1048 00081720

Vaudeville
057A1050 0BD0174D
057A1054 0008E5A0

Amanita(Camberto Caves Boss)
057A105C 0BD250B5
057A1060 000856A0

Etheliana
057A1068 0BD4665D
057A106C 0004ADC0

Gracilis
057A1074 0BD591CD
057A1078 0004B060

Shallow Grave
057A1080 0BD6BDE5
057A1084 00061360

Hirsuta(Iselia Human Ranch Boss)
057A108C 0BD842BD
057A1090 0005E360

Truncata
057A1098 0BD9BB95
057A109C 000BADE0

Dionaea
057A10A4 0BDCA70D
057A10A8 000B6BE0

Mandragora
057A10B0 0BDF8205
057A10B4 00073440

Alraune
057A10BC 0BE14F15
057A10C0 00083DC0

Korrigan
057A10C8 0BE35E85
057A10CC 00083B40

Hamadryad
057A10D4 0BE56D55
057A10D8 000665C0

Puck
057A10E0 0BE706C5
057A10E4 00065760

Lailah
057A10EC 0BE89C9D
057A10F0 0006D0A0

Presea
057A10F8 0BEA50C5
057A10FC 001C3D80
Another possible enemy/boss data left out, works though.

Raine
057A1104 0BF16025
057A1108 0013BE60
Another one!

Regal
057A1110 0BF64FBD
057A1114 001FAF20
And more..

Richter(1st)
057A111C 0BFE3B85
057A1120 0021FEC0
At last he shows himself! First fight against him.

Richter(Final Boss)
057A1128 0C06BB35
057A112C 00217580
Here it is.

Richter(2nd)
057A1134 0C0F1895
057A1138 0021FFA0
Second fight against him.

Sheena
057A1140 0C17987D
057A1144 001872E0
And they come back again!

Zelos
057A114C 0C1DB535
057A1150 001BD5A0
Saw it coming.. this is the last one.

Well, that's all of it, enjoy   ;)

Examples!

(http://img121.imageshack.us/img121/9733/talesofsymphoniawii015.jpg)

(http://img155.imageshack.us/img155/4912/talesofsymphoniawii016.jpg)

(http://img375.imageshack.us/img375/7903/talesofsymphoniawii017.jpg)

(http://img197.imageshack.us/img197/9545/talesofsymphoniawii019.jpg)[/spoiler]

Dude these are awesome! But umm...how exactly do I USE model swap codes (Is new to these type of codes....)


EDIT: I spoilered so it doesn't make the page grow huge.  Hope you don't mind.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 11, 2010, 02:57:30 PM
You see the codes with only 2 lines? Those modify in-battle stuff.
For example, let's say I wanted to replace Emil (Ratatosk) with Genis:
Emil(Ratatosk)
0579FE50 08A22845
0579FE54 00336320
Genis
0579FF64 08C19F05
0579FF68 0015AEC0

Save the left half of Emil (Ratatosk)'s code, and then replace the right side of the code with Genis's right side (in this case, Genis's left side of the code does nothing). I believe it works by writing Genis's information to Emil (Ratatosk)'s address.

So the resultant code is:
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 11, 2010, 02:58:53 PM
Emil (Ratatosk) is Genis
0579FE50 08C19F05
0579FE54 0015AEC0

(I apologize for double posting, but each post has its letter-limits).

Do you understand now?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 11, 2010, 03:05:04 PM
Emil(Ratatosk)
0579FE50 08A22845
0579FE54 00336320
Genis
0579FF64 08C19F05
0579FF68 0015AEC0
Emil (Ratatosk) is Genis
0579FE50 08C19F05
0579FE54 0015AEC0

Perhaps color coding will help make it more clear?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 11, 2010, 03:07:36 PM
Quote from: Symphonian resident on June 11, 2010, 02:58:53 PM
Emil (Ratatosk) is Genis
0579FE50 08C19F05
0579FE54 0015AEC0

(I apologize for double posting, but each post has its letter-limits).

Do you understand now?
Ah I see XP then i guess I have to print out the other stuff so I don't screw up the other codes lol
I suppose this is how the party mods work as well. (the ones that make Richter or Decus a 'playable' party member?)
And yes the color coding helps lol thanks a bunch to both :3
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 11, 2010, 08:17:23 PM
Sorry for double posting, but this's pretty much a different subject...

When I tried the thing you said, about loading a completed game and starting over, like after you go to the grade shop. (I used a powersave lol cause I deleated my old file) and it The All map areas are open cheat still makes it Isalia unless it's revealed via the plot.

Also while I'm here if anyone wants to take a crack at it:
Have (1 of them) all key items

I also have another problem I'm sure I've posted elsewhere in the forum, but I'll make a support topic regarding it if I have to.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 11, 2010, 09:10:48 PM
Quote from: ShadowX39 on June 11, 2010, 09:06:01 PM
Quote from: zfan121 on June 11, 2010, 08:17:23 PM
Sorry for double posting, but this's pretty much a different subject...

When I tried the thing you said, about loading a completed game and starting over, like after you go to the grade shop. (I used a powersave lol cause I deleated my old file) and it The All map areas are open cheat still makes it Isalia unless it's revealed via the plot.

Also while I'm here if anyone wants to take a crack at it:
Have (1 of them) all key items

I also have another problem I'm sure I've posted elsewhere in the forum, but I'll make a support topic regarding it if I have to.

Maybe I should of been more specific with my description.. I guess I'll update it in a bit. But, you need to load a file in the game with all areas open - go to the map and look through all the areas.. now load the earlier file.

Also, having all key items can cause bugs which prevent you from moving forward in the game. I remember many reports of people being stuck outside of Mithos's castle door due to it. This is most likely why the person left out key items in their code.. I myself can easily make a code including the key items.. however it's not smart.

What's on my mind is what you're probably planning on doing with these codes.. if you want a quick start at the beginning to go straight to Richter it won't happen sadly. These are all story driven.  ;)
Ah okay XP

And no lol I was just wanting to have maybe the thing (not sure what it's called) that you put in the two "places to put something in" in the wind dungeon in asgard :3 just gimme that and I'd be happy XD
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 12, 2010, 04:56:30 AM
Awesome, I quick tested the "party modifier" code and it worked like a charm~ soooo I can't seem to find the numbers for the other characters(besides those listed in the jap/pal version of the tosDOANW text document) anywhere though? The ones that are listed in the code database are
Collet
Genius
Refil/Raine
Shiina
zelos
parsea
regal
emil
marta
And the one I tested Richter

But that's all that's on the list in the jappanese/pal list, so um...are the other characters for this code listed somewhere and I can't find them? I'm gonna look tomorrow but just in case, I would like these the most if you already have them on hand. Remember it's the party modifier and not the model swap code ^_^

Alice(first second and third version)
Aqua
Richter(Final boss version)
Brute
Hawk
Sword Dancer (yes I mean the monster that you can apparently get in this game)
Lloyd and co that weren't listed above.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 12, 2010, 06:09:28 AM
Party mod only works by placing already playable characters into a certain slot. You can't use "unplayable" data.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: zfan121 on June 12, 2010, 04:41:47 PM
I guess so lol I do have three richters in my party though with no freezing XD
I'm also still having trouble with the other thing. like if I add new codes to a game and it says *file/path/gametitle*.txt empty? when I change the codes any or put new ones in. Egh, but I've posted a topic about that, so please check that out if you can figure out what's up XP
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 15, 2010, 05:02:47 PM
Quick question. In some areas, using... the Ginnungagap boss ends up freezing the match about 3 seconds in. So far, it happened in the Camberto Caves, Temple of Lightning, and Toize Valley Mine. Any idea why?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on August 02, 2010, 03:12:24 PM
New (rather old, actually) requests:

Level cap removal.
Able to freely move characters in party slot 1 (so you can take Emil AND Marta out of the party at the same time without having to continuously use Aesteval's Party Mod).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Mega-Zelda on August 18, 2010, 08:32:19 AM
i posted this before but its been a while
so i'd like to request this again (sorry)

1) a code that allows Emil to steal from enemies.
 (ex: swap one of Emil's Artes with Collette's Item Thief)
 (or any other way would do just fine)
2) a code to increase successful steal rate.
3) a code to increase rare item drop rate.
4) a monster group modifier.
 (change the monsters you fight when you enter a battle)
 (ex: replace wolf [in battle] with imp [in battle]
         when you contact a wolf [in field])

thx in advance
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Mega-Zelda on September 18, 2010, 12:12:59 PM
Quote from: Mega-Zelda on August 18, 2010, 08:32:19 AM
i posted this before but its been a while
so i'd like to request this again (sorry)

1) a code that allows Emil to steal from enemies.
 (ex: swap one of Emil's Artes with Collette's Item Thief)
 (or any other way would do just fine)
2) a code to increase successful steal rate.
3) a code to increase rare item drop rate.
4) a monster group modifier.
 (change the monsters you fight when you enter a battle)
 (ex: replace wolf [in battle] with imp [in battle]
        when you contact a wolf [in field])

thx in advance

it seems that no one can make these codes
or maybe not interested so here is another request

1) a code that allows you to take control of a monster member
   in your party instead of Emil or Marta
   as in movement and combat
 (ex: control Axe Beak -> has Leg Sweap Arte that can steal)

sorry for double posting (since no one posted in a while)
thx in advance
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on October 30, 2010, 05:25:35 AM
Huge bumpage.

Re-requesting code to freely move any party member into slot 1.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: ckenni on November 11, 2010, 02:13:23 PM
A code to simply remove the level cap would be awesome but I would like to request one code that code be useful:

a.) Enable access to Twilight Palace (either by enabling the quests all the time or something)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Elsewhat on November 24, 2010, 12:24:17 AM
Can someone tell me how to use them properly please? I'm able to replace Marta with Aqua or Colette and everything works fine but when I replace Emil with Lloyd or Richter he does a weird T-stance, although he does look like Lloyd/Richter.
By the way, I'm very new, so If I posted this in the wrong area I'm very sorry, and please notify me where to post this.
The codes I used are Here: http://www.geckocodes.org/index.php?c=RT4EAF (http://www.geckocodes.org/index.php?c=RT4EAF)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on November 24, 2010, 01:30:40 AM
Hi Elsewhat, I moved your thread to the appropriate area.

If you dig back a few pages, the answer you're looking for is here.

http://wiird.l0nk.org/forum/index.php/topic,3854.msg51159.html#msg51159

QuoteHowever, Emil's body type causes just about everyone but his own specific models to do a t-stand - so you'll see no walking animation.

You can make it so Marta is in front of the party though so that it's her on the map and then replace her model data with Alice. Everyone swaps with Marta perfectly on map
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: bryanskrantz on December 09, 2010, 10:39:26 PM
Has this been discussed? I seem to have a problem with not being able to walk when using codes and/ being stuck in the middle of a scene transition.  What codes cause this? The codes work in the current scene I'm in but when I transition to another scene I can't do anything other than transition back and forth. I'm using the current gecko version.  Codes work fine except for that problem.  Happens with Ocarina as well.

I hope that's clear.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on December 10, 2010, 06:11:06 AM
I believe... the code which opens all areas on the map causes that particular problem.

It has happened to me as well, which was why I removed the code.
It should probably only be used for the purpose it was made for, not kept on all the time.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: bryanskrantz on December 10, 2010, 03:17:11 PM
Quote from: Symphonian resident on December 10, 2010, 06:11:06 AM
I believe... the code which opens all areas on the map causes that particular problem.

It has happened to me as well, which was why I removed the code.
It should probably only be used for the purpose it was made for, not kept on all the time.

Thank you.  However I don't have that option on. I guess I may have to remove the code entirely correct?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on December 10, 2010, 04:04:40 PM
It would help if you listed the codes you're using.

When I don't know what code causes weird behavior, I remove the last half of the codes from the list and try again.  If the problem goes away, then the problem code was in the last half.  If I still have the problem, it was in the first half of the codes that are still there.

Whichever half was problematic, I split in half again, and repeat this process.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: bryanskrantz on December 10, 2010, 11:27:27 PM
Here are the codes I've used:

Infinite TP


Unison Gauge Up To Max

Massively reduced casting time


Pacts are always successful

skills cost 0


Keep minor elements after they change the major element

Unison attacks don't clear the minor elements from the grid

Unison attacks and Mystic Artes don't consume any unison gauge

can always feed any monster

All Titles for Emil and Mare.

Can always evolve monster.

And I some of the in-battle Max HP/TP for Marte, Emil, and a couple of others.  My guess would be the problem is with the All Titles codes but unfortunately I can't retest it as I already returned the game to Gamefly coz I beat it when I used the max HP TP for the entire party and saved. And I have no idea what to use to play burned backups on either so I'm kinda screwed on that front.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: REC12 on January 09, 2011, 10:29:26 AM
Hey everyone!

I'm new at WiiRd Forum, although I've been reading a lot os topics about ToS Codes, and Hacking stuff...

I'm a Homebrew and stuff user, and I'm already familiar with all of this. I know how to use codes, a bit about Hex(really, just a bit '-') and tested some codes myself.

Bu there's something that really bothers me: I watched a video on youtube, which the player is able to take Emil of the first char slot, and put him in the third char slot for example. The video shows him fighting the Final Boss with Regal in the first char slot.

What I'm curious about is, did he use a code? or another kind of game hacking? Because I really would be happy to change Emil from his spot or take both Emil and Marta out of the active party.

I know that the game is less popular now than the time the hacking stuff was posted here and some others websites, but I restarted to play the game so I want to try somethings.

Here's the videos that show what I'm taling about:
http://www.youtube.com/watch?v=yYR-Yinwm6E&feature=related
http://www.youtube.com/watch?v=Z4WBPqYKmPI

Thanks in advance!

REC12
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on January 09, 2011, 05:20:28 PM
Hi REC12

Sounds like Shadow's model swap code.  Go a few pages back.

http://wiird.l0nk.org/forum/index.php/topic,2530.msg51145.html#msg51145

Note that you still need Marta in your party, in the front slot.  It doesn't work if you swap other characters with Emil, because they do a T-stand while walking on the map.  Everyone swaps with Marta fine.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: REC12 on January 09, 2011, 06:50:33 PM
Quote from: dcx2 on January 09, 2011, 05:20:28 PM
Hi REC12

Sounds like Shadow's model swap code.  Go a few pages back.

http://wiird.l0nk.org/forum/index.php/topic,3854.msg51145.html#msg51145

Note that you still need Marta in your party, in the front slot.  It doesn't work if you swap other characters with Emil, because they do a T-stand while walking on the map.  Everyone swaps with Marta fine.

First of all, thanks  A LOT for answering ^^ I really thought that nobody would ever read this post.

I think I got what you said but can you explain me how to do that? Fo example, if I want to put Zelos in the first slot, how can I do this? And I will be able to Replace Zelos by somebody else? Please explain more about that model swap.

And by the way, I have another question, I tested the Character Swap Code to put Richter in my party, but I found something pretty weird: I used the code to put him in the 8th slot, but when I change his position like to the 3rd slot, I have 2 Richters, a stuck one at the 8th slot and a moveble at the 3rd.

I wanna know why it happens because there's a savedata at GameFAQs that the player is in the begging of the game with Emil and Richter in party + one monster, but this Richter doesn't stuck, he's perfectly moveble. Here's the link to the savedatas page on GameFAQs(it's the fourth link from the top to the bottom):
http://www.gamefaqs.com/wii/942210-tales-of-symphonia-dawn-of-the-new-world/saves

Sorry for bothering again.

Thanks!!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on January 09, 2011, 06:57:06 PM
Shadow's list of model addresses

http://wiird.l0nk.org/forum/index.php/topic,2530.msg51372.html#msg51372

A color coded example to replace Emil with Genis

http://wiird.l0nk.org/forum/index.php/topic,2530.msg52092.html#msg52092

If you still have trouble, read the all the posts on pages 5 and 6 regarding the model swap code.

EDIT: regarding moveable characters, I can't help you there.  Sorry.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: REC12 on January 10, 2011, 10:40:44 AM
Quote from: dcx2 on January 09, 2011, 06:57:06 PM
Shadow's list of model addresses

http://wiird.l0nk.org/forum/index.php/topic,3854.msg51372.html#msg51372

A color coded example to replace Emil with Genis

http://wiird.l0nk.org/forum/index.php/topic,3854.msg52092.html#msg52092

If you still have trouble, read the all the posts on pages 5 and 6 regarding the model swap code.

EDIT: regarding moveable characters, I can't help you there.  Sorry.

Oh I see now ^^ Thanks for helping me !!

So that's why in the Shadow's example Ratatosk is Decus and Alice is Richter, and Lloyd is Emil...

I understand now, I'll test it myself right to see how it looks, thanks again!!

And about the Richter moving problem, I'm over it, problem solved !

It's a shame that I can't really take Emil and Marta out of the Party =/
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 11, 2011, 12:09:56 AM
Quote from: REC12 on January 10, 2011, 10:40:44 AM
Quote from: dcx2 on January 09, 2011, 06:57:06 PM
Shadow's list of model addresses

http://wiird.l0nk.org/forum/index.php/topic,3854.msg51372.html#msg51372

A color coded example to replace Emil with Genis

http://wiird.l0nk.org/forum/index.php/topic,3854.msg52092.html#msg52092

If you still have trouble, read the all the posts on pages 5 and 6 regarding the model swap code.

EDIT: regarding moveable characters, I can't help you there.  Sorry.

Oh I see now ^^ Thanks for helping me !!

So that's why in the Shadow's example Ratatosk is Decus and Alice is Richter, and Lloyd is Emil...

I understand now, I'll test it myself right to see how it looks, thanks again!!

And about the Richter moving problem, I'm over it, problem solved !

It's a shame that I can't really take Emil and Marta out of the Party =/

It's not hard. Use Party Mod to swap them out.

And dcx, I'm sure you realized it by now, but those videos were using Party Mod, not Shadow's Model Swap.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: REC12 on January 11, 2011, 09:06:16 PM
Quote from: Symphonian resident on January 11, 2011, 12:09:56 AM
Quote from: REC12 on January 10, 2011, 10:40:44 AM
Quote from: dcx2 on January 09, 2011, 06:57:06 PM
Shadow's list of model addresses

http://wiird.l0nk.org/forum/index.php/topic,3854.msg51372.html#msg51372

A color coded example to replace Emil with Genis

http://wiird.l0nk.org/forum/index.php/topic,3854.msg52092.html#msg52092

If you still have trouble, read the all the posts on pages 5 and 6 regarding the model swap code.

EDIT: regarding moveable characters, I can't help you there.  Sorry.

Oh I see now ^^ Thanks for helping me !!

So that's why in the Shadow's example Ratatosk is Decus and Alice is Richter, and Lloyd is Emil...

I understand now, I'll test it myself right to see how it looks, thanks again!!

And about the Richter moving problem, I'm over it, problem solved !

It's a shame that I can't really take Emil and Marta out of the Party =/

It's not hard. Use Party Mod to swap them out.

And dcx, I'm sure you realized it by now, but those videos were using Party Mod, not Shadow's Model Swap.

Yeah, now that you mention it, the player really used Prty Swap not Model Swap, because with Model Swap the character's moveset depends on the char you modified.

Like this: If you replace Emil with Regal's Model, Regal will use Emil's artes but with his moveset. And in the video they have their own artes/movesets.

I could just use the Party Swap, but I was looking for a way to remove Emil/Marta both from the party, so I could put someone else on the First Slot, and with the Pt. Swap the char still stuck on the First Slot.

Thanks both of you anyway !! ^^

Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 13, 2011, 02:31:35 AM
If you want to swap them out (and this is only an example):

put Marta in slot 5.
Put, let's say, Lloyd in slot 6.
Emil is in slot 1.
Use Party Mod to put Lloyd in slot 1 and to put Emil in slot 6.

There. Lloyd is in slot 1. Marta is in slot 5. Emil is in slot 6.
Both Emil and Marta are out of the main party.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: glogolf on January 18, 2011, 04:27:51 PM
is there a way for me to have colette in my party at all times its really a chore not having her especially when facing flying type monsters because demon fang just goes underneath the flying type monsters and i hate fighting flying type monsters because when i attack them physically they often tackle me and make me dazed and confused and then they gang rape me but colette has projectiles that can hit flying type monsters thanks in advance
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 19, 2011, 07:42:20 AM
Read my posts above:

just use Party Mod.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: REC12 on January 21, 2011, 10:51:15 AM
Hi ! It's me again.

I need some help with the monster renaming code.

It seems to rename my monsters not by the order that they are displayed at Katz monster list(the 4 monster in party list), but rename them by the order that I captured them in game, for example: My first monster in game was an Imp, so the Rename monster 1 code will rename this Imp.

Anyone can tell me how to rename my monsters not this way? I mean...not by captured order.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 21, 2011, 09:24:32 PM
Not that I'm aware of.

They way I did it was by extracting the save and using a hex editor to edit names.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on January 21, 2011, 09:30:43 PM
hmm....

I might be able to make a name roller.

But no promises.  I play L4D2 now...I don't think I've hacked in months.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: REC12 on January 24, 2011, 08:42:47 PM
Quote from: Symphonian resident on January 21, 2011, 09:24:32 PM
Not that I'm aware of.

They way I did it was by extracting the save and using a hex editor to edit names.

Do you remember how you did this? If positive, could you tell me how can I do it too?

I mean, the few things I know about Hex aren't enough to find the values of the monsters, I already tried and couldn't do it =/.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 24, 2011, 11:38:08 PM
I used the most pathetic way.

I opened my save and just started looking for names.

For example, my very first monster was an Imp named Solomon, so I looked for that.

Then, I started counting down (yeah...) until I got to the monster I wanted.

My desired monster was No. 67...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: REC12 on January 25, 2011, 09:57:50 AM
Quote from: Symphonian resident on January 24, 2011, 11:38:08 PM
I used the most pathetic way.

I opened my save and just started looking for names.

For example, my very first monster was an Imp named Solomon, so I looked for that.

Then, I started counting down (yeah...) until I got to the monster I wanted.

My desired monster was No. 67...

But you looked for the monster you wanted inside the hex editor right? and how '-'

Because I don't even know how to start searching for it, d I have to convert the monster name into ASCII values?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on January 25, 2011, 02:13:40 PM
http://www.geckocodes.org/index.php?arsenal=3

See the ASCII to Hex converter on the right side?

Write a string in the top, and hit the v below it, and you'll get the hex in the middle.

Put the hex in middle, and hit the ^ above it, and you'll get the characters at the top.

For instance, Emil is 456D696C
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: REC12 on January 26, 2011, 10:11:40 AM
Quote from: dcx2 on January 25, 2011, 02:13:40 PM
http://www.geckocodes.org/index.php?arsenal=3

See the ASCII to Hex converter on the right side?

Write a string in the top, and hit the v below it, and you'll get the hex in the middle.

Put the hex in middle, and hit the ^ above it, and you'll get the characters at the top.

For instance, Emil is 456D696C

Thanks for that tool ^^

I had a list of the Hex values to every letter/number/etc... but this is simpler to make.

But I'm still trying to find where I rename my monster in the save, because I search for the Hex value of it's name or race but nothing. Not even Emil is found.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on January 26, 2011, 02:20:08 PM
The search is case sensitive, so make sure you typed "Emil" and not "emil".

Also, you may need to use an HBC tool to get the save off your PC.  The Wii encrypts and signs your save file when it's dumped to the SD card to prevent people from doing this kind of hack.  So you need a tool that can dump the raw save file to the SD card.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 26, 2011, 02:21:09 PM
Quote from: REC12 on January 26, 2011, 10:11:40 AM
Quote from: dcx2 on January 25, 2011, 02:13:40 PM
http://www.geckocodes.org/index.php?arsenal=3

See the ASCII to Hex converter on the right side?

Write a string in the top, and hit the v below it, and you'll get the hex in the middle.

Put the hex in middle, and hit the ^ above it, and you'll get the characters at the top.

For instance, Emil is 456D696C

In other words, you can't use the data.bin the Wii gives you.

Thanks for that tool ^^

I had a list of the Hex values to every letter/number/etc... but this is simpler to make.

But I'm still trying to find where I rename my monster in the save, because I search for the Hex value of it's name or race but nothing. Not even Emil is found.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on March 23, 2011, 10:34:52 PM
Don't know if anyone's still making codes, but...

Can we get Manuscripts to work on human characters?
Unfortunately, using dummies to get the original cast doesn't work very well. After a cutscene, their (the originals) EXP drops to 0 and we would have to earn all that EXP back before they level up again (Richter's only level 26 and he already needs more than 100k EXP to level up again...).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on March 23, 2011, 10:46:19 PM
I made a code that will give everyone 9.9 million experience after every battle or manuscript.  Does this kinda solve your problem?

anything adds 9.9 million exp [dcx2]
0409F85C 64BB0098


Also, Shadow made a code that might fix the stat resets for you.  I dunno if it does experience.

Prevent Stat Resets for Lloyd & Co. [ShadowX39]
0404BEE8 60000000
0404BEF4 60000000
0404BF00 60000000
0404BF0C 60000000
0404BF14 60000000
0404BF1C 60000000
0404BF2C 60000000
0404BF34 60000000
0404BF3C 60000000
0404BF40 60000000
0404BF44 60000000
0404BF48 60000000
0404BF4C 60000000
0404BF50 60000000
0404BF54 60000000
0404BF58 60000000
0404BF5C 60000000
0404BF60 60000000
0404BF64 60000000
0404BF68 60000000
040A04E8 60000000
040A04F4 60000000
040A04FC 60000000
040A0508 60000000
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Bradzx on March 24, 2011, 03:05:39 AM
Quote from: dcx2 on March 23, 2011, 10:46:19 PM
I made a code that will give everyone 9.9 million experience after every battle or manuscript. 

anything adds 9.9 million exp [dcx2]
0409F85C 64BB0098

Wow that is really alot earn exp point.  It already blew my mind away already.  I need update cheat code.  It work in homebrew channell um cheat manger or something to create gct and also Acrico something?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on March 24, 2011, 03:56:00 PM
That sort of helps.

I'm using Aesteval's Party Mod to place dummies in my party so the original cast can level up. It works fine, but unfortunately, their EXP resets to 0 whenever a cutscene is viewed.
Being able to use manuscripts to re-raise the dummies' EXP would have been a quick and controllable method (though, I can just use the EXP multiplier...).

9.9 million EXP would make their EXP skyrocket. Do you have something more sensible? Like 10k? 50k? 100k?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on March 24, 2011, 04:31:32 PM
Symphonian Resident - lol, senseless was sortof the point.  It should be enough EXP to max everyone's level.  I've gotten back into hacking recently, I'll see if I can fix the EXP reset.  It shouldn't be too hard.

bradzx - You can use Accio Hacks to get it.  The code is in the database.  http://www.geckocodes.org/index.php?c=RT4EAF
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Bradzx on March 29, 2011, 07:15:30 AM
Quote from: dcx2 on March 24, 2011, 04:31:32 PM
bradzx - You can use Accio Hacks to get it.  The code is in the database.  http://www.geckocodes.org/index.php?c=RT4EAF
Thank.  I will go there and get it now.  It will be awesome!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on April 18, 2011, 12:28:54 AM
I can assume that the code is harder to make than first thought?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on April 18, 2011, 01:19:02 AM
Sorry, I haven't gotten to it...I was busy trying to fix a bug in the code handler's debugger.  Two bugs, actually.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on April 18, 2011, 03:23:43 AM
Take your time; you're the one doing it, after all.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on April 24, 2011, 12:40:19 AM
Can you show me what codes you're using, specifically?  I'm not 100% sure how to use Aesteval's mod and it would be easier to just use someone else's setup.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on April 24, 2011, 01:22:10 AM
Here's and example of how I used dummies:

Spot 1 [Aesteval]
004931E7 00000000
044931E8 00000009
This puts "Lloyd" in the first slot. In battle, he's basically Emil, but whatever EXP this dummy gets will also apply to the actual Lloyd.
So if this dummy levels up to, let's say 60, the real Lloyd would also become level 60, and Shadow's code below will keep Lloyd at the level, even after the dummy is removed.
Unfortunately, after a cutscene, the EXP required for the dummy to level up again resets to 0, having to earn 61 levels worth of EXP just to level up to 61.

Spot 1 [Aesteval]
004931E7 00000000
044931E8 00000001
This puts the real Lloyd in slot 1.

Spot 1 [Aesteval]
004931E7 00000000
044931E8 00080009
This puts the real Emil in slot 1.

My other codes:

[spoiler]Prevent Stat Resets for Lloyd & Co. [ShadowX39]
* 0404BEE8 60000000
* 0404BEF4 60000000
* 0404BF00 60000000
* 0404BF0C 60000000
* 0404BF14 60000000
* 0404BF1C 60000000
* 0404BF2C 60000000
* 0404BF34 60000000
* 0404BF3C 60000000
* 0404BF40 60000000
* 0404BF44 60000000
* 0404BF48 60000000
* 0404BF4C 60000000
* 0404BF50 60000000
* 0404BF54 60000000
* 0404BF58 60000000
* 0404BF5C 60000000
* 0404BF60 60000000
* 0404BF64 60000000
* 0404BF68 60000000
* 040A04E8 60000000
* 040A04F4 60000000
* 040A04FC 60000000
* 040A0508 60000000
This will stop the game from resetting Richter + Lloyd and crew's data, it should make changes you did to their stats permanent.

Colsm Btl hack- p1 [frubam]
* 062C200C 00000010
* 4368616F 73204261
* 74746C65 00000000
* 062F4204 0000001a
* 0100015a 01560140
* 00000101 05000000
* 00006666 6666A0A0
* 00000000 00000000
* 062F4220 00000018
* 01640154 01460000
* 01010500 00000000
* d5d5a0a0 90909090
* 062F423a 00000018
* 01590157 015b0000
* 01010100 00000000
* b0b0b0b0 b0b00000
* 062F4254 00000018
* 01600161 01620163
* 01010101 00000000
* 9e9e9e9e 9e9e9e9e
* 062F426C 0000001a
* 0100015c 015d015e
* 015f0101 01010000
* 0000a2a2 a2a2a2a2
* a2a20000 00000000

Colsm Btl hack- p2 [frubam]
* 062C200C 00000010
* 4368616F 73204261
* 74746C65 00000000
* 062F4204 0000001a
* 0100015a 01560140
* 00000101 05000000
* 00006666 6666A0A0
* 00000000 00000000
* 062F4220 00000018
* 01640154 01460000
* 01010500 00000000
* d5d5a0a0 90909090
* 062F423a 00000018
* 01590157 015b0000
* 01010100 00000000
* b0b0b0b0 b0b00000
* 062F4254 00000018
* 01600161 01620163
* 01010101 00000000
* 9e9e9e9e 9e9e9e9e
* 062F426C 0000001a
* 0100015c 015d015e
* 015f0101 01010000
* 0000a2a2 a2a2a2a2
* a2a20000 00000000

Colsm Btl hack- p3[frubam]
* 062C200C 00000010
* 4368616F 73204261
* 74746C65 00000000
* 062F4204 0000001a
* 0100015a 01560140
* 00000101 05000000
* 00006666 6666A0A0
* 00000000 00000000
* 062F4220 00000018
* 01640154 01460000
* 01010500 00000000
* d5d5a0a0 90909090
* 062F423a 00000018
* 01590157 015b0000
* 01010100 00000000
* b0b0b0b0 b0b00000
* 062F4254 00000018
* 01600161 01620163
* 01010101 00000000
* 9e9e9e9e 9e9e9e9e
* 062F426C 0000001a
* 0100015c 015d015e
* 015f0101 01010000
* 0000a2a2 a2a2a2a2
* a2a20000 00000000

Orion/Gldhm - Army of Justice [frubam]
* 062F481e 00000018
* 015C0000 00000000
* 0a000000 00000000
* 80808080 00000000

Maximum Number of Possession of 99 Items [AlexWong]
* 00493273 00000063
Hacked by RITZ for NTSC-JP, ported by AlexWong to NTSC-U/C.

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

Release Limit of SP [AlexWong]
* 04050E48 380003E7
* 04050EF8 380003E7
Hacked by RITZ for NTSC-JP, ported by AlexWong to NTSC-U/C.

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.

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

Keep minor elements after they change the major element [dcx2]
* 040B0EE8 7CC03378

Unison attacks don't clear the minor elements from the grid [dcx2]
* 040B0F80 48000014

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

can always feed any monster [dcx2]
* 0406ADF8 60000000
* 0406ADC0 60000000
* 0406AE30 60000000
* 0406AE68 60000000
Feed any monster at any time, even if they're level 1. WARNING you will have to scroll through a lot of monsters!

Dont need statues to evolve monsters [dcx2]
* 040689B8 7CC53378

Can always evolve monsters [dcx2]
* 04068970 7CC53378
Using the previous three codes together, you can evolve monsters as many times as you want without leaving the cooking screen!

Change monster synchs (Hold CZ, press up or down) [dcx2]
* C205CADC 0000000C
* 887D01DB 2C030000
* 4182004C 3C80804D
* 6084755A A8040004
* 7000000C 41820038
* A8840000 2C046008
* 40820014 38630001
* 7063000F 40820008
* 38600001 2C046004
* 40820014 3863FFFF
* 7063000F 40820008
* 3860000F 987D01DB
* 60000000 00000000
Go to the Menu -&gt; Status screen, select your monster, while viewing their stats hold C and Z first, then press up or down to change synchs

item modifier [dcx2]
* C205129C 00000010
* A8A30048 3C80804D
* 6084755A A8C40000
* 70C72000 4182005C
* 70C70010 4182000C
* 38A50001 48000034
* 70C71000 4182000C
* 38A5FFFF 48000024
* A8C40004 70C70002
* 4182000C 38A50001
* 48000010 70C70001
* 4182000C 38A5FFFF
* 2C050259 40810008
* 38A00000 2C050000
* 40800008 38A00259
* B0A30048 7CA32B78
* 60000000 00000000
Go to the Equipment screen and highlight the item you want to change. While holding Z, press left or right to change the item by one, and hold + or - to scroll through 60 items per second (takes about 10 seconds to scroll through all items). Using this code you can put any item anywhere - an apple gel for Emil's weapon, or Sol and Mani (Richter's axe and sword) for Marta's ribbon, etc. If you go to the accessory and there's no accessory equipped, you can bring one into existence, and then use C to de-equip the accessory into your inventory. You can then create any rare items you want, as many as you want!

No "Cannot use Item Time" [hawkeye2777]
* C20B8320 00000005
* 9421FFF0 91610008
* 3D60BC83 616BAB9F
* 917D0050 81610008
* 38210010 C03D0050
* 60000000 00000000
This code nullifies the time limit on using items, so you can use several items at once.[/spoiler]



Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: law_pitt on April 25, 2011, 05:03:52 PM
can any1 tell me how to model swap?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 08, 2011, 01:14:19 AM
Symphonian Resident - That was actually pretty easy, once I found some time to load up Tales.  I think I figured out what you need.  Add this line to Shadow's list of prevent-stat-resets.  It should stop EXP from becoming 0 when a cut scene starts.

040A0574 60000000

---

law_pitt - Read these posts on the model swap.  Note that Shadow's model swap is different from Aesteval's Party Modification.

http://wiird.l0nk.org/forum/index.php/topic,2530.msg51145.html#msg51145

http://wiird.l0nk.org/forum/index.php/topic,2530.msg51372.html#msg51372

http://wiird.l0nk.org/forum/index.php/topic,2530.msg52092.html#msg52092
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 08, 2011, 02:32:19 AM
Name Roller [dcx2]
C205CAD4 00000010
48000009 00000000
7D8802A6 3C80804D
6084755A A8640004
7063030C 4182005C
806C0000 A8840000
2C044200 40820010
2C030011 40800008
38630001 2C044100
40820010 2C030000
40810008 3863FFFF
906C0000 38630186
7D5D18AE 2C044008
40820008 394A0001
2C044004 40820008
394AFFFF 7D5D19AE
2C000000 00000000
You must be at the Status screen for a character, and you must hold C to activate this.  While holding C, press the up or down arrow to change a letter of the name.  You may have to press up and down a lot to get to the letter you want.  To move to the next letter, hold C and press 1.  To move to the previous letter, hold C and press 2.  There are a max of 18 letters.  Move one letter at a time from the left.  Changes to the name should be permanent once the file is saved.

EDIT: previous code had minor bug

EDIT2: in case you are wondering, this works with monster names, too.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 08, 2011, 03:07:19 PM
Stop being a wizard dcx2.

It's not fair to us normal people :(
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 08, 2011, 03:10:10 PM
I take it that code worked for you?  I didn't have much time to test it, but I made a "fake Lloyd" and gave him some EXP, then I went to Iselia Human Ranch and saw the cutscene with Alice and Decus, and "fake Lloyd" still had his EXP after the cut scene was over.

I'm going to see if I can shorten the "don't reset stats" code.  All the addresses are pretty close to each other.

EDIT:

By the way, do you have a save which is relatively close to accessing the Grade Shop?  I wanted to make an inf grade hack for the Grade Shop but my gf over-wrote the save that was at the end of the game when she beat it =(
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 08, 2011, 03:56:25 PM
I think this one code will prevent all stat changes.  It basically removes the entire function that Shadow was patching.

However, I think her code and mine also might stop them from getting the free level-ups that they get as you progress through the game.  Test it with a back-up save just in case.  But "Fake Lloyd" didn't lose EXP after a cutscene at Hakonesia Peak.

Prevent Stat Changes [dcx2]
0404BE6C 4E800020
based on Shadow's code

FYI, I'm going to see if I can remove the no-leveling restriction so you don't need Aesteval's code to have the others level up normally.  However, since characters come and go, one might come back with a very low level, so I might try to make an EXP roller too.  Problem is I think you need to finish a battle to get the "did I level up" function called.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 08, 2011, 04:08:31 PM
Yeah, the code seems to work fine :O

Here's (http://www.megaupload.com/?d=4FX7ML5P) an old save I had lying around.
Most of them should be at the Ginnungagap.

If not, I'll upload my more recent save.

And by the way, can you make a code that allows the original cast and Richter to be manually switched to the first slot without constantly using Aesteval's Party Mod?

EDIT: I don't think you necessarily have to finish a battle. Monsters can level up fine with manuscripts. Would human characters react differently?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 08, 2011, 05:22:00 PM
WAHOO!  I need to test this a bit, but I'm reasonably sure it works.  EDIT: verified, it works.  You will see a "Level Up" message on the character at the end of battle.  Stats indeed change to reflect the new level.  The change in level is permanent.  Unlocking is NOT permanent; you will always need to use this code.  If you forget to use the code, they keep their level, but it's locked again.

Unlock Lloyd & Co. for leveling [dcx2]
C209F828 00000003
2C030000 4082000C
38600001 7C7FF1AE
80010024 00000000
You might have to view the character at the status screen to unlock, but it shows how much EXP you need for the next level now.

Regarding your request, I'm considering a Party Roller.  At the status screen you could press some magic buttons and scroll through portrait and stat data.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 08, 2011, 05:54:20 PM
WHAT.
FGSFDS.

My brain partially imploded from the sheer amount of incredible codes released today. You have released probably the most wanted code for this game.


A Party Roller sounds so nice.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 08, 2011, 06:49:29 PM
Party Roller [dcx2]
C205C88C 0000000C
3D80804D 618C755A
A14C0004 714A000C
41820048 A1431B62
2C0A000B 4181003C
A18C0000 2C0C2008
40820010 2C0A000B
40800008 394A0001
2C0C2004 40820010
2C0A0001 40810008
394AFFFF B1431B62
394AFFFF B1431B60
A0631B62 00000000
Based on Aesteval's Party Mod code (in turn based on YCAT21's Party Mod).  Go to the Status screen for the slot of interest.  Hold Z.  Press down and up to change the character.  This changes both portrait data and the stats data.  You can't mix and match character data with this code.  If there is interest I could make one that does that.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 09, 2011, 01:10:23 AM
*complete mental breakdown*
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 09, 2011, 01:30:14 AM
I'll take that as confirmation that the codes are working?

If so, I'm going to post them to the main thread and database.  I usually post new codes in support first, just in case there's an issue with them.  It's hard enough to make codes, let alone find time to test them for bugs, so I really appreciate any play testing and feedback.

I know you want to use manuscripts on people.  I can look into that a bit.  Is there anything else I can do to blow your mind while I'm on this game?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 09, 2011, 02:29:25 AM
As far as I can tell, the codes work perfectly.

Hmm... the only things I can think of are forcing Richter to being able to use his Mystic Arte, Title Roller...

I can't think of much. A big code would be a file replacement code, similar to Phantom Wings' File Patch Code for Super Smash Bros. Brawl. But it's not like that would be very useful for this game (and the fact that Riivolution can already do this).


You probably have the best "awesome level of code" to "speed of request fulfillment" ratio ever. :O
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 09, 2011, 05:14:33 AM
Use manuscripts on anyone [dcx2]
04055A14 38000001
040571F0 60000000
040571D4 4800000C
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 09, 2011, 05:49:46 AM
There we go!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 09, 2011, 02:27:31 PM
I made a change to Party Roller.  If you used it on a Monster your game could crash.  So I disabled it for monsters.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 09, 2011, 05:55:49 PM
Okay, I went through the thread and collected what I think are the out-standing requests.  Anyone reading this thread who chimes in can help prioritize the codes to make.

---

I've never used them personally, but are there two types of model swaps?  in-battle swaps and out-of-battle swaps?

There are a few bugs with model swapping and Artes, right?  Can I get a list?  For instance, swapping field models with Emil does a T-stand; swapping anyone but Persea in-battle causes crashes; Richter's Mystic Arte crashes or something?

I would like to make a Model Roller at some point, but this might be hard.

A Title Roller?

An infinite grade code that works in the grade shop

In-battle infinite stats; the "Monster Stats" modifiers require you to know your monster's capture-order-number

There are bugs with the "open all areas" code?

Level Cap removal

Button activator to finish quest

Re-open all quests

Add steal to other people's attacks

Increase steal rate, rare drop rate, rare monster appearance

Allow access to other player-specific Artes

Battle modifiers: music, background, enemies

GameCube controller support
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 10, 2011, 01:40:46 AM
It's just a theory of mine, but I always thought that Richter's Mystic Arte freezes because the game cannot load the correct GFX (in this case, his Mystic Arte cut-in) as party Richter is never able to actually use it.
With a model swap, enemy Richter can use it fine, besides the white screen at the end.

The only problems with the model swap are that some victory poses cause the game to freeze right after the battle ends (could work around this by disabling victory animations?), arte names on the Arte List remain the same as the original character (ie Arte name is blank for Richter, even if Ginnungagap Richter uses Alvitr or Lævateinn). And Richter's voice doesn't have the echo-y effect as Ginnungagap Richter. Meh, not that it's much different.
And GFX in general aren't loaded for model swaps. A GFX swap code may be needed with the model swap.

For the monster issues, would it be possible to just apply stat codes to a party slot, and not actually an individual character?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 10, 2011, 05:55:35 PM
I remember reading that, but unfortunately you can't put a monster in the first slot, nor can you put Presea.  EDIT: I guess you could use Party Mod to put Presea in the first slot and then Model Swap.

It shouldn't be hard to fix the victory pose problem.  Read breakpoint on the victory poses should get me close enough.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 10, 2011, 06:51:16 PM
I thought you needed to have Marta or Emil in the first slot, except for the Party Mod code.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 11, 2011, 03:21:31 AM
One thing I did not consider when doing my Prevent Stat Changes is that the equipment that they are using may not change as the game progresses.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 11, 2011, 03:34:34 AM
Meh. Your Item Modifier can easily fix that,
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 11, 2011, 03:40:26 AM
Yeah, but I would like to make good, wholesome hacks.  Like the Unison gauge doesn't get cut in half code.  It's not cheap, like inf Unison gauge.

A more proper hack could would ensure that the items would get changed when necessary.  Or...unlock the ability to put items on them...hmmm...

It could also make sure that if plot changes would give them a higher level than what they have, they would get the higher level and any EXP necessary to stay 'proportional'.  That would be like a standard RPG.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 11, 2011, 05:58:18 AM
Everyone has level 200 max [dcx2]
082D60BC 00C80000
20040010 00000000
082D60C4 802D5788
20040010 00000000

Everyone has level 255 max [dcx2]
082D60BC 00FF0000
20040010 00000000
082D60C4 802D5788
20040010 00000000
082D5AAC 0099967E
20370004 0000FFFF
082D60C0 00D09647
20040010 00000000
0409F8FC 3C6000D0
0409F900 60609647
Don't use these two codes together.  This code modifies the "Experience needed to level up" table.  I tried to follow the general pattern that was used to make the table from levels 100-200; each level requires an additional 65535 to reach the next level.  Your level maxes out at 255, which means your EXP now maxes out at 13,662,139 instead of 9,999,999.  Stats continue to increase for the remaining 55 levels.

On that note, the experience table can be modified to make the game easier or harder.  For instance, it could be made so that it takes double the EXP to reach a given level.  Or half.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 11, 2011, 02:37:22 PM
With such a high level limit, there really needs to be a difficulty modifier, something that can raise the enemies' stats.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 11, 2011, 04:57:12 PM
Aren't there already higher difficulties?  I thought that Unknown mode was supposed to be super hard.

I could also make a reduced level cap pretty easily.  So that way everyone maxes out at, say, level 100 or something.

I might be able to do something that just adds to the enemies' level, but we would need a good method of scaling the difficulty based on your current level.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 13, 2011, 02:17:00 AM
I think an auto-trigger to change chars would be nice =03. Like in ToI and ToG, you simply press a button(Select for ToI and the D-pad for ToG) and you automatically switch to another character, w/o going into the menu.

Being able to control monsters would be really awesome as well.

Maybe some movement hack? Emil is the only[human] char that can increase his speed(Fiend Fusion), but having other chars use it would be great too.

One time, I was fighting Colette(the real one) and at some point she actually FLEW into the air(JUST like the cutscene in chapter 2 where she leaves the party in Asgard) for a while and started casting spells, requiring me to jump up there and attack her to knock her down. A floating spell or something akin to Rita's(ToV) Levitation skill(jump up, press a button, and remain on that x/z plane in the air) would be quite nice =03.

In terms of rank, I would put "monster control" first, "movement hack" second, "floating" third.

Quote from: dcx2 on May 11, 2011, 04:57:12 PM
Aren't there already higher difficulties?  I thought that Unknown mode was supposed to be super hard.

I could also make a reduced level cap pretty easily.  So that way everyone maxes out at, say, level 100 or something.

I might be able to do something that just adds to the enemies' level, but we would need a good method of scaling the difficulty based on your current level.

Unknown isn't that hard because of the bonus exp given for it. Every 2 hits nets you approx 98% of regular exp, so if you fight a monster and it gives you 10,000 exp, and your MAX HIT is 2, then you'll get about 20,000 exp total(10,000 normal exp + 9,8xx BONUS exp) This makes leveling in Unknown FAR too easy, since chances are, you'll be getting 20+ MAX HITS and reaching level 200 fairly fast. It's not so bad when you play with the 1/2 exp option from the Grade shop.

As for the method to scale the enemies' level, couldn't you make a comparison to Emil's level and have it equal that? Since I believe that the enemies' level is calculated using 2 one byte values as a range, if you could make it equal Emil's level, it may just balance out(maybe (>.>)).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 13, 2011, 02:38:18 AM
Ah, that's a good idea, switching through the characters without the menu.

When you say "control monsters", do you mean via shortcuts, or do you mean total control?  Shadow's model swap let's you play other monsters, and I've been considering a "model roller" which would allow you to switch models on the fly.

I'm not sure about the movement hack.  I might be able to do it.

I could probably work out a moon jump type code.

So Unknown mode *should* be harder but it's not because of the EXP bonus?  I could pretty easily make an EXP divider to compensate.

I hesitate to use Emil's level directly.  For instance, what happens at the start of the game when his level is low?  I think a better option might be to use Emil's level as a minimum.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 13, 2011, 04:34:27 AM
The following codes remove the caps from stats during a level up.  So now you can have >99 SP, >999 TP, and >9999 everything else

-deleted, they don't work 100%-
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 13, 2011, 06:05:39 AM
What's the actual limit, though?

Still we can match the enemy's HP now. Stupid Richter, jumping from 9999 HP to like 100000 when you fight him...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 13, 2011, 02:31:19 PM
Quote from: Symphonian resident on May 13, 2011, 06:05:39 AM
What's the actual limit, though?

Still we can match the enemy's HP now. Stupid Richter, jumping from 9999 HP to like 100000 when you fight him...

65535 would be the maximum.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 13, 2011, 02:37:35 PM
That depends on whether the game treats stats as signed or unsigned.  If they're signed, then your max is 32767.

I don't think normal leveling can get you that far.  You'd need to use herbs in order to push your stats that high.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 14, 2011, 12:18:59 AM
dcx2, the code for manuscripts sort of works.
The human characters show up and everything, but you cannot apply the manuscripts on them.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 14, 2011, 12:21:47 AM
Did you use both lines?  One line gets rid of the X on the human players, the other line lets the manuscript work on them.

I will check that code again with a fresh game that has had no other codes applied.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 14, 2011, 02:36:52 AM
Whoops, I must have missed a line.

Use manuscripts on humans [dcx2]
04055A14 38000001
040571F0 60000000
040571D4 4800000C
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 14, 2011, 05:16:50 AM
Whew, so the code to remove the limit on stats is a lot more complicated than I thought.  The max value is actually 32767; if you go any higher it gets negative.  So I had to put limits in.  And then it turns out that there were other places that needed changed; for instance, when you use an e.g. Apple Gel, it needed another check.  I still want to test this a little bit more, but this should work better than the last code.

Raise stat cap to 32767 [dcx2]
0404B0A4 7C001840
0404B19C 28007FFF
0404B1A4 38007FFF
0404B20C 7C001840
0404B304 28007FFF
0404B30C 38007FFF
0404B358 28007FFF
0404B360 38007FFF
0404B3CC 28007FFF
0404B3D4 38007FFF
0404B454 28007FFF
0404B45C 38007FFF
0404B4F4 28007FFF
0404B4FC 38007FFF
0404B590 28007FFF
0404B598 38007FFF
0404B62C 28007FFF
0404B634 38007FFF
0404B6C8 28007FFF
0404B6D0 38007FFF
0404B764 28007FFF
0404B76C 38007FFF
0404B800 28007FFF
0404B808 38007FFF
0404B89C 28007FFF
0404B8A4 38007FFF
0404B924 28007FFF
0404B92C 38007FFF
0404B938 28007FFF
0404B940 38007FFF
0404B97C 38007FFF
0404B9C8 28067FFF
0404B9F4 28067FFF
0404BA20 28067FFF
0404BA4C 28067FFF
0404BA7C 28067FFF
0404BAAC 28067FFF
0409FE74 3AC07FFF
0409FE7C 3BE07FFF
0409FF00 28007FFF
0409FF70 28007FFF
0409FFEC 28007FFF
0409FB14 28007FFF
0409FB20 38007FFF
040A00A0 28007FFF
040A00A8 38007FFF
040A00C8 28007FFF
040A00D0 38007FFF
040A00DC 38007FFF
040A00F4 28037FFF
040A0118 28037FFF
040A013C 28037FFF
040A0160 28037FFF
040A0184 28037FFF
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 14, 2011, 05:54:17 PM
Is a GFX swap or enabling Sound Test possible?

And thanks for the stats code. Can finally go over 9999 HP...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 14, 2011, 06:44:58 PM
If you just want to remove the HP (and/or TP/SP) cap, and nothing else, I can try to break it out into separate codes again.  That code removes the stat limit on every stat, and without judicious use of herbs it's not really practical to get past 9999 for a stat other than HP (and 999 for TP, and 99 for SP).

Also, this should be fun.  I've managed to make C2 codes that can stop the game from crashing.  That was a very interesting adventure...crashing the Wii and bringing it back to life.

Assign monster artes to shortcuts [dcx2]
040C6B40 60000000
040CD0C0 60000000
0405B464 38000000
C20594B4 00000003
888300E0 2C04000C
41800008 38A00001
60000000 00000000
C2083A60 00000005
3D808000 7C086000
40800008 39000000
3D808180 2C08000C
41800008 39000000
90010024 00000000
This is just a little glitchy.  When you pick the shortcut, you won't see the name in the slot.  But when you hover over that slot, you will see it.  You can use these shortcuts in battle.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: hireplas on May 14, 2011, 07:50:31 PM
Quote from: dcx2 on May 08, 2011, 05:22:00 PMWAHOO!  I need to test this a bit, but I'm reasonably sure it works.  EDIT: verified, it works.  You will see a "Level Up" message on the character at the end of battle.  Stats indeed change to reflect the new level.  The change in level is permanent.  Unlocking is NOT permanent; you will always need to use this code.  If you forget to use the code, they keep their level, but it's locked again.

Unlock Lloyd & Co. for leveling [dcx2]
C209F828 00000003
2C030000 4082000C
38600001 7C7FF1AE
80010024 00000000
You might have to view the character at the status screen to unlock, but it shows how much EXP you need for the next level now.

Regarding your request, I'm considering a Party Roller.  At the status screen you could press some magic buttons and scroll through portrait and stat data.
this is awesome, i LOVE you for this, it just doesn't seem to work with regal


this
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 14, 2011, 08:12:24 PM
Did you remember to use Prevent Stat Changes?  Otherwise their stats will be brought back to normal at cutscenes etc.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 14, 2011, 09:08:07 PM
If you turn on the "level up original cast" code, they all start with 0 EXP.  That kinda sucks.  This code fixes it.

Prevent being behind more than one level worth of EXP [dcx2]
C201CC08 00000009
7C691B78 3884FFFF
3D808009 618CF75C
7D8903A6 4E800421
81520014 7C0A1840
40800008 90720014
7D234B78 8892001C
3D808009 618CF75C
7D8903A6 4E800421
60000000 00000000
This is activated by just opening the menu.  It automatically gives the EXP needed to have just reached the current level.  e.g. if Lloyd is level 31 when you activate this code for the first time, he will be given the minimum EXP needed to be level 31.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: hireplas on May 14, 2011, 10:11:24 PM
Quote from: dcx2 on May 14, 2011, 08:12:24 PM
Did you remember to use Prevent Stat Changes?  Otherwise their stats will be brought back to normal at cutscenes etc.
yep, sure did, i used it, and lloyd and everybody else levels up and works perfectly, but regal just stays the same
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 14, 2011, 10:27:10 PM
Weird, because I used Regal as part of testing that code.  I'll test it again.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 15, 2011, 03:37:45 AM
I just double checked, and Regal gains EXP and levels just like the others.  I had Regal and Sheena in my party.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 15, 2011, 04:43:08 AM
Open all areas [dcx2]
0403BA80 2C08FFFF
Based on Shadow's All Areas Open code.  Does not require pre-loading any saves.

EDIT:

hmmm...that's interesting.  It's possible to unlock e.g. Ginnungagap and Twilight Palace on the map using another code.  However, it crashes if you try to select it.  BTW did you know Ginnungagap is from Norse mythology?  I thought that word looked familiar...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 15, 2011, 02:45:33 PM
If I remember correctly, the Ginnungagap was the void which existed before anything else. And something to do with Niflheim and Muspelheim.

Huh. If Twilight Palace appears, do other areas, such as Sandy Wind Cave and Frozen Crevasse appear too?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 15, 2011, 04:37:59 PM
Yeah, Frozen Crevasse etc also appear, but they freeze if you select them.

EDIT: I should note that those places appear with the second code, but since they just cause crashing I'm not releasing it.  My open all areas code will not cause crashing, I put a check in to make sure you can't select any illegal destinations.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 15, 2011, 06:36:42 PM
Is this where I request a code for ToS:DotNW?

This may be too complicated but let me see if I can explain what I want.  In each of chapters 2 through 8 you set a list of Katz Quests the first time that you talk to a Worker Katz.  This list is set for each chapter.  Possible Quest levels are S, A, B, C, D. Quest locations are Dwarves' Ore Mine, Frozen Crevasse, Volcanic Caves, Sandy Wind Cave, Twilight Palace, Underground Ruins, Dynasty Ruins, Triet Ruins, Camberto Caves, Temple of Ice, Temple of Darkness, Temple of Earth, Toize Valley Mine.  Here is a topic with some details.

http://www.gamefaqs.com/boards/942210-tales-of-symphonia-dawn-of-the-new-world/51581887

Is it possible to enter a code to set the quest list to what you want? For instance I might just want to do Twilight Palace at level D instead of level S and I might want to do Twilight palace in Chapter 2.  Another possibility is that I might want to run Mysterious Swordsman consecutively for the story, all at once. The Fenia and Sword Dancer only appear in Katz Quests.  Some of the Katz Quest boss fights are fun because of the mix of healing and status infliction. There are battles unique to Katz Quests.

The boss fights, monsters and chests and rewards vary by location and level. 
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 15, 2011, 06:56:35 PM
Yes, this is where you request codes.  Hence the title of the thread.    :)

Enabling all quests is on my to-do list.  Right now I want to make an EXP/Grade multiplier/divider.  On the gamefaqs boards people mention that Unknown Mode has an insane EXP Bonus, and they want the game to be harder, and 1/2 EXP from the grade shop doesn't cut it.  I might try to do Katz Quest list next

EDIT: I also want to make sure the Original Cast Leveling code allows them to benefit from getting levels they would get from cutscenes, instead of just preventing any changes from happening.  I also want to make sure they get new weapons too.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 16, 2011, 03:39:50 PM
I think my request asks for more than a code to enable all Katz Quest in each chapter.  But I see your point in that the code for enabling all Katz Quests is a simpler code than what I am requesting and that my request would be dependent on your first writing the code enabling all Katz Quests.

For instance "Visitor in Moonlight:" I might want the Sword Dancer boss.  The way things are now in Chapter 7 or 8 I have to save and reload the quest list until "Visitor in Moonlight" appear in S-rank and then I would need to save and reload until the Sword Dancer boss appears.  Having this available in any chapter will be nice but I would have to do far more reloading to get the S-rank Quest  if quest levels D, C, B, A are also possible or I would have to beat/fail a long list of quests if every possible combination of factors appears on the list.


Defense[Visitor in Moonlight]------------------------------------------------------------
Bosses------------------------------------------------------------------------------------
D-Rank Quest------------------------------------------------------------------------------
Manticore Boss = Manticore Chimera x3
Wraith Boss = Wraith Zombie x4
C-Rank Quest------------------------------------------------------------------------------
Cross Bone Boss = Cross Bone Wraith Phantom x2
Manticore Boss = Manticore Chimera x4
B-Rank Quest------------------------------------------------------------------------------
Zombie Boss = Zombie Erinyes x2 Night Stalker
Grisley Boss = Grisley Padfoot x3
A-Rank Quest------------------------------------------------------------------------------
Pale Rider Boss = Pale Rider Corpse Haunt
Cerberus Boss = Cerberus Hell Hound Padfoot x3
S-Rank Quest------------------------------------------------------------------------------
Sword Dancer Boss = Sword Dancer Machina Mournblade
Hippogryph Boss = Hippogryph Padfoot Hell Hound Vorpal Bunny
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 16, 2011, 04:28:44 PM
Ahh...I think I see what you're asking for.

You are correct that enabling the quests is a bit of a stepping stone toward a final code.  I tried digging around a little bit in the Katz quest menu.  I'm still wrapping my head around it, but I think I found the table of quests.  More precisely, I found all the strings (including one with %d which means they're using printf!   ;D).

From your description, though, it sounds like you actually want a Quest Roller.  ("Roller" is a generic term for some button combination that can be used to change or "roll" something that cannot normally be changed)  It's more important for you to choose what quest you want, even if it means "consuming" that quest so there's one less on the list.

You also want to roll the quest's Rank, too.  And I think you want to roll the location?  This might be more easily done than forcing quests to remain open.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 16, 2011, 06:07:30 PM
I hope that a roller is easier. Actually though if you just produced a code that gives the Twilight Palace Quest, then I think that most people (not me of course) would be happy.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 17, 2011, 06:01:42 AM
This code still needs a little bit of work.  Your game won't crash, but you might get stuck.  If you do, just reload your save from the menu.

Quest Roller [dcx2]
C206759C 00000019
3D80804D 618C755A
A16C0004 716B1310
418200AC A1661EF8
A00C0000 3D808000
2C001000 40820010
2C0B0004 40800008
396B0001 2C000010
40820010 2C0B0000
40810008 396BFFFF
B1661EF8 A1661EFA
2C004010 40820014
2C0B00C9 4080000C
396B0001 B16C1824
2C005000 40820014
2C0B0000 4081000C
396BFFFF B16C1824
B1661EFA A1661F08
2C004200 40820014
2C0B015B 4080000C
396B0001 B16C1824
2C004100 40820014
2C0B0000 4081000C
396BFFFF B16C1824
B1661F08 A0061EF8
60000000 00000000
+ or - will roll rank.  c + or c - will roll type.  c 1 or c 2 will roll location.  You will see the value roll in real-time, but you have to exit and enter the Katz menu to get the changes acknowledged (i.e. to get the reward to change).  If you make changes and then save, I think the changes will be permanent.

I tried to load Visitor in Moonlight.  At first, the location was wrong, which led to being stuck.  I changed the location to Grasslands at midnight, and it launched correctly.  However, the quest ended before I could fight the monster.  I still got the reward, though.

I think I can also make the Quest Count not go down.  I'll work on that, and I'll also work on making it so you can roll the quest type and quest location without problems.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 17, 2011, 07:58:43 AM
I will get some sleep and try it. ty
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 17, 2011, 03:45:23 PM
Don't consume quests [dcx2]
0402474C 4800007C

The quests stay on the menu even after playing them.  Now, you can save and reload until you get the quest type that you want.  Then, you can use the Quest Roller to make it S-rank.  Then, Don't consume quests will allow you to keep playing the same quest over and over.

I'm getting closer to a more proper quest roller that handles setting the location automatically.  I think I found the table of quest data.  I found out I can also roll the reward, but I don't think that's worth adding to the code because of the item roller that I already made, and you can just open and close the Katz menu til you get the reward you want.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 18, 2011, 05:18:45 AM
Do not use the old Quest Roller.  Instead, you'll need to use four codes; Don't consume quests, and the next three codes.

Always have quests [dcx2]
0249357E 00000007
I think this will even give you quests after you've completed them all, but a given quest will disappear from the list after it has been beaten.  Use "Don't consume quests" to keep quests from disappearing from the menu if you want to play the same quest multiple times.

Quest Randomizer [dcx2]
C20675BC 00000008
3D80804D 618C755A
A16C0004 716B0300
41820028 A16C0000
2C0B0300 4082001C
3C608049 A063357C
3D808006 618C6260
7D8903A6 4E800421
38610038 00000000
At the quest screen, press 1 and 2 to randomly generate a new set of quests.  If you don't like the quests that you've got, just keep randomizing until you get one you want.  This will choose from quests that are appropriate for the chapter you are in

Quest Rank Roller [dcx2]
C206759C 0000000A
3D80804D 618C755A
A16C0004 716B0003
41820038 A00C0000
A1661EF8 2C004001
40820010 2C0B0004
40800008 396B0001
2C004002 40820010
2C0B0000 40810008
396BFFFF B1661EF8
A0061EF8 00000000
At the quest screen, hold C and then press left or right to roll rank.  Location and type rolling have been removed since they just cause problems; use Quest Randomizer until you get the type/location you want.  Make sure you roll rank after the Randomizer has given you the quest you want, because the Randomizer will over-write any rolled rank.


---

I have two areas of focus next.  I think I can probably make a Reward Randomizer, so that way you never have to leave the Katz Quest menu.  The next trick, which is a bit harder, would be a Quest Chapter Roller, so that you could e.g. pay chapter 8 quests in chapter 2, stuff like that.

I think once those two codes are done, that should cover what you wanted in one way or another, yeah?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 18, 2011, 06:58:42 AM
(It took some help for me to get started with code files)  I am working with your original roller.  I cannot believe that I just got Gladsheim as a location for Search: Legend of Spiritual! There are corner guardians so it looks as though it is viable.

I am now doing Rescue: Medicine is Benevolence at Frozen Crevasse.  Some other quests taking you to Frozen Crevasse or Volcanic Caves launched you somewhere that you cannot move, but this one seems to be working.

The quest roller is fun. Where you land is random and sometimes you can move.  The quest at Martel Temple does not have a boss but has a worker katz and a dialog.

"A cathedral is a very sacred place, meow. It really makes me want to stand up straight".
"Doesn't the cathedral have a quiet relaxed feeling to it, meow? I mean, it is a cathedral after all".
"I wonder why I feel a bit cold, meow.  What? Did I just hear something nearby?"
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 18, 2011, 06:14:30 PM
I'm glad you're having fun with it.  I was worried that getting stuck and re-loading a save would become annoying, so I figured it would be safer to just have the game generate a new quest list at will.  It'd be nice if I could figure out a way to force the quest to end so you wouldn't have to re-load the save.

I don't think where you land is really "random", it probably throws you down at location (0,0,0) on the map.  I'm sure there's somewhere that it sets the coordinates.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 19, 2011, 12:41:33 AM
At the time that the location is rolled your origin point is set.  Mostly you cannot move because you are buried somewhere but occasionally you actually end on a walkable surface.  What I love about this is that you can see that they planned on having Martel Temple as a location and probably Gladsheim as well.  There are a few missing groups for encounters and part of the fun is looking for them.

One dumb question I am using the [c] button plus [1] or [2] to roll locations and it takes me forever to get something to happen.  Should I just hold the buttons down or should I press rapidly?

You do know that the Ishrantu is supposed to be a random encounter on a Katz Quest but apparently has been forgotten. Stuff like this does happen.  In Lunar Legend for the DS the only known way to get a collector card for Gabriele is with a cheat code.

But yes.  I am having fun with it.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 19, 2011, 01:50:28 AM
When I did open all areas, I found the quest locations listed at first.  I think some of the areas that you can get to with a quest location roll are not actually quest maps.

You do have to hold C and press 1 or 2 a lot to change locations.  There are something like 300-400 location values to roll through, and sometimes adjacent locations have the same name.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 19, 2011, 03:39:43 AM
I'll see if I can de-glitch the location roller with that, thanks.

Are you sure something's wrong with your USB Gecko?  If it shows up in Device Manager as "USB Serial Converter", and the USB Gecko icon lights up in HBC, it probably still works.  I know some people say WiiRD stops working for them but Gecko.NET still does.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 19, 2011, 06:04:02 AM
Great stuff! I am still working on the first set of codes though.  

Here are locations where quests would occur. You can tell because you get dialog, bosses and you start out on a black screen which reads "loading."

Companion: Curse of the Monster - Martel Temple
Rescue: Monster Medicine - Martel Temple
Rescue: Cooking Wife - Iselia Human Ranch
Suppress: Defeat the Bandits - Iselia Human Ranch  

Actually, Martel Temple is a boring location for a Katz Quest and it is just as well that they left it out.

A gamefaq member (created the Katz Quest topic I link to) pointed out that the Embryo Alpha Group and Griffin Alpha Group might have been placed by Tenebrae's altar: this area is not available in the Temple of Darkness A-rank Katz Quests because of a story event.  Using dcx2's location roller I was able to check and the groups are there.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 19, 2011, 02:58:44 PM
I had that problem sometimes.  When loading Gecko OS it would occasionally just black screen with no menu.  Usually it happens the first time I boot the Wii.  I think it happens less if I power up using the Wii's power button, instead of a Wiimote's.

When I got the black screen, I would just shut down the Wii and reboot it again.  Sometimes I would have to do this three or four times before Gecko OS would work.

I think my problem went away when I upgraded to HBC 1.0.8.

Also, if WiiRD doesn't work, try Gecko.NET.  It's a little bit different than WiiRD, but I've heard people say that it works when WiiRD doesn't.  I think there's some extra error checking.  Make sure you launch it after you get to the first game menu; it patches the code handler automatically and apparently some games (like ToS) will freeze if you patch it before the game is at the loading menu.  http://geckowii.googlecode.com/files/Gecko dNet 0.65.1.zip (http://geckowii.googlecode.com/files/Gecko%20dNet%200.65.1.zip)

----

EDIT: just noticed arch feline's edit.  I can try to modify the Quest Roller so that it tells you the numerical value of the location and quest type that you're choosing.

How do you know what encounters are missing?  If you can help me identify them, I might be able to hack them back into the game.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 19, 2011, 07:33:29 PM
The numbers will help.  I am still looking for a 3rd location for Monster Medicine.  I guess Gladsheim, Ginnungagap, Building 2 or Hima.

AkaneJones reasoned from A_Doorknob's Encounter Guide.  He looked for groups that did not appear as Alpha Groups.  Hacking in encounter groups is awesome.  I am twitching with excitement here.

Furie group, Alpha Furie group ...

Can you just provide a group roller first so I can see what to ask for?  I want groups that have encounters with Ishrantu, Fenia, Sword Dancer.

It is just strange that for the family of monsters Fire Drake, Sea Wyvern, Wyvern, Wyvern Lord, Ishrantu, Vouivre, Bakunawa that there are Fire Drake group, Sea Wyvern group, Wyvern group, Vouivre group, Bakunawa group = 5 encounter groups and the Ishrantu does not appear.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 19, 2011, 08:16:16 PM
I'm still having some trouble figuring out exactly what you want.  It seems like you are much more well-versed in how this game works than I am, which makes sense because I only half-play games since I got into hacking.  I kinda finished one play-through, but I missed some chunks because the gf played while I was at work.

I tried looking at AkaneJones' Quest Guide on the GameFAQs message board, and the A_Doorknob's Encounter guide.  But I'm not sure what I'm looking for...I see what you mean by "looking for missing Alpha groups" but it's a lot of information and it doesn't mean much to me yet.

A group is defined by the monster you see walking around the world map?

---

When you say a Group Roller, do you mean for *any* encounter anywhere (e.g. you could walk around Lake Sinoa Cave and force an encounter with a Sword Dancer group), or do you mean just for a "combat Quest" (e.g. for Visitor in Moonlight quest you want to pick Sword Dancer boss group)

---

Looking at your previous post...are you saying that you found valid locations for quests that cannot normally be accessed when quests are randomly generated?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 20, 2011, 12:51:21 AM
I am naming a group by the symbol that you see walking around the map.  After messing around with the first set of rollers I can see that the game does some stuff that rollers cannot change: you can get Visitor by Moonlight by rolling but you will not get the fight that you want.

What I want is group rollers.  Most of all I want a group roller for the alpha groups which appear in A rank quests. Second of all I want a roller for the monsters which roam Gladsheim (Orion, Demon, Ice Titan, ...).  Rollers for everything is something which I would not mind.  A_Doorknob's guide lists the alpha groups and where they are found.  The Katz Quest guide was never accepted.  There are a few archived topics. The topic called Treasure Guide also has the quest list.http://www.gamefaqs.com/boards/942210-tales-of-symphonia-dawn-of-the-new-world/51581887

a group roller for the encounters found in D, C, B rank quests
a group roller for the encounters found in A rank quests
a group roller for the encounters found in S rank quests
a group roller for the encounters from the symbols roaming around Gladsheim
a group roller for Katz Quest bosses if there is one


This said it might be simplest to roll a fight over all of the monsters in the book.  I have seen a youtube video of someone in the debug room rolling single monster fights so I guess that this might be more doable than what I want.


* * * * * *

I have been checking out your inexhaustible quest queue, roll the current page of quests (quest randomizer) and change rank.

First off the inexhaustible quest queue gave me quests when I loaded a save that had exhausted all quests. (yay!)  After doing a few quests you end up with all the same quests which of course is no problem with the quest randomizer.  The change rank works for dungeon quests but for battle quests such as Visitor in Moonlight the boss does not change.

^^^ Can you write a code that will change one quest on the list to ?
Search[Treasure Hunter's Trophy The Truth]--------------------------------------(Twilight)
That is roll rank to S, roll type to THT the Truth, roll location to Twilight Palace?

Call it a Twilight Palace code.  Lots of people would use it.  I am guessing that you would need to hard code rank, type and location.


^^^ As you can put text at the top of codes How about?
Inexhaustible quest queue - should be used with quest randomizer
change quest location - expert use only
change quest type - expert use only
Change quest rank - only works for dungeon quests
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 20, 2011, 03:07:34 AM
Quote from: arch feline on May 20, 2011, 12:51:21 AM
I am naming a group by the symbol that you see walking around the map.  After messing around with the first set of rollers I can see that the game does some stuff that rollers cannot change: you can get Visitor by Moonlight by rolling but you will not get the fight that you want.

Yeah, I think the fight is randomly picked when you start the quest.  I didn't see anything in the "quest table" which would predict encounters.

I think I need to make sure we have common terminology.  For example

Jelly Group
-Jelly X3, Goliath X2
-Jelly X3, Embryo, Graeae
-Jelly X2, Moirae, Machina
-Jelly, Graeae, Wyvern X2
-Jelly X5, Pudding

"Jelly Group" defines the symbol that I will see roaming around the map.  The dashed lines identify various sets of monsters that will be encountered if I contact one of those Jelly symbols.  It looks like Alpha groups are composed of the same monster encounters, so it's more like whether the symbol is an Alpha or not.

QuoteWhat I want is group rollers.  Most of all I want a group roller for the alpha groups which appear in A rank quests. Second of all I want a roller for the monsters which roam Gladsheim (Orion, Demon, Ice Titan, ...).  Rollers for everything is something which I would not mind.  A_Doorknob's guide lists the alpha groups and where they are found.  The Katz Quest guide was never accepted.  There are a few archived topics. The topic called Treasure Guide also has the quest list.http://www.gamefaqs.com/boards/942210-tales-of-symphonia-dawn-of-the-new-world/51581887

There are two important necessities for a good roller.  You need a way to specify precisely what you want to roll, and you need a way to get feedback from the roller so you know what value you're on.  For instance, when you want to roll a quest's location, the quest that is highlighted will be rolled, but the other quests stay the same, and the location changes in real-time to show you where you're at.

One problem with a group roller is that I need a way to specify what symbol you want to roll.  I don't think you can highlight enemies.

Do you want a symbol roller?  I'm not sure how practical this is, because there's no way to "highlight" the existing symbol on the map.  I could just try to roll everything, and you'd be responsible for running into the symbol you want.  I'm not sure symbols will update in real time...you might have to leave the room and come back.

Or do you want an encounter roller?  So that you could pick whether you were going fight e.g. Jelly X5, Pudding when you run into a Jelly.

Instead of rolling the on-map symbols, I could make an "always fight Orion group" code.  Then a roller based on that which can roll Orion, and a value for specifying "unrolled" (i.e. turn the code off).

Do you want to roll one group (e.g. Jelly group) to another group (e.g. Embryo group), but still have randomly select from the encounters within a group?  This could be like a "group swapper", where you can replace any group with any other group.

The next question is how do you provide feedback on what group you have rolled to?  I think I might have to use the status screen again.  I could hijack the HP and TP displays to show the numbers.

QuoteThis said it might be simplest to roll a fight over all of the monsters in the book.  I have seen a youtube video of someone in the debug room rolling single monster fights so I guess that this might be more doable than what I want.

When you say "roll a fight over all the monsters in the book", do you mean e.g. roll through each of the encounters in the Jelly group, then each of the encounters in the Griffin group, etc?

Also, what's this debug room?  That might help me nail down a group roller (or encounter roller)

EDIT:

I could probably make a "first quest is always Twilight Palace" code that's compatible with the Randomizer.

Yes, "always have quests" will make sure that you never run out of quests even if you've done them already.  However, quests are still consumed, as you saw you end up with all the same quest.  Don't consume quests will prevent that from happening.

The rank roller doesn't affect battle quests...this is interesting.  Thanks for letting me know

EDIT2:

When you said rank roller doesn't affect battle quests, did you roll rank, and then leave the Katz menu all the way, and then go back to the Katz menu?  For instance, if you roll rank, the rewards won't update until you leave the Katz menu.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 20, 2011, 05:04:55 AM
Okay, I've made some more changes to the Quest codes.  You can see this post for a list of all the codes I've made recently.  The modified/new quests are the Quest Randomizer, Quest Roller, and Display Quest details

Quest Randomizer was changed from [hold C then 1], to [press 1 and 2].  This makes it compatible with the Quest Roller.

Quest Roller has changed a bit.  Now, [ + ] or [ - ] will roll rank (no need to hold C, no left/right arrow changing info).  [hold C then +] or [hold C then -] will still roll type.  [hold C then 1] or [hold C then 2] will still roll location.

I decided on this configuration because it will allow everyone to use Quest Roller without needing an "experimental" version.  Rolling rank is the safest, and so does not require the C-modifier.  The C-modifier acts as a bit of protection against rolling type/location.  This also works well with the modified Quest Randomizer.

I think you'll appreciate the new Quest Display code.  While holding C, the recommended level value will temporarily change.  It will display the last value that type/location was changed to.  So if you roll location, you'll see the location's numerical value.  If you then roll type, you'll see that type's numerical value.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 21, 2011, 01:57:23 AM
What I mean about rank roller is that on a dungeon location you get the bosses, symbols and chests of the new rank but on a battle quest only the reward changes. Say that you want to fight a Made-In-Heaven.  This is one of the two possible bosses for S-rank Rescue - Mysterious Disappearance.  If you randomize to S-rank Rescue - Mysterious Disappearance you will get this fight or the alternative Incognito boss.  If you roll the rank only; that is you start with S-rank Rescue - Mysterious Disappearance, you still get one of these 2 bosses. this is not like Search - Happy Birthday: if I start in Chapter 2 with D-rank Happy Birthday and roll rank to S I will fight a Fenia instead of a Phantom. Everything changes.



Twilight Palace is an exception to rank roller for a dungeon quest.  You always get the same monster layout,

The quest code configuration is a winner.

At Iselia Human Ranch there is a Poison Leech in the room to the east of the Gerichtslinde boss.  This Poison Leech symbol gives you the alpha Poison Leech group. Is it possible to write a code which rolls this symbol to any alpha symbol?  

Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 21, 2011, 04:06:01 PM
I think I figured something out.

Battle quests determine the boss you will fight based on the quest type's number.  For instance, there are 11 "Mysterious Disappearance" quest types, numbered 18-28.  18 is *always* Gamat Boss.  19 is always Rock Golem boss.  27 is always Made in Heaven boss.  Don't get too excited about hidden quest bosses...28 is a dud, no boss.

Sword Dancer is always quest type number 42.

EDIT:

If you feel like making a list of quest type numbers to bosses, I will post it to the database and give credit to you.

---

Also, could you try this out?  You're more familiar with Twilight Palace so you'd know if something's out of place.

First quest is always Twilight Palace [dcx2]
04493580 000000C8
02493590 00000141

---

As it turns out, I did find the random number generator.  This is cool and could be quite helpful.

I've been trying to learn more about encounters, but it still eludes me.  I did find a way to make monsters respawn faster after you kill them.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 21, 2011, 07:10:05 PM
Quote from: dcx2 on May 21, 2011, 04:06:01 PM
I've been trying to learn more about encounters, but it still eludes me.  I did find a way to make monsters respawn faster after you kill them.

You might already know about this, but the encounters are located in memory and determine what monster you fight. I think it's at 0x2EDD00(there's a file table of some sorts above it) and continue to around 0x2F5CE0. Goes by this format:

0P00ZZZZ YYYYXXXX WWWWN1N2 N3N40000 0000L1L1 L2L2L3L3 L4L40000

Where:
P is either 1 or 0. Don't know the difference. Perhaps random enc vs static enc? Or perhaps it cues some voice dialogue. Never bothered to find out =0\
Z,Y,X,W represent the half-word hex value of the enemy.
N1,2,3,4 represents the quantity of each enemy respectively(no more than 10 in one battle).
L1L1,2,3,4 represent the level of the enemy. It generally looked like a byte was used twice, so maybe each byte represents a range. Max level of the enemy looks like 510 when set to 0xffff on Unknown.

(http://i201.photobucket.com/albums/aa299/frubam/ToS2%20photos/th_screenshots1-1.png) (http://s201.photobucket.com/albums/aa299/frubam/ToS2%20photos/?action=view&current=screenshots1-1.png)

Quick example: If I wanted to find the first Lloyd battle, I could just type in "015C 0000 0000 0000 01 00 00 00" minus the spaces(0x15c is the value for enemy lloyd) the other 0s are empty and one signifies a quantity of 1 for that enemy type.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 21, 2011, 07:16:35 PM
Finding the random number generator is awesome.  Is there only one random number generator?  

I will check out the Twilight Palace Code and I will work on that list.  ???UNLESS someone else wants to do the list of quest type number and the boss you get on battle quests? 

I want to test out the Twilight Palace Code carefully.  I will test each of chapters 2 - 8 and I will test it alone and with other codes.

Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 21, 2011, 07:26:21 PM
Damn, frubam.  Way to go.  I didn't know any of that.  That will certainly help me figure out some stuff.  The table is at 802EDD00 - I swear I've seen that base pointer before...I was probably too busy chasing something else.

EDIT:

Why does your game look so different?

---

As far as I could tell, the PRNG (Pseudo-Random Number Generator) that I found is called from all over the place.  My guess is that it's the CRT "srand()" function.

There is one common function which calls the PRNG, and it typically gets bounded integer return values (i.e. make me a random number between e.g. 0 and 100).  This function seems to be what's called most of the time when it needs a random integer.  For instance, it's called when quests are randomized, it's called when rewards are randomized, it's called at the end of making a pact to determine whether your pact was successful.  I bet it's also called for item drops and steals; once I finish some sort of encounter roller, I'll make something that increases odds of rare drops and steals.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 21, 2011, 08:17:10 PM
Quote from: dcx2 on May 21, 2011, 07:26:21 PMEDIT:

Why does your game look so different?
I changed some of the textures.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 21, 2011, 08:34:38 PM
@arch feline I don't think the Twilight code needs to be tested out that thoroughly, I would say if it works on chapter 2 correctly then it was a success.

As far as a Quest Type to Boss list; anyone can do it, you could even split up bits among multiple people.  It's just a tedious, time consuming process for me, and I would rather try and finish some new hacks.

Using frubam's table, I think I might be able to make an Encounter Roller that can be used to modify what enemies, levels, and amounts.  And then another code might be able to just instantly launch any battle from the menu.

---

@frubam Did you make your own textures, or did you use "alternate" textures?  It looks cool.  I like the darker Marta outfit, and the new portraits.  Is there a guide anywhere on how to do that?

EDIT:

The table begins at 802EDCF8.  Your layout is very close, but not quite on.  I think it's actually like this.  It is 2 bytes too long, which makes for a very confusing read because it's aligned to half-words.  I also think the 0P00 comes at the end, not the beginning, but I'm not 100% sure.

ZZZZYYYY XXXXWWWW N1N2N3N4 00000000 L1L1L2L2 L3L3L4L4 0P00

I think you're right, L1L1 represent a max/min.  I think the max comes first.  I see a min of 0 sometimes; my guess is that means use the max, but I would have to investigate further.

EDIT2:

Yes, P comes at the end, not the beginning.  It determines whether you can escape from battle; probably determines whether you can spellbind too.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 21, 2011, 09:02:55 PM
Quote from: dcx2 on May 21, 2011, 08:34:38 PM@frubam Did you make your own textures, or did you use "alternate" textures?  It looks cool.  I like the darker Marta outfit, and the new portraits.  Is there a guide anywhere on how to do that?

EDIT:

The table begins at 802EDCF8.  Your layout is very close, but not quite on.  I think it's actually like this.  It is 2 bytes too long, which makes for a very confusing read because it's aligned to half-words.  I also think the 0P00 comes at the end, not the beginning, but I'm not 100% sure.

ZZZZYYYY XXXXWWWW N1N2N3N4 00000000 L1L1L2L2 L3L3L4L4 0P00

I think you're right, L1L1 represent a max/min.  I think the max comes first.  I see a min of 0 sometimes; my guess is that means use the max, but I would have to investigate further.

EDIT2:

Yes, P comes at the end, not the beginning.  It determines whether you can escape from battle; probably determines whether you can spellbind too.

Those textures I made myself. Unfortunately there is not a guide to do it, and it is probably too complicated for anyone to even want to try (>.>).

I see, thanks for clearing that up =03.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 21, 2011, 11:55:33 PM
I completed Twilight Palace in Chapter 2.

I am going to give this more tests because I expect it to be used a lot. btw there is actually a dialog by Tenebrae at the beginning of the quest if you failed it before.

I think that the Twilight Palace code is solid. (The set up for the quest codes is really convenient).  I tested stuff like running Twilight Palace (THTtT) in Chapter 4 and then repeating it in Chapter 5 and running the first preliminary quest Treasure Hunter's Trophy. The game logic marks opening the final Treasure Hunter's Trophy chest.  Fortunately the game logic assumes that you lost to Album Atrum and are rerunning the quest.  Tenebrae will talk about it before you start off and when you reach the end Album Atrum is there instead of the chest. I only got the skit "A lie" once (I think). I also checked that the Twilight Palace code works with the "short list."


dcx2 The button set is so comfortable. Being able to change anything is so satisfying.

The quest type number requires repositioning by clicking back and forth once it has been used.  Say I go to Visitor in Moonlight, quest type 36; but I saved Visitor in Moonlight, quest type 33:  When I reload my save, I am at ViM, qt 33; so I press - and + to reposition the quest type read out to 33.  


If no one else want to list off the battle bosses in correspondence to the sub quest number, I will do it next Saturday.  Really, doing stuff like this is fun in retrospect even though it may be irritating as you do it.  So I want to share the fun.  I do want to see it get done though. So anyone interested has until Saturday after noon.


* * * * * * * * * * * * * * *

Renaming Monsters (change of subject) back around January 26, 2011 there is a discussion of how the Aesteval code works and a discussion of editing the game save in order to rename monsters.  It was mentioned that the edited save will not work due to encryption. 
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 22, 2011, 08:37:31 PM
I don't mean to say that making such a list is irritating.  What I mean is that it's tedious and time consuming.  Any time I spend making such a list is time I won't spend making other codes, like the Encounter Roller.

---

Whew!  This was an adventure.  I needed new techniques to do it right.  I'm pretty sure this works.  However, I'm not done with it yet... ^_^

Experimental Encounter Roller v1.1 [dcx2]
C201C088 00000018
A0841C1C 48000009
00000000 7D2802A6
3D80804D A14C755A
A10C755E A0E900C2
3CA0802E 60A5DCF8
71402000 4182008C
7C8700D0 71001310
4082000C 71404000
41820058 280A2200
4182004C 28078000
40800050 280A2010
4182000C 280A6010
40820014 38E70001
2C0704EA 40810008
38E00001 280A3000
4182000C 280A7000
40820010 34E7FFFF
41810008 38E004EA
7CE43B78 B08900C2
28078000 41800014
808D89A8 34E40000
40800008 38E00000
1C07001A 7C050214
90090000 00000000
C20BB9B4 00000003
3800FFFF 2C000000
41800008 90030000
80030000 00000000
Huge thanks to Frubam for pointing me at the encounter table!  This code is a bit complicated.  Go to the menu screen (Artes, Equip, Item, Status, etc).  Hold Z.  Look at the Encounters; you will see the number for the last encounter you had (if you have not had an encounter yet, it shows -1, which can be confusing).  While holding Z, pressing 1 will toggle the Encounter Roller.  When the Encounter Roller is enabled, the Encounters number will be negative, and it will force you to enter that encounter.  If you press 1 while holding Z again, it will disable the encounter roller, and the number will be positive once again, which shows you the last encounter you had, and allows you to enter encounters normally.

While the Encounter Roller is enabled, you can hold Z and press + or - to roll the encounter number.  You can choose any encounter from 1 to 1258, which is the last encounter I could find.  If you hold both C and Z, the + or - will make it scroll quickly.  If the number doesn't roll, then the code is disabled.

v1.1: one line longer (29 now), but it also wraps around at the extremes.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 22, 2011, 09:04:36 PM
The Encounter Code is awesome. Thank you dcx2, frubam
You start with Lucrezia (-1) and there are many boss encounters but the last half seem to be regular encounters.  Singular Igniter boss (-366). Singular Thinker boss (-367) The encounters at the very end are the Ninth Floor Seal Guardians (A_Doorknob's encounter guide).  I like dial up a Phoenix (-1256) or an Anthesterion (-1255)

Once the Encounter Code is loaded but the roll function if off, you can check the encounter number after each normal encounter.  So once you get an encounter and see the number, then you can dial it at will.  Say you finally get the Lamia group in Gladsheim to give you a Ruby Dear.  Open the menu. Press Z see the number N. Turn on the roll by holding Z and pressing 1.  Dial up N and you get a Ruby Dear when you want.


About the battle quest type matched with its boss.

Let me try again 'cause I did not say that well. I mean maybe there are people now in this topic who would like to get involved.  So here is a chance for them. Anyone out there who thinks he/she cannot hack.  Here is your chance.

Put the code of DCx2's quest type roller into your game.

Having a super weak party works as well as a super strong party
Go to the worker Katz open up quests -Iselia is best - and roll the type to one of

Mysterious Disappearance
Visitor in Moonlight
Doppleganger Street
Monster Forest
Protect Our Town

save your game

hold down the C button and you see the type number in the text balloon below the list. It is called level but it is the type 'cause you hold the C button.

For our example we take Visitor in Moonlight.  The left most Visitor in Moonlight is 33, run the quest and the boss is a Manticore. Reload your save. Roll right to 34, take the quest, record the boss. Reload the save.  Roll right twice to 35 repeat.

At the end you have a list. and you are a hacker!

Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 23, 2011, 12:42:40 AM
Quote from: arch feline on May 21, 2011, 11:55:33 PM
Renaming Monsters (change of subject) back around January 26, 2011 there is a discussion of how the Aesteval code works and a discussion of editing the game save in order to rename monsters.  It was mentioned that the edited save will not work due to encryption. 
Save files are located in the Wii's NAND flash memory, unencrypted.  When you go through the System Menu and copy a save from the Wii to the SD Card, it is encrypted.

Symphonian Resident used a homebrew app that copied the unencrypted save file from NAND.  He was then able to hex edit and load it back.

My name roller works on the game's memory, so when you save the new name it gets written to the NAND.  There's never any encryption to worry about.

---

I'm going to throw the Twilight Palace code up on the database.  Once again, I really appreciate the testing and feedback.  I only have so many hours to work on hacks, and I rather enjoy getting help.  By the way, if you can make a reasoned argument for changing the button configurations for any of the codes, feel free to offer it.  I can easily recompile the code with different buttons, but I take a lot of time to contemplate what is a good config.

---

Regarding the Quest Roller, if you use "don't consume quests" then you don't need to re-load a save.  However, it looks like that code is incomplete, because failures consume quests.  I'll get on that.

I can also make an Can Always Escape code, which could speed things up, too.  Escaping from a quest battle leads to failure.  I wonder what happens if you escape from boss battles...

---

Regarding the Encounter Roller, I plan on adding a chunk that changes the names of the four party members to reflect the four monster types you will fight.  That way you can see what you're going to fight.

Then...I plan on making an Encounter Roller Roller, so that you can modify encounters to make entirely different ones.  Imagine changing the semi-final boss fight to be against two Richters and two Album Atrums.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 23, 2011, 02:24:58 AM
Regarding the Quest Roller, if you use "don't consume quests" then you don't need to re-load a save.  However, it looks like that code is incomplete, because failures consume quests.  I'll get on that.

I believe that the codes are all right as is because the do not consume ends with a page of the same quest and you roll it and there you are, more quests.  For what my opinion is worth leave it as is.  The don't consume quests and the randomized quest roller should be used together.


Thank you again.

I have a table of the alpha encounters 285 to 381.  382 is where boss encounters begin.  655, 656 are  also a bosses  but there are normal encounters again at 838.  284 is a non alpha encounter. Here is what I have for alpha encounters

285  Top Vanguard Rogue X2, Aepyornis, Lunantisidhe
286  Top Vanguard Archer X2, Top Vanguard Rogue X2
287  Top Vanguard Archer X2, Sphinx, Pied Piper
288  Top Vanguard Archer, Top Vanguard Rogue, Top Vanguard Pugilist
289  Top Vanguard Pugilist X2, Lunantisidhe, Puck
290  Top Vanguard Witch X2, Top Vanguard Pugilist X2
291  Top Vanguard Witch X2, Aepyornis, Vouivre
292  Top Vanguard Pugilist, Top Vanguard Rogue, Top Vanguard Witch
293  Puck X3, Aepyornis X2
294  Top Vanguard Pugilist X2, Lunantisidhe, Puck
295  Aepyornis X3, Sphinx
296  Pied Piper X2, Aepyornis X3
297  Top Vanguard Witch X2, Sphinx, Puck
298  Vouivre, Sphinx x2
299  Lunantisidhe x2, Sphinx x2
300 Top Vanguard Archer, Top Vanguard Rogue, Lunantisidhe X2  
301  Vouivre X2, Puck, Pied Piper
302  Top Vanguard Archer, Top Vanguard Witch, Vouivre X2
303  Pied Piper X5
304  Vouivre, Puck, Pied Piper X2
305  Girtablili X2, Slime Mold X3
306  Crusader, Gorgon, Slime Mold X3
307  Firbolg X2, Simurgh
308  Seiren, Firbolg, Slime Mold X2
309  Seiren X2, Slime Mold X3
310  Crusader X2, Seiren X2
311  Firbolg X2, Crusader X2
312  Simurgh, Girtablili, Crusader X2
313  Girtablili X2, Gorgon, Seiren
314  Girtablili X2, Crusader X2
315  Firbolg X2, Gorgon X2
316  Simurgh, Slime Mold X2, Gorgon X2
317  Gorgon X4, Echidna
318  Simurgh, Firbolg X2
319  Simurgh X2, Seiren, Girtablili
320  Carbuncle X3, Cerberus
321  Carbuncle X3, Phoenix X2
322  Basilisk X2, Nereis, Carbuncle
323  Basilisk X3, Shape Shifter
324 Cerberus, Carbuncle X2, Nereis X2
325  Dark Rider X2, Nereis X2
326  Phoenix X2, Nereis, Shape Shifter
327  Dark Rider, Carbuncle X2, Shape Shifter
328  Phoenix, Basilisk, Nereis, Shape Shifter
329  Phoenix X4
330  Cerberus, Dark Rider X2
331  Shape Shifter, Basilisk X2, Dark Rider X2
332  Dark Rider X4, Pale Rider
333  Cerberus X2, Basilisk X2
334  Cerberus X2, Phoenix X2
335  Chirpee X2, Filifolia X2, Bear, Puck
336  Wild Rabbit X3, Vorpal Bunny
337  Wolf X2, Spider, Gremlin, Cave Bear
338  Black Bat X4, Liberator
339  Gremlin, Spider, Polwigle X2, Jasconius  
340  Ghost X2, Clay Golem, Skeleton, Blood Sucker X2
341  Poltergeist, Axe Beak, Serpent, Aepyornis X2
342  Axe Beak X2, Aepyornis X2, Dodo
343  Gamat X4, Purger
344  Clay Golem X2, Ghost, Skeleton, Roc X2
345  Leech X2, Killer Fish X2, Merrow, Island Worm
346  Bullfrog, Sea Monk X2, Sea Bishop X2, Charybdis
347  Sea Wyvern x3, Thinker
348  Sea Monk, Leech, Merrow X2, Hydra
349  Mandragora, Chimera X2, Korrigan
350  Harpy, Furie, Vouivre X2
351  Ogre x3, Were Bear
352  Bumble Bee X2, Etheliana X2, Truncata
353  Sphinx x2, Jabber x3
354  Fire Drake, Tarantula, Salamander X2
355  Stone Eater x3, Igniter
356  Automaton, Light Wing X2, Jabber X2, Tiamat
357  Fungus X2, Shallow Grave X2, Lunantisidhe X2
358  Anemone, Crawler X2, Killer Bee X2, Hornet
359  Marcoid, Killer Mantis, Lumber Jack X2
360  Poison Leech X2, Tortoise, Zaratan
361   Selkie, Remora X2, Caerurea X2, Haunt
362  Yeti, Grisley, Banshee X2
363  Grindylow X4, Muzzler
364  Fenrir X2, Wolf Heddin
365  Cacodemon X2, Dullahan X2, Dark Steel
366  Alraune, Lamia, Pied Piper X2
367  Colossus X3, Punisher
368  Pandora X2, Undertaker, Grave Digger
369  Gargoyle X2, Mimic, Corpse X2
370  Mythril Golem, Cotton Tail X3, Orcrot
371  Mimic, Dire Bat X3, Ghoul
372  Hell Hound X2, Padfoot, Shadow Dragon
373  Were Bat X3, Embryo X2, Peallaidh
374  Wyvern X2, Graeae, Baal X2
375  Griffin x3, Awakner
376  Moirae X2, Embryo, Fafnir
377  Ooze, Toadstool, Hamadryad X2
378  Viper, Pit Spider, Pit Fiend X3, Wyrm
379  Megalith X3, Enforcer
380  Cockatrice X2, Viper, Rock Eater, Earth Eater

awesome Gladsheim encounter ... 1058  Orion, Gunna, Micasa


Coliseum for monsters (monster arena)
Bronze 935, 936, 937
Marcoid, Treant, Manticore

Chrome 938, 939, 940
Selkie, Undertaker, Demon

Silver 941, 942, 943
Peepit, Graeae, Pied Piper

Gold 944, 945, 946
Vorpal Bunny, Grave Digger, Crusader

Special 947, 948, 949
Ishrantu, Kitty Kat, Aramis (Aramis, Porthos, Athos)


1041   Blue Rose x2, Pyanopsion, Mandragora x2
1042   Carbuncle x2, Maimakterion, Night Stalker x2
1043   Seiren x2, Poseidon, Jasconius
1044   Album Atrum (light), Incognito x2, Vroom, Jormungandr ... Nether Traitor dropped


The exciting news is that there is a non boss encounter with Ishrantu.  The dismal news is that the Ishrantu cannot be spellbound.

1224  Kosh x2, Killer Mantis, Aepyornis
1225  Galf Beast x2, Arachne, Cordoroy
1226  Ruby Dear x2, Pale Rider, Fafnir
1227  Dionae x2, Korrigan, Hamadryad
1228  Sword Dancer x2, Blade Rex x2, Fenia
1229  Lailah x2, Micasa, Simurgh
1230  Made in Heaven x2, Liberator, Heqet
1231  Aspidoceleon x2, Hydra, Thinker
  :o  1232  Ishrantu x2, Ravenous, Echidna
1233  Rusalka x2, Vaudeville, Vorpal Bunny
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 23, 2011, 02:31:53 AM
While you're here, you should try these out.

Can Always Escape [dcx2]
040BB9AC 38600000
Escape from battle quest fails you.  Escape from boss battle...?

Faster Enemy Respawn [dcx2]
040303F8 3AE0003C
0401E360 3800003C
0x3C = 60 = the number of frames until an enemy respawns.  They won't spawn if you're in the immediate vicinity.  The respawn timer is about 1 second.

Prevent Enemy Respawn (zhome toggle) (off by default) [dcx2]
040304B0 3803FFFF
284D755A 0000A000
CC000000 00000001
040304B0 7C601B78
E0000000 80008000
Like the Orkin Man.  disabled by default.  hold home and then press Z to enable.  Kill them and they stay gone.  Press home and z again to disable.  The home menu will come up; that's okay.  This needs a particularly awkward activator because it is not tied to a menu. 

Don't consume quests v2 [dcx2]
0402474C 4800007C
04024810 4800007C
0402496C 4800007C
Now you can cancel a dungeon quest at the katz, or escape/fail a battle quest, and keep the quest.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 23, 2011, 04:45:36 AM
Encounter Roller v2.1 (with display!) [dcx2]
0401C888 80031B5C
284D755A DFFF2000
0401C888 38000001
E0000000 80008000
C201C088 00000018
A0841C1C 48000009
00000000 7D2802A6
3D80804D A14C755A
A10C755E A0E900C2
3CA0802E 60A5DCF8
71402000 4182008C
7C8700D0 71001310
4082000C 71404000
41820058 280A2200
4182004C 28078000
40800050 280A2010
4182000C 280A6010
40820014 38E70001
2C0704EA 40810008
38E00001 280A3000
4182000C 280A7000
40820010 34E7FFFF
41810008 38E004EA
7CE43B78 B08900C2
28078000 41800014
808D89A8 34E40000
40800008 38E00000
1C07001A 7C050214
90090000 00000000
C20BB9B4 00000003
3800FFFF 2C000000
41800008 90030000
80030000 00000000
C201CC7C 00000003
3734FFFD 4181000D
7F2802A6 8339FF18
2C14000F 00000000
C201CC94 00000002
3F208031 63390528
38600000 00000000
C201C8D8 00000003
A0631B62 28190064
4180000C 1C140002
7C79022E 00000000
Huge thanks to Frubam for pointing me at the encounter table!  This code is a bit complicated.  Go to the menu screen (Artes, Equip, Item, Status, etc).  Hold Z.  Look at the Encounters; you will see the number for the last encounter you had (if you have not had an encounter yet, it shows -1, which can be confusing).  While holding Z, pressing 1 will toggle the Encounter Roller.  When the Encounter Roller is enabled, the Encounters number will be negative, and it will force you to enter that encounter.  If you press 1 while holding Z again, it will disable the encounter roller, and the number will be positive once again, which shows you the last encounter you had, and allows you to enter encounters normally.

While the Encounter Roller is enabled, you can hold Z and press + or - to roll the encounter number.  You can choose any encounter from 1 to 1258, which is the last encounter I could find.  If you hold both C and Z, the + or - will make it scroll quickly.  If the number doesn't roll, then the code is disabled.

v2: When you hold Z, you will also see the types of enemies that you would encounter in that battle

v2.1: Two lines shorter (44 lines now).  Also wraps around at the extremes, like v3.1
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 23, 2011, 08:32:23 AM
Worked for me like a charm :). The names of the enemies appeared in the char info boxes. That's DAMN clever =03.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 23, 2011, 02:19:54 PM
Tried it. Worked beautifully.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 23, 2011, 02:51:39 PM
Yeah, I think you wanted something like this once, way back in like page 5 or something.  I must say, this is perhaps one of my finest codes.  And I'm still not done yet.

For v3, I plan on using the level, HP, and TP displays to show the count, max level, and min level for each monster in the encounter.

For v4, I plan on allowing you to roll the monster type/count/max/min.  So you can create your own custom battles.

---

For now, if you want to manually create a custom battle, this will over-write encounter 1

frubam gave the format a few posts back.  Each encounter is 26 bytes.

ZZZZYYYY XXXXWWWW N1N2N3N4 00000000 M1M2M3M4 U1U2U3U4 0P00

Z,Y,X,W represent the half-word hex value of the enemy.
N1,2,3,4 represents the quantity of each enemy respectively(no more than 10 in one battle).
M1,2,3,4 represent enemy's min level (is sometimes 0?)
U1,2,3,4 represent enemy's max level (is sometimes 0?)
P is either 1 or 0. P=0 means you can escape

Encounter 1 modifier [dcx2]
062EDD12 00000018
ZZZZYYYY XXXXWWWW
N1N2N3N4 00000000
L1L1L2L2 L3L3L4L4
based on frubam's work

EDIT:

All the recent codes have been added to the database.  I won't be adding Encounter 1 modifier, though, because I eventually plan in making this roll-able.

EDIT2: switched to shorter 06 code type
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 23, 2011, 07:07:44 PM
Well... i saw the vid made by frubam and i wanted to know:
1. IF there is a code to do kinda like what he did with the colours
2. IF there is a code to put the skit faces as in battle portraits like he did

VID: http://www.youtube.com/watch?v=-OCLyVkQS7Y

Also... im having trouble swapping alice with marta. I can get alice to appear during cutscenes but in-battle its still marta.... is it possible to do what i want to do?

Hope im not being stupid :P
and thank you
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 23, 2011, 07:26:52 PM
I'm going to merge this with the ToS:DotNW support thread once you read the message.

I believe frubam made a texture hack for the portraits and skit faces etc.  He says the process is complicated, though.  It's not like a code.

---

Regarding Shadow's Model Swap code, see these posts.

http://wiird.l0nk.org/forum/index.php/topic,2530.msg51145.html#msg51145

http://wiird.l0nk.org/forum/index.php/topic,2530.msg51372.html#msg51372

http://wiird.l0nk.org/forum/index.php/topic,2530.msg52092.html#msg52092
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 23, 2011, 07:31:54 PM
Alright thanx :D
Kinda hoped ide be able to do it but oh well :P still an awesome game
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 24, 2011, 02:18:08 AM
Umm.. im sorry for the double post but ide like to request(?) a code...
im allowed to do that right.. ?
anyway idk if its already made but is it any way possible to have the original cast (as in Lloyd, Collete, Genis... etc) be put instead of emil and marta?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 24, 2011, 02:27:34 AM
You can always use Aesteval's Party Mod, or better yet...

Quote from: dcx2 on May 08, 2011, 06:49:29 PM
Party Roller [dcx2]
C205C88C 0000000C
3D80804D 618C755A
A14C0004 714A000C
41820048 A1431B62
2C0A000B 4181003C
A18C0000 2C0C2008
40820010 2C0A000B
40800008 394A0001
2C0C2004 40820010
2C0A0001 40810008
394AFFFF B1431B62
394AFFFF B1431B60
A0631B62 00000000
Based on Aesteval's Party Mod code (in turn based on YCAT21's Party Mod).  Go to the Status screen for the slot of interest.  Hold Z.  Press down and up to change the character.  This changes both portrait data and the stats data.  You can't mix and match character data with this code.  If there is interest I could make one that does that.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 24, 2011, 02:47:52 AM
Oh.... how could i miss that -.-
Thanx :3
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 24, 2011, 03:43:04 AM
It's easy to miss codes when there are almost 600 of them, plus the lists.  Most games have many fewer codes.

You can now use this code to customize any encounter in the game.

Generic Battle Modifier [dcx2]
80000001 00000QQQ
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
ZZZZYYYY XXXXWWWW
N1N2N3N4 00000000
L1L1L2L2 L3L3L4L4
E0000000 80008000
Based on frubam's work
Q is the hex value for the encounter you want to modify.  For example, the Ishrantu encounter is decimal 1232 = hex 0x4D0.  1258 = 0x4EA is the last battle.
Z,Y,X,W represent the half-word hex value of the enemy.
N1,2,3,4 represents the quantity of each enemy respectively(no more than 10 in one battle).
L1L1,2,3,4 represent the level of the enemy. I think the first L1 is a max level, the second L1 is the min level.  Max level of the enemy looks like 510 when set to 0xffff on Unknown.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 24, 2011, 06:23:40 AM
Strategy Roller [dcx2]
C205DAA8 00000008
82630014 3D80804D
A18C755E 2C0C1000
40820010 2C130001
40810008 3A73FFFF
2C0C0010 40820010
2C13002B 40800008
3A730001 92630014
60000000 00000000
Go to the Strategy screen (in or out of battle).  Highlight the strategy for the character you want to change.  Press + or - to roll strategies.

There are about 20 copies of Attack Freely.  You will have scroll through them.  I did not provide an indicator because the list is small (about 40 values).

Apparently, different characters get different values for Attack Freely?  Marta had 0x27, Emil had 0x26, a Kitty Kat had 0x17 and an Aspidoceleon had 0x16.  There is also one extra copy of Save and Hold Position at the end.

There are previously unknown strategies!  I have bolded them.

01 is attack close
02 is attack far
03 is attack same
04 is scatter
05 is aim high
06 is block magic
07 is reduce
08 is protect friend
09 is at once
0A is keep reserve
0B is retain
0C is save
0D is do not use
0E is moderation
0F is frontlines
10 is do not pursue
11 is hold position
12 is long range artes
13 is artes
14-28 is attack freely
29 is save
2A is hold position
2B+ is attack freely
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 24, 2011, 07:18:02 AM
The customized battle interests me.  Is there a table of the hex values for monsters or enemies?  Is that something for trial and error?

Z,Y,X,W represent the half-word hex value of the enemy.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 24, 2011, 08:31:26 AM
Quote from: dcx2 on May 24, 2011, 03:43:04 AM
It's easy to miss codes when there are almost 600 of them, plus the lists.  Most games have many fewer codes.

You can now use this code to customize any encounter in the game.

Generic Battle Modifier [dcx2]
80000001 00000QQQ
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
ZZZZYYYY XXXXWWWW
N1N2N3N4 00000000
L1L1L2L2 L3L3L4L4
E0000000 80008000
Based on frubam's work
Q is the hex value for the encounter you want to modify.  For example, the Ishrantu encounter is decimal 1232 = hex 0x4D0.  1258 = 0x4EA is the last battle.
Z,Y,X,W represent the half-word hex value of the enemy.
N1,2,3,4 represents the quantity of each enemy respectively(no more than 10 in one battle).
L1L1,2,3,4 represent the level of the enemy. I think the first L1 is a max level, the second L1 is the min level.  Max level of the enemy looks like 510 when set to 0xffff on Unknown.
Ok... nice work but i have a question (bare with me), so how do i know which encounter is what hex/decimal?
I understand everything else :P

EDIT: Arch feline I think this would help with the hex values of *human* enemies... not sure about normal ones :P
http://www.gamefaqs.com/boards/942210-tales-of-symphonia-dawn-of-the-new-world/58522069
The last post on the first page is what you can use... also the misc.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 24, 2011, 02:20:53 PM
I eventually plan on making it a roller with proper feedback, but that might take some time to make and that code was quick to write.

Tenkirby is right, that link has some of the enemy values.

---

To find the value of Q that you want, use the Encounter Roller.  After fighting an encounter, go to the menu and hold Z.  You will see the decimal value for the encounter that you just had.  While holding Z, you can press 1 to enable the Encounter Roller, and then (still holding Z) + or - will roll the encounter value (hold Z and C to make it scroll faster).  You can use this to dial up any encounter.  Hold Z and press 1 to disable it, and you'll see the last encounter you had again.

arch feline started a table of encounters.  I'm sure you are welcome to add to it...there are 1,258 encounters, he has about 100 of them done.

http://wiird.l0nk.org/forum/index.php/topic,2530.msg69656.html#msg69656
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 24, 2011, 03:15:02 PM
So basicly while the encounter roller is still disabled i can see the encounter num/decimal... But whenever i enable its negative and starts at one (thats supposed to happen I assume)... so the decimal will be shown we just take out the negative sign :P right?

Ill have to add to that list cuz I use the encounter roller *too* often :P

thanx
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 24, 2011, 03:31:28 PM
Yeah, I needed some way to specify whether it was enabled or not, so that's what the negative sign means.  Unfortunately, if you haven't had a fight yet, your "last encounter" shows up as -1, so it might look like the code is enabled when it's not.  After your first fight it's all good.

So if you start an encounter with something, and then go to the menu when you're done and it says "72", then hold Z press 1 and it will become "-1".  Then hold Z (optionally hold C to go faster) and press + until it gets to "-72".  Now you will always force encounter number 72.  If you want to stop forcing encounters, hold Z press 1 again, and the number will be positive.

If you use v2, you will see the types of enemies that you will fight in that encounter in the character boxes.  This will help you find the encounter that you want.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 24, 2011, 03:44:25 PM
Yeah i have v2 :D
Anyway im going to start working on that list...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 24, 2011, 05:50:35 PM
These are the Encounter decimals and the corresponding enemies of the decimals, to use it with the Generic Battle modifier[dcx2] you would have to convert the decimal into a hex:
(Btw I didnt test these so if I have anything wrong tell me :P )

2. Vortex
3. Imp
4. Lloyd
5. Magnar
6. Athos, Porthos, Hawk
7. Garuda (1rst) (results in game over)
8. Skirophorian
9. Garuda (2nd)
10. Wind master prime, Axe beak
11. Athos, Porthos, Alice
12. Manitou
13. Hirsuta
14. Gerichtslinde, Hirsuta
15. Archelon
16. Bartek, Jabber
17. Schizos
18.Amanita, Marcoid, Stinkhorn
19. Nazdrovie (Light-frog)
20. Mirka
21. Selkie, Asrai, Siren
22. Aramis, Helion
23. Richter (1rst)(results in game over)
24. Decus
25. Richter (2nd)
26. Corduroy, Were bat
27. Lookin
28. Hawk, Vangaurd, Vangaurd
29. Brute (1rst)(results in game over)
30. Magnar, Vangaurd, Vangaurd, Vangaurd
31. Brute (2nd)
32. Decus, Alice
33. Ladon
34. Richter (3rd)(This is Lof and im sure!)
35. Jormangadr, Album atrum, Vroom, Incognito
36. Album atrum
37. Richter (4th)
38. Emil
39. Etheliana, Bumble bee, Raven
40. Jabber
41. Anthesterion
42. Mounychion
43. Metageitnion
44. Pyanopsion
45. Maimakterion
46. to 48. Tortoise
49. Richter (5th)
50. Lloyd, Marta
51. Filifolia
52. Filifolia, Wild rabbit
53. Chirpee
54. Chirpee, filifolia, Bear
55. Chirpee, Peepit
56. Wild Rabbit
57. Wild Rabbit, Filifolia, Bear
58. Bear
59. Bear, Wild Rabbit, Chirpee
60. Black Bat, Wolf
61. Black bat, Polwigle
62. Polwigle
63. Polwigle, Spider
64. Spider, Black bat
65. Spider, Gremlin
66. Wolf, Black wolf
67. Wolf, Spider
68. Wolf, Gremlin
69. Gremlin, Bat
70. Gremlin, Polwigle
71. Slime, Lizard
72. Slime, Axe beak, Gamat
73. Slime, Mousse
74. Ghost, Axe beak, Skeleton
75. Ghost, Poltergeist
76. Axe beak, Serpent
77. Axe Beak, Lizard
78. Gamat, Serpent, Clay Golem
79. Gamat, Slime
80. Serpent, Lizard
81. Serpent, Axe beak, Poltergeist
82. Poltergeist, Serpent, Slime
83. Poltergeist, Axe Beak, Clay Golem
84. Lizard, Gamat
85. Lizard, Skeleton, Ghost
86. Skeleton, Gamat
87. Skeleton, Cross bone
88. Skeleton, Ghost, Clay Golem
89. Clay Golem, Skeleton, Ghost
90. Clay Golem, Poltergeist
91. Killer fish, Sea bishop
92. Killer fish, Sea wyvern
93. Leech, Killer fish, Merrow
94. Leech, Zombie
95. Sea hog, Killer fish, Bullfrog
96. Sea hog, Orca
97. Sea hog, Sea Wyvern
98. Zombie, Sea bishop, Sea hog
99. Zombie, Killer fish, Sea monk
100.Sea monk, Merrow
101. Sea monk, Zombie
102. Bullfrog, Sea monk, Sea Bishop
103. Bullfrog, Sea hog
104. Sea bishop, Killer fish, Zombie
105. Sea bishop, Sea wyvern
106. Merrow, Sea monk, Leech
107. Merrow, Nixie
108. Merrow, Bullfrog, Leech
109. Sea wyvern, Merrow, Leech
110. Sea wyvern, Bullfrog
111. Bumble bee
112. Bumble bee, Harpy
113. Etheliana, Gracilis
114. Etheliana, Bumble bee
115. Etheliana, Bumble bee, Raven
116. Raven
117. Raven, Ogre
118. Harpy, Ogre
119. Harpy, Raven
120. Harpy, Furie
121. Ogre
122. Ogre, Etheliana
123. Chimera
124. Chimera, Mandragora
125. Mandragora, Treant
126. Mandragora, Chimera
127. Phantom, Treant, Chimera
128. Phantom, Mandragora
129. Phantom, Wraith
130. Treant
131. Treant, Phantom
132. Golem, Manticore
133. Golem, Stone Eater
134. Golem, Rock Golem
135. Stone eater, Manticore
136. Stone eater, Golem
137. Manticore
138. Manticore, Stone eater
139. Jabber
140. Jabber, Light Wing, Automaton
141. Light Wing, Scorpion
142. Light wing, Tatantula, Jabber
143. Tarantula, Red ogre
144. Taratula, Fire Drake, Automaton
145. Automaton, Red ogre, Scorpion
146. Automaton, Fire drake
147. Scorpion, Red ogre, Tarantula
148. Scorpion, Antares
149. Scorpion, Light wing, Fire drake
150. Red ogre, Tarantula, Jabber
151. Red ogre, Automaton
152. Fire drake, Tarantula
153. fire drake, Jabber, Light wing
154. Fungus, Stinkhorn
155. Fungus, Shallow grave
156. Fungus, Killer bee, Anemone
157. Marcoid, Stinkhorn
158. Marcoid, Killer mantis
159. Marcoid, Poisen Leech
160. Shallow grave, Killer bee, Killer Mantis
161. Shallow grave, Tortoise
162. Killer bee, Marcoid, Tortoise
163. Killer bee, Crawler, Anemone
164. Crawler, Fungus, Marcoid
165. Crawler, Killer mantis
166. Killer mantis
167. Killer mantis, Shallow grave
168. Anemone, Killer bee, Were dragon
169. Anemone, Crawler
170. Poison leech, Crawler, Tortoise
171. Poison Leech, Leech king
172. Poisen leech, Were dragon
173. Tortoise, Poison Leech
174. Tortoise, Anemone, Were dragon
175. Were dragon
176. Were dragon, Fungus, Shallow grave
177. Caerurea, Yeti
178. Caerurea, Blue rose
179. Grindylow, Fenrir, Remora
180. Grindylow, Oannes
181. Blue rose, Grisley
182. Blue rose, Kraken, Oannes
183. Remora, Caerurea, Selkie
184. Remora, Kraken, Grindylow, Blue rose
185. Remora, Echeneis
186. Kraken, Yeti, selkie
187. Kraken, Grindylow, Oannes
188. Oannes, Girsley
189. Oannes, Kraken, Remora
190. Grisley, Caerurea
191. Grisley, Fenrir
192. Selkie, Asrai
193. Selkie, Grindylow
194. Selkie, Blue rose
195. Yeti, Fenrir
196. Yeti, Grisley
197. Fenrir
198. Fenrir, Caerurea, Yeti
199. Living sword, Dullahan, Undertaker
200. Living sword, Pandora
201. Cacodemon, Alraune, Pandora
202. Cacodemon, Demon, Undertaker
203. Alraune, Lamia
204. Alraune, Living sword, Colossus
205. Dullahan, Cacodemon
206. Dullahan, Lamia, Living sword
207. Dullahan, Night stalker
208. Colossus, Alraune, Dullahan
209. Colossus
210. Undertaker, Alraune
211. Undertaker, Pandora
212. Lamia, Cacodemon, Colossus
213. Lamia, Demon
214. Lamia, Erinyes
215. Demon, Living sword
216. Demon, Archdemon
217. Demon, Undertaker
218. Pandora, Cacodemon
219. Pandora, Colossus
220. Cotton tail, Dire bat, Mimic
221. Cotton tail, Mythril Golem
222. Hell hound, Pad foot
223. Hellhound, Vangaurd, Vangaurd
224. Hellhound, Vangaurd, Vangaurd
225. Dire bat, Gargoyle
226. Dire bat, Mimic
227. Gargoyle, Mimic
228. Gargoyle, Vangaurd, Vangaurd
229. Vangaurd, Cotton tail
230. Vangaurd, Gargoyle
231. Mimic, Hellhound, Dire bat
232. Mimic, Mythril Golem
233. Vangaurd, Vangaurd
234. Vangaurd, Cotton tail, Vangaurd
235. Vangaurd, Hellhound
236. Vangaurd, Vangaurd, Vangaurd
237. Mythril golem, Dire bat
238. Mythril golem, Talos
239. Mythril golem, Gargoyle
240. Vangaurd, Cotton tail, Vangaurd
241. Vangaurd, Vangaurd
242. Were bat, Griffin
243. Were bat, Wyvern
244. Jelly, Embryo, Graeae
245. Jelly, Pudding (yummy! ;) )
246. Jelly, Moirae, Machina
247. Griffin, Graeae
248. Griffin, Goliath
249. Embryo, Were bat
250. Embryo, Moirae
251. Machina, Were bat
252. Machina, Mournblade
253. Machina, Goliath
254. Graeae, Wyvern
255. Graeae, Goliath
256. Moirae, Griffin, Embryo
257. Moirae, Were bat, Machina
258. Wyvern, Jelly, Graeae
259. Wyvern, Moirae
260. Wyvern, Wyvern lord
261. Goliath, Griffin, Embryo
262. Goliath, Jelly
263. Ooze, Toadstool
264. Ooze, Rock eater
265. Viper, Pit spider, Pit fiend
266. Viper, Megalith
267. Toadstool, Caterpillar, Ooze
268. Toadstool, Pit fiend
269. Caterpillar, Toadstool, Cockatrice
270. Caterpillar, Habetrot
271. Caterpillar, Pit spider, Elder dragon
272. Pit spider, Rock eater
273. Pit spider, Arachne
274. Pit spider, Megalith
275. Pit fiend, Viper, Ooze
276. Pit fiend, Elder dragon
277. Rock eater, Toadstool, Megalith
278. Rock eater, Ooze
279. Cockatrice, Viper, Rock eater
280. Cockatrice, Pit fiend
281. Megalith, Caterpillar, Cockatrice
282. Megalith, Elder dragon
283. Elder dragon, Viper
284. Elder dragon, Cockatrice

Final edit: Whew... Done with my part :D if no ones up for it ill take another portion :P

Notice: If you force encounter For example, Brute(29) then thats the encounter where hes *meant* to be all powerful and you not supposed to defeat him. So if you do and enough time passes during the fight to initiate the *meant to be* cut scene then it'll automatically end with game over. Make sense?
heres an example: http://www.youtube.com/watch?v=Fgszju5abno
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: hireplas on May 24, 2011, 06:20:24 PM
i aint good for much, but ill help work on that list also  :)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 24, 2011, 06:24:02 PM
Ill do from where i left off up untill 284 (as the other list starts at 285 right?)
Ill edit my post and add to save space :P

EDIT: I have to ask... does it matter the number of the enemies in the list? because im not fighting each encounter to check... so is it?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 24, 2011, 07:11:42 PM
Anything is better than nothing.  If someone wants to add the number of each enemy to the list, they can.

You can also cross-reference with the Monster Encounter guide.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 25, 2011, 01:06:00 AM
Im sorry to ask but In the Encounter code Im having trouble putting max/min levels....
Do i have to put the value in hex? like L1L1 if I want to have 510 ( the max) I put 0xFFFF ?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 25, 2011, 01:13:27 AM
All code values are always in hex.  Always.

I think Unknown Mode doubles the enemy's level.  That's just a guess.

0xFF = 255

So if you set both L1's to 0xFF, then the max and min are 255

If you post the example you're trying to make, I can give better help.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 25, 2011, 01:36:16 AM
Quote from: Tenkirby on May 25, 2011, 01:06:00 AM
Im sorry to ask but In the Encounter code Im having trouble putting max/min levels....
Do i have to put the value in hex? like L1L1 if I want to have 510 ( the max) I put 0xFFFF ?

Yes, it must be in hex. L1L1 is two of the same value(in hex), like "4646", or "B3B3". This value is then multiplied by the difficulty setting(Normal, Hard, Mania, Unknown) you have your game on.

Normal multiplies the level by 1(meaning the enemies level is what you set it).
example: you use 0x6464. 0x64 is 100 in normal digits. The enemy level will be 100.

Hard multiplies the level by 1.2.
example: you use 0x6464. 0x64 is 100 in normal digits. The enemy level will be 120.

Mania multiplies the level by 1.5.
example: you use 0x6464. 0x64 is 100 in normal digits. The enemy level will be 150.

Unknown multiplies the level by 2.
example: you use 0x6464. 0x64 is 100 in normal digits. The enemy level will be 200.

When you use 0xFFFF(remember, its the same value twice), 0xFF is 255 in normal digits. Thus the enemy's level will be 510(255 x 2), but ONLY on Unknown.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 25, 2011, 02:58:02 AM
Thanks for that :3
Now i can have my fight of Alice, Brute, Decus and Hawk :D
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 25, 2011, 02:22:24 PM
Hey, I noticed something and tell me if anyone has had this before.. I wanted to modify encounters in the arena... But i cant click on anything ... like it would be grey and wouldnt allow me to click ... make sense?

I talk to the guy/girl and they say you want to participate and I click "yes" Then i pick for example party arena (or watev) and all the choices are grey -.- anyone experience this?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 25, 2011, 02:26:45 PM
All the choices?

Maybe you lack Gald? No monsters with you (if you chose the first option)? No Emil or Marta (if you chose second option)?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 25, 2011, 02:41:29 PM
No i mean everything!! Monsters/Single/Party... And its not the gald cuz Ive got plenty :P
IDK if this would help but i used Frubam's coliseum code but I disabled it :P
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 25, 2011, 06:45:03 PM
Oooh, those are the Z/Y/X/W monster values.

I remember 0x107 is Sword Dancer.  And I think there's a big gap between 165 and Album Atrum's Light and Dark values.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 25, 2011, 09:10:53 PM
How to do coliseum encounters with the roller

I already have the encounter number for monster coliseum.  For the others, enter coliseum with the roller turned off and escape the battle.  The number of the encounter will display.  Turn on the roller and scroll to that number.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 25, 2011, 09:12:36 PM
So you can't have the roller enabled during Coliseum battles?  You would have to find the Coliseum battle number, then leave, turn on the roller, and start a non-Coliseum encounter?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 25, 2011, 09:33:22 PM
The coliseum lets you escape boss battles, lets you fight as long as a monster is alive and controls which party members get to fight.  That said I did not actually try it I just read Tenkirby's post about how it grayed out.  On the other hand it obviously is not an encounter

I collected the encounter numbers because I wanted to fight them with my entire party and because I was hoping that they were not boss battles.  Being able to fight Porthos, Athos and Aramis is a great battle.  A code for fighting Alice with her pets would be something.


Thinking of Alice's pets reminds me: Is there a code for swapping Porthos portrait to your own Vorpal Bunny.  Lots of people want that.


In fact that could really be fun...  Having a Ruby Dear that looks like Alice, or a Sword Dancer that looks like Decus.

Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 25, 2011, 11:40:31 PM
Ha. You're too powerful for the Coliseum.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 25, 2011, 11:45:20 PM
So thats it :P
thanx :P Ok im going to continue to add to my list
Edit: Added an extra 50
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 25, 2011, 11:51:26 PM
Quote from: arch feline on May 25, 2011, 09:33:22 PM
Thinking of Alice's pets reminds me: Is there a code for swapping Porthos portrait to your own Vorpal Bunny.  Lots of people want that.

In fact that could really be fun...  Having a Ruby Dear that looks like Alice, or a Sword Dancer that looks like Decus.


Unfortunately, I don't believe that there are any boss-level enemies that have char portraits, neither in the menu, nor in battle(it is blank picture, and Tenebie respectively), except WM Prime I think. At the very least, the human bosses, and Alice's 3 pets don't have any.

Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 25, 2011, 11:57:01 PM
Quote from: frubam on May 25, 2011, 11:51:26 PM
Unfortunately, I don't believe that there are any boss-level enemies that have char portraits, neither in the menu, nor in battle(it is blank picture, and Tenebie respectively), except WM Prime I think. At the very least, the human bosses, and Alice's 3 pets don't have any.

Yeah but isnt there anyway to kinda... like... replace it with something a little less... weird?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 26, 2011, 12:22:46 AM
You can always replace Tenebritty's portrait on the actual ISO (or use Riivolution).

frubam know's how better than anyone. I think.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 26, 2011, 12:38:25 AM
ISO...? Riivolution? (me being stupid again -.- sorry)
If its too much trouble to explain then just Nvm :3
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 26, 2011, 12:40:09 AM
ISO is the game image (the actual game itself).

Riivolution is a file patcher that allows you to replace files on a disc without actually replacing it on the disc itself.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 26, 2011, 12:41:24 AM
Can you make your Vorpal Bunny look like Porthos in battle?

About patching the iso.  Is there a map showing where stuff starts and so on?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 26, 2011, 01:52:37 AM
I'm not entirely sure if talking about the iso is allowed here. But to answer the question, I can say that I have not seen any info on the data structures of the files, at least to my knowledge. I do know a thing or two myself though. The files for the battle portraits are in CI4(and sometimes CI8) .tpl format, of which I do not know of a working converter for those formats. If you can find one that works, it's just a simple matter of overwriting the existing .tpl data with the newly made one. If not, you'd have to use a different format, which will always be bigger(except the black and white formats, but who wants those?), requiring you to hex edit a few offsets in both the char's/monster's file and the tpl file, so knowledge of the char/monster file and .tpl file is necessary.

Also, since there is no portrait for the 3 pets, you'd have to make it yourself(i.e. alter the colors of an existing monster portrait), which takes some decent level of skill to make the colors right.

Side note: Monster chars only use the 1st for the 4 tpl images for all actions, unlike the human chars who will use all 4.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 26, 2011, 02:16:25 AM
Yeah, no ISO talk, sorry.  ISO requires using certain tools of which the discussion is forbidden on this forum due to their close proximity with the pirating scene.  Yes, their tools have legitimate uses sometimes, but we don't want to turn this forum into a resource for pirates.

However, if worded in the context of Riivolution (which requires the original disc), I would let it continue.

Also, Gecko OS supports Gecko Patch Files (gpf).  You can then load patches from the SD card.  So if you had your new texture or image in the right format, you could use the GPF to write the texture's hex to the right address, without a cheat code.  I do believe this can get around the code limitation (you can only have so many codes).  From the docs folder

---

In order to make a GPF (Gecko Patch File) you will need to use a hex editor.  The file should be given named with the game ID and gpf extension and put in a patch folder, that is on the root of your SD card.  Here's the patch file format as described by Nuke:

"[1 byte]   - Number of patches (hex)
[4 bytes]   - Patch Destination (hex)
[4 bytes]   - Patch Size (hex)
[Patch X]   - Patch data size of Patch Size

example

02      - Number of Patches
91000000   - Destination Address
00000002   - Patch Size (this example 2 bytes)
AABB      - The Patch (size of Patch size)
91000004   - next
00000002   - next
CCDD      -

The format will be just a hex blob like this

029100000000000002AABB9100000200000002CCDD

and saved to folder 'patch' on the SD card, with the GameID being the filename with .gpf extension, so for red steel jap, the file name would be REDJ41.gpf placed in folder 'patch'."

---

EDIT:

Looks like GPF won't cut it.  You need Riivolution to redirect file access.  From what I gather, though, if you put the right magic XML in the right place, and the files on the SD card laid out with the same folder structure as they are on disc, Riivolution just works.  However, in order to get the codes you need to use a special Ocarina memory element (???).

frubam, if you could hook me up with one of those textures of yours and their path on disc, I can try to test out Riivolution and maybe make a tutorial for others.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 26, 2011, 05:09:45 AM
2 questions

1. Will knowing the structure of the iso let someone pirate?

2. How can someone patch without knowing the structure of the iso or is it that Riivolution "unpacks" the iso and just looks at the game logic itself?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 26, 2011, 05:20:44 AM
No, I just don't want tools named, because they're generally associated with piracy.  The layout of the files on disc is something you can discover using a USB Gecko, so that's fine to share.

I believe what Riivolution does is intercept reads that are going to the disc and redirect those I/O accesses to the SD card instead.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 26, 2011, 05:42:39 AM
Keep party/stats/equipment for New Game+ [dcx2]
0404850C 4E800020
I haven't had time to thoroughly test this code.  But Emil and Marta's levels and equipment stayed.

I ran around town as Marta for a bit, until the Lake Sinoa Cave scene where you meet her, then she was rudely stolen from my party.  =(

EDIT:

I may have lost some accessories.  And when Emil forms the pact, he lost his levels.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 26, 2011, 09:14:04 AM
So USB gecko shows the layout.  I actually bought a usb gecko a few years ago and I never took it out of the box.  Perhaps I will get motivated.  Basically Riivolution, Gecko OS, USB Gecko are ok.  Also giving the structure of the image is OK. 

Most people use the term iso on the internet as a euphemism for downloaded pirated copy?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 26, 2011, 12:27:49 PM
Quote from: dcx2 on May 26, 2011, 05:42:39 AM
Keep party/stats/equipment for New Game+ [dcx2]
0404850C 4E800020
I haven't had time to thoroughly test this code.  But Emil and Marta's levels and equipment stayed.

I ran around town as Marta for a bit, until the Lake Sinoa Cave scene where you meet her, then she was rudely stolen from my party.  =(

EDIT:

I may have lost some accessories.  And when Emil forms the pact, he lost his levels.
Lol tried it and worked fine until that same pact :P
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 26, 2011, 02:22:54 PM
Quote from: arch feline on May 26, 2011, 09:14:04 AM
Most people use the term iso on the internet as a euphemism for downloaded pirated copy?
It's not really a euphemism, it's a file extension.  ISO is just a digital representation of a CD.  If you download a Linux distro, chances are you download an ISO file and burn it to disc.

Not all people who use ISO files are pirates.  But all pirates use ISO files.  And the tools for working with ISO get the Voldemort treatment on this forum.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 26, 2011, 02:32:07 PM
You're not supposed to say the name! He'll come after you!
Or at least, his servants will.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 26, 2011, 03:28:33 PM
Quote from: dcx2 on May 26, 2011, 02:16:25 AMfrubam, if you could hook me up with one of those textures of yours and their path on disc, I can try to test out Riivolution and maybe make a tutorial for others.

Sorry, I guess I didn't clarify this, but the .tpl file is inside(i.e. part) of a char's .bin file(BATTLE/CHARACTER/<char name>.bin). Also I used RGB5A3 format, which is 4x larger, so I'm not sure if those two factors will be a problem. I do have a black and white, semi-transparent one that is the exact size for testing if you want it.

http://www.megaupload.com/?d=KTIUFFYA

Quote from: arch feline on May 26, 2011, 09:14:04 AMMost people use the term iso on the internet as a euphemism for downloaded pirated copy?

The term "backup copy" is used moreso (9.9)...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 26, 2011, 04:46:10 PM
Oh wow, that means extracting the bin and splicing binary files.

And you have to change the formats because there's no CI4/CI8 tools that work?  Does changing the format have any other ramifications other than patching file sizes?

And the file size changing...that means some more codes to patch the FST table in memory?  Your post also said it requires changing other offsets inside the tpl file, too.  I'm a skilled programmer, if you can describe to me what needs done I can write a tool that can patch all those areas automatically.

...now I see why you said it's almost too hard to bother.  But I really, really, really want a purple and black Marta.  Like, very badly.  Badly enough to learn what is necessary and spend time making tools to expedite the process.

EDIT:

Did some Googling.  This is a post regarding Radiant Dawn texture hacks, dated March 2011.  Have you seen the tools it talks about?  http://serenesforest.net/forums/index.php?showtopic=25063
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 26, 2011, 05:39:14 PM
Wow i cant understand much of whats going on  ???
Although where do we get the layout of the game for riivolution?

Also, Is it possible to make a code that delevels a char? cuz all my characters are 255 and i wanna delevel back to 199/200 so that i can enter the arena :P is it possible?

Edit:
But I really, really, really want a purple and black Marta
Really? I find the skit faces more interesting :P Not that a purple and black marta isnt Awesome!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 26, 2011, 05:46:20 PM
Don't worry, I don't understand texture hacking either.

Yeah, I can make a de-leveling code.  I would imagine that if you turned the level code off, their levels might go back to normal...but that might only happen if they level up, and if you're at level 255 already you can't level up again.

The de-leveling code might be helpful for people who feed a monster without evolving it at the end of it's leveling, too.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 26, 2011, 05:49:09 PM
Quote from: dcx2 on May 26, 2011, 05:46:20 PM
Don't worry, I don't understand texture hacking either.

Yeah, I can make a de-leveling code.  I would imagine that if you turned the level code off, their levels might go back to normal...but that might only happen if they level up, and if you're at level 255 already you can't level up again.

The de-leveling code might be helpful for people who feed a monster without evolving it at the end of it's leveling, too.
I tried that but They stayed the same... -.- If you could make the code that would be awesome!!!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 26, 2011, 06:28:31 PM
I think that I can say that we all look forward to a purple and black Marta. Even better having it done in a way that may encourage others to follow.

I just want to add that what works for me when I do not understand but want to do stuff is to just start doing it.  Some of it makes sense as you do it and at the least your questions crystalize to where you can ask in a way that someone can answer.  I look forward to Purple and Black Marta and lots of people struggling to similar feats.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 26, 2011, 07:16:54 PM
Got that right ;)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 26, 2011, 07:31:50 PM
Quote from: arch feline on May 26, 2011, 06:28:31 PM
I just want to add that what works for me when I do not understand but want to do stuff is to just start doing it.  Some of it makes sense as you do it and at the least your questions crystalize to where you can ask in a way that someone can answer.

That process pretty much describes all hacking, heh.

---

Encounter List Update:

These encounters still need listed

381-934
995-999
1001-1040
1045-1057
1059-1223
1234-1258

These posts have the list so far.  Props to arch feline, Tenkirby, and frubam.  (NOTE: Tenkirby found a Brute fight you're supposed to lose that can cause game over if you force the encounter and fail to win quickly enough)

http://wiird.l0nk.org/forum/index.php/topic,2530.msg69656.html#msg69656
http://wiird.l0nk.org/forum/index.php/topic,2530.msg69707.html#msg69707
http://wiird.l0nk.org/forum/index.php/topic,2530.msg69833.html#msg69833

Shadow has started a list of enemy Z/Y/X/W values for use with the Generic Battle Modifier (http://wiird.l0nk.org/forum/index.php/topic,2530.msg69685.html#msg69685)

http://wiird.l0nk.org/forum/index.php/topic,2530.msg69753.html#msg69753

---

Thanks everyone for coming together to make this game more awesome.  I love to see the discussion blossom.  I look forward to viewing this thread every day and I get excited every time there's someone new posting here.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 26, 2011, 07:38:09 PM
Quote from: dcx2 on May 26, 2011, 07:31:50 PM
(NOTE: Tenkirby found a Brute fight you're supposed to lose that can cause game over if you force the encounter and fail to win quickly enough).
Its not just brute... Basicly any encounter where the storyline forbids you to win will end in game over.
Brute is an example, although the Lloyd that you fight for Lumens core doesnt result in game over.
Richter (i think the 1rst) is another example. Because No matter how much damage you deal his health will not decrease, then when enough time passes it will load the game over screen...
Ill add to my list notes on which encounters do that soon
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 26, 2011, 07:45:52 PM
That just means you can't use that encounter's value for Q in the Generic Battle Modifier, right?  You could still use Brute's enemy value for Z to make a custom fight with Brute, right?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 26, 2011, 08:01:21 PM
Yeah that still works. :3
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 26, 2011, 09:12:52 PM
Quote from: dcx2 on May 26, 2011, 04:46:10 PM
Oh wow, that means extracting the bin and splicing binary files.

And you have to change the formats because there's no CI4/CI8 tools that work?  Does changing the format have any other ramifications other than patching file sizes?

Unfortunately, yes. Perhaps you have some buddies who have access to such tools, it's be more than helpful if they did and could share =03. As far as I know, as long as the offsets and data lengths are correct, it works. I've had minor trouble getting some changed textures to work(will freeze when a battle starts, or won't boot-up the game period), but mostly no problems.

QuoteAnd the file size changing...that means some more codes to patch the FST table in memory?  Your post also said it requires changing other offsets inside the tpl file, too.  I'm a skilled programmer, if you can describe to me what needs done I can write a tool that can patch all those areas automatically.

Here's info on the tpl file format:
http://pabut.homeip.net:8000/yagcd/chap14.html#sec14.4

Let's see... Changing the format to type 5(RGB5A3, is what I use), you'd have to null the offset to the Tpl Palette Header and adjust offset pointers for any additional images that reside in the tpl file. It's not necessary to delete the palette headers nor the palette data. You'll also need to change the format value in the TPL Texture Header(for char portraits, it's 0x00000008, ie. CI4 format), to 0x00000005. You can use type 14, CMPR, as well. I'm not sure if the other ones support transparency, but I never tested them in-game so I'm not sure how it'd work out.

After that, you'd have to change 3 offsets and 1 data length in the .bin file; The offset at 0x0C(0x01, 0x00, 0x00, 0x38 is that data's header), 0x1f28(.btef offset), 0x1f38(data size for tpl file; is always 0x6180 using CI4 fmt; will be 0x18180 using RGB5A3 fmt), and 0x1f44(tpl file; cut-in).


Quote...now I see why you said it's almost too hard to bother.  But I really, really, really want a purple and black Marta.  Like, very badly.  Badly enough to learn what is necessary and spend time making tools to expedite the process.

EDIT:

Did some Googling.  This is a post regarding Radiant Dawn texture hacks, dated March 2011.  Have you seen the tools it talks about?  http://serenesforest.net/forums/index.php?showtopic=25063

Well, I use the SZS Modifier:
http://chadderz.is-a-geek.com/wiicoder/download.aspx

Once you have that, you have to extract the .brres file from the char's .bin file. A char's .brres file is always located at 0x1f80, with a file size at 0x08 from the beg of that header. Cut the chunk of the brres file and then save it separately. Then just use the SZS Modifier to open up the .brres file. You can then export images as .png files as well as import .png files, and it'll convert the textures accordingly. Then save it in the SZS Mod, open it up in a hex editor, and then use it to overwrite the entire old brres data with the new(if done correctly, the cursor should be at the next .brres offset). Since the data is the same size, no other changes are necessary =03.

The tpl tool they use for that only has type 4, 5, and 6 unfortunately. I really wonder why, with all the tools out for .tpls/.texs, why there isn't a good working tool for those two formats  :confused:?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 26, 2011, 09:22:56 PM
Is the problem going from CI4, to CI4, or both?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 26, 2011, 09:37:36 PM
Quote from: dcx2 on May 26, 2011, 09:22:56 PM
Is the problem going from CI4, to CI4, or both?

The problem seems to be "to CI4". tplx does a good job porting the data from .tpl to .tga(minus the transparency), and some people say tplconv v0.4 from gally did the trick, but I have yet to be successful.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 26, 2011, 09:54:26 PM
Been looking for more texture tools.

http://wiibrew.org/wiki/LibWiiSharp

LibWiiSharp explicitly says it supports CI4 and CI8 to/from conversions.  Although it's a library, which means dropping it in a sample program.

http://wiibrew.org/wiki/ShowMiiWads

This says it supports TPL but not what.

http://www.mariokartwii.com/f72/item-roulette-textures-76574-2.html

This thread mentions "CTools", but it also says that the indexed (i.e. CI4 and CI8) TPLs aren't supported

I also found another forum post that mentions gxtexconv but then I saw further down that you already participated in said thread.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 27, 2011, 03:03:48 AM
Coliseum - Single - Bronze Battle
950: Clay Golem
951: Red Ogre
952: Killer Mantis
953: Were Dragon
954: Stone Eater
Coliseum - Single - Chrome Battle
955: Hell Hound
956: Dullahan
957: Antares
958: Raven(ToV?)
959: Megalith
Coliseum - Single - Silver Battle
960: Cockatrice
961: Mythril Golem
962: Fenrir
963: Shape Shifter
964: Wyrm
Coliseum - Single - Gold Battle
965: Skeleton
966: Kraken
967: Orcrot
968: Basilisk
969: Galf Beast
Coliseum - Single - Platinum Battle
970: Ice Titan
971: Bakunawa
972: Mandocello
973: Aspidoceleon
974: Vroom
Coliseum - Party - Bronze Battle
975: Fungus, Marcoid
976: Wild Rabbit, Tortoise
977: Black Bat, Light Wing
978: Bear, Bumble Bee
979: Scorpion, Manticore
Coliseum - Party - Chrome Battle
980: Grindylow(3), Oannes(1)
981: Phantom, Pandora
982: Raven
983: Black Wolf, Chimera
984: Griffin, Erinyes
Coliseum - Party - Silver Battle
985: Nixie, Asrai
986: Were Bear
987: Caterpillar, Embryo, Habetrot
988: Sphinx
989: Fenrir, Cerberus
Coliseum - Party - Gold Battle
990: Pale Rider, Wraith
991: Igniter, Liberator, Purger, Awakener
992: Zaratan, Jasconius
993: Muzzler, Enforcer, Thinker, Punisher
994: Shadow Dragon, Fafnir
Coliseum - Party - Platinum Battle
995: Moon Rocks, Heqet
996: Hippogryph, Dogma
997: Lailah, Aello, Rusalka
998: Bastiage, Ravenonus
999: Blade Rex

1000: Tortoise
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 27, 2011, 03:24:53 AM
Wow! too bad i cant use the coliseum i wouldve totally used this list  :mad:
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 27, 2011, 04:30:41 PM
Wow, No new posts :(
I wanted to see if it was possible (im pretty much asking for a lot of codes these days  :-\ ) to have like only 1 character in your party.
For example to have only emil with 3 empty slots. It would be easier to make solos that way.
Oh! and also a question about model-swapping.
When you model swap,lets say marta with alice, and make it to a part in the story where you need to fight Alice. Would it be marta? Because forcing an encounter with an enemy that you model swapped ends in the white screen of death -.-
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 27, 2011, 05:20:06 PM
That's Aesteval's Party Mod, isn't it?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 27, 2011, 07:38:50 PM
Wow thanx  ;D
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 27, 2011, 08:50:58 PM
De-level [dcx2]
C205C654 00000006
88BD01A0 3D80804D
A16C755E 2C0B0200
40820018 A16C755A
2C0B2200 4082000C
38A5FFFF 98BD01A0
60000000 00000000
Go to the status screen, hold Z and then press 1.  This doesn't "de-level" your character's stats; you keep all the stats and experience.  The next time you fight you will level up at the end, and your stats will increase accordingly.  So if you don't want to artificially increase your stats, de-level only as much as you need.  This can probably also be used to save a monster that you didn't evolve after feeding after reaching its max level.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 28, 2011, 04:06:10 AM
Thank you!!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 28, 2011, 08:38:38 AM
Encounter Roller v3.1 [dcx2]
0401C888 80031B5C
0401CC14 41820020
284D755A DFFF2000
0401C888 38000001
0401CC14 60000000
E0000000 80008000
C201C088 00000018
A0841C1C 48000009
00000000 7D2802A6
3D80804D A14C755A
A10C755E A0E900C2
3CA0802E 60A5DCF8
71402000 4182008C
7C8700D0 71001310
4082000C 71404000
41820058 280A2200
4182004C 28078000
40800050 280A2010
4182000C 280A6010
40820014 38E70001
2C0704EA 40810008
38E00001 280A3000
4182000C 280A7000
40820010 34E7FFFF
41810008 38E004EA
7CE43B78 B08900C2
28078000 41800014
808D89A8 34E40000
40800008 38E00000
1C07001A 7C050214
90090000 00000000
C20BB9B4 00000003
3800FFFF 2C000000
41800008 90030000
80030000 00000000
C201CC7C 00000003
3734FFFD 4181000D
7F2802A6 8339FF18
2C14000F 00000000
C201CC94 00000002
3F208031 63390528
38600000 00000000
C201C8D8 00000003
A0631B62 28190064
4180000C 1C140002
7C79022E 00000000
C201C944 00000003
8872001C 28190064
4180000C 38140008
7C7900AE 00000000
C201CC24 00000003
7CA02850 28190064
4180000C 1C140002
7CB9022E 00000000
C201CB58 00000003
A8B20024 28190064
4180000C 38140010
7CB900AE 00000000
C201CBA0 00000003
A8B2002A 28190064
4180000C 38140014
7CB900AE 00000000
Huge thanks to Frubam for pointing me at the encounter table!  This code is a bit complicated.  Go to the menu screen (Artes, Equip, Item, Status, etc).  Hold Z.  Look at the Encounters; you will see the number for the last encounter you had (if you have not had an encounter yet, it shows -1, which can be confusing).  While holding Z, pressing 1 will toggle the Encounter Roller.  When the Encounter Roller is enabled, the Encounters number will be negative, and it will force you to enter that encounter.  If you press 1 while holding Z again, it will disable the encounter roller, and the number will be positive once again, which shows you the last encounter you had, and allows you to enter encounters normally.

While the Encounter Roller is enabled, you can hold Z and press + or - to roll the encounter number.  You can choose any encounter from 1 to 1258, which is the last encounter I could find.  If you hold both C and Z, the + or - will make it scroll quickly.  If the number doesn't roll, then the code is disabled.

v2: When you hold Z, you will also see the types of enemies that you would encounter in that battle

v3: When you hold Z, you will also see the amount of each enemy in the battle will replace the level for the character; the Z/Y/W/X value (decimal) will appear in Next Level; the min level will appear in HP; the max level will appear in TP.

v3.1: Two improvements.  First, the code is now six lines shorter (62 lines now).  Second, roll-over and -under now wrap around.  So if you are forcing encounter 1, and you press left, before it wouldn't move, but now it wraps around to encounter 1258.  Now you don't have to scroll as far to get to your desired encounter.

You can use v3 of the roller to help make a list of Z/Y/W/X monster values for use with the Generic Battle Modifier.  If you do this, please convert the decimal values to hex.  Shadow started a list a few pages back.  http://wiird.l0nk.org/forum/index.php/topic,2530.msg69753.html#msg69753

---

Also, I would like to note there's a slight error with the encounter layout.  min and max levels are off.  This is the correct layout

Generic Battle Modifier [dcx2]
80000001 00000QQQ
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
ZZZZYYYY XXXXWWWW
N1N2N3N4 00000000
M1M2M3M4 U1U2U3U4
E0000000 80008000
Based on frubam's work
Q is the hex value for the encounter you want to modify.  For example, the Ishrantu encounter is decimal 1232 = hex 0x4D0.  1258 = 0x4EA is the last battle.
Z,Y,X,W represent the half-word hex value of the enemy.
N1,2,3,4 represents the quantity of each enemy respectively(no more than 10 in one battle).
M1,2,3,4 represent enemy's min level (is sometimes 0?)
U1,2,3,4 represent enemy's max level (is sometimes 0?)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on May 28, 2011, 10:29:26 AM
This post is going to be bosses for quest type for the quests


Protect Our Town, Nearby Forest
Mysterious Disappearance, Grasslands at Night
Visitor in Moonlight, Grasslands at Night
Doppleganger Street, Main Road
Monster Forest, Dark Forest

Having the wrong location can give you a black screen which lets you bring up the menu, or puts you into the wrong battle (outside of town) or gives you a dungeon with no bosses and sometimes no Katz or you cannot move. Note about not being able to move when a quest dumps you in a dungeon location: The first Ginnungagap location, 313, can put you on what appears to be a valid location but you still cannot move.

dcx2 wrote a Katz Quest code that lets you roll quest type, among other things, and dcx2 observed that for these quests there are multiple types and each type corresponds to a different boss. Now I am puzzled about   #1 If I save before going on a quest the bosses vary.  For each of these quests and ranks there are 2 bosses.  The game must reset type between one of the 2 each time you enter the quest menu, I guess.  #2   "We are the Monster Busters" has multiple types.  I have not figured out the difference.

Listed encounters from http://www.gamefaqs.com/boards/942210-tales-of-symphonia-dawn-of-the-new-world/51581887



Protect Our Town
2  Stone Eater x2
3  Polwigle x2
4  Embryo x2  
5  Echeneis x2
6  Girtablili x2
7  Baal x2
8  Simoriah x2
9  Zaratan x2
10 Mia Culpa x2
11 Lusca x2
12 auto-vanish Stone Eater x2

Mysterious Disappearance
18  Gamat
19  Rock Golem
20  Mousse
21  Rock Golem
22  Anemone
23  Talos
24  Slime Mold
25  Shapeshifter
26  Incognito
27  Made in Heaven
28  auto-vanish Gamat

Visitor in Moonlight
33  Manticore
34  Wraith
35  Manticore    
36  Crossbone
37  Grisley
38  Zombie
39  Cerberus
40  Pale Rider
41  Hippogryph
42  Sword Dancer
43  auto-vanish Manticore

Monster Forest
48  Gremlin
49  Fire Drake
50  Cacodemon
51  Wyvern
52  Graeae
53  Were Dragon
54  Pied Piper
55  Fafnir
56  Ruby Dear
57  Ishrantu  
58  Ishrantu  

Doppleganger Street
64  Treant
65  Furie
66  Stinkhorn
67  Lightwing
68  Shallow Grave
69  Raven
70  Orcrot
71  Simurgh
72  Dionaea
73  Moon Rocks
74  freeze on "Now Loading" screen


Protect Our Town Bosses
D-Rank Quest------------------------------------------------------------------------------
Stone Eater Boss = Stone Eater x2
Polwigle Boss = Polwigle x2 Killer Fish Bear
C-Rank Quest------------------------------------------------------------------------------
Echeneis Boss = Echeneis x2 Gamat Merrow
Embryo Boss = Embryo x2 Crawler Killer Bee
B-Rank Quest------------------------------------------------------------------------------
Girtablili Boss = Girtablili x2 Stone Eater Antares
Baal Boss = Baal x2 Oannes Cacodemon
A-Rank Quest------------------------------------------------------------------------------
Simoriah Boss = Simoriah x2 Tarantula Killer Mantis
Zaratan Boss = Zaratan x2 Kraken x3
S-Rank Quest------------------------------------------------------------------------------
Lusca Boss = Lusca x2 Oannes Charybdis
Mia Culpa Boss = Mia Culpa x2 Girtablili x3

Mysterious Disappearance Bosses
D-Rank Quest------------------------------------------------------------------------------
Rock Golem Boss = Rock Golem Gamat Clay Golem x2
Gamat Boss = Gamat Leech x3
C-Rank Quest------------------------------------------------------------------------------
Mousse Boss = Mousse Slime x4
Rock Golem Boss = Rock Golem Stone Eater Golem x2
B-Rank Quest------------------------------------------------------------------------------
Anemone Boss = Anemone Gamat x3
Talos Boss = Talos Pandora Stone Eater
A-Rank Quest------------------------------------------------------------------------------
Shape Shifter Boss = Shape Shifter Gargoyle x2 Mimic
Slime Mold Boss = Slime Mold Ooze Earth Eater x2
S-Rank Quest------------------------------------------------------------------------------
Incognito Boss = Incognito Lunantisidhe
Made in Heaven Boss = Made in Heaven Machina Mythril Golem Talos

Visitor in Moonlight
Bosses
D-Rank Quest------------------------------------------------------------------------------
Manticore Boss = Manticore Chimera x3
Wraith Boss = Wraith Zombie x4
C-Rank Quest------------------------------------------------------------------------------
Cross Bone Boss = Cross Bone Wraith Phantom x2
Manticore Boss = Manticore Chimera x4
B-Rank Quest------------------------------------------------------------------------------
Zombie Boss = Zombie Erinyes x2 Night Stalker
Grisley Boss = Grisley Padfoot x3
A-Rank Quest------------------------------------------------------------------------------
Pale Rider Boss = Pale Rider Corpse Haunt
Cerberus Boss = Cerberus Hell Hound Padfoot x3
S-Rank Quest------------------------------------------------------------------------------
Sword Dancer Boss = Sword Dancer Machina Mournblade
Hippogryph Boss = Hippogryph Padfoot Hell Hound Vorpal Bunny

Monster Forest Bosses
D-Rank Quest------------------------------------------------------------------------------
Gremlin Boss = Gremlin Black Bat Ghost x3
Fire Drake Boss = Fire Drake Serpent Chimera x2
C-Rank Quest------------------------------------------------------------------------------
Cacodemon Boss = Cacodemon Cross Bone Phantom Wraith
Wyvern Boss = Wyvern Harpy Light Wing x2
B-Rank Quest------------------------------------------------------------------------------
Graeae Boss = Graeae Imp x3
Were Dragon Boss = Were Dragon Oannes x2 Remora
A-Rank Quest------------------------------------------------------------------------------
Pied Piper Boss = Pied Piper Archdemon Night Stalker x2
Fafnir Boss = Fafnir Seiren x2 Lizard
S-Rank Quest------------------------------------------------------------------------------
Ruby Dear Boss = Ruby Dear Seiren x2 Cacodemon x2
Ishrantu Boss = Ishrantu Furie Viper x3

Doppleganger Street Bosses
D-Rank Quest------------------------------------------------------------------------------
Fury Boss = Fury Mandragora Harpy x2
Treant Boss = Treant Mandragora Filafolia x2
C-Rank Quest------------------------------------------------------------------------------
Light Wing Boss = Light Wing Wraith Black Bat x3
Stinkhorn Boss = Stinkhorn x2 Shallow Grave x3
B-Rank Quest------------------------------------------------------------------------------
Shallow Grave Boss = Shallow Grave Alraune x2 Killer Mantis
Raven Boss = Raven Rock Golem Jabber x2
A-Rank Quest------------------------------------------------------------------------------
Simurgh Boss = Simurgh Rock Eater Cockatrice x2
Orcrot = Orcrot Cotton Tail Shallow Grave x2
S-Rank Quest------------------------------------------------------------------------------
Dionaea Boss = Dionaea Hornet x2 Lumber Jack
Moon Rocks Boss = Moon Rocks Cacodemon Cockatrice x2
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on May 28, 2011, 02:53:32 PM
Ill help with the monster X/Y/W/Z list ! Ill post a list in a few...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 30, 2011, 12:56:54 AM
Woot, I gave Marta anime hair!  Texture hacks ftw

Right now it's just the battle portrait, but it's the part frubam was having trouble with.

EDIT:

In-battle texture modifications
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on May 30, 2011, 09:44:49 PM
I found this a good while ago, but I thought I'd share it in case anyone's interested:

Marta base <-> arcane [frubam]
0227AD24 0000000X
0227AD40 0000000X
0227AD5C 0000000X
0227AD78 0000000X
0227AD94 0000000X
0227ADCC 0000000X
0227ADE8 0000000X
0227AE04 0000000Y
0227AE20 0000000Z

X - 0 = base; 1 = arcane. Order below.
Y - Radiant Roar. original value = 2. Usable in normal artes list. If you use it, you WILL get the white screen. Omit this line or set it to 2 to keep it normal.
Z - Ars Nova. original value = 5. If you use it, you'll prob get the the white screen. Omit this line or set it to 5 to keep it normal.

Crescent Dance
Dancing Swallow
Swallow Waltz
Roaring Phoenix
Radiant Gale
Tempest Swallow
Remnant Strike
Radiant Roar
Ars Nova
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 30, 2011, 09:49:51 PM
Are you one of those Tales fans who wishes you could watch any skit?

Skit Roller [dcx2]
C206F5B4 0000000E
836373A8 3D80804D
618C755A A12C0000
A14C0004 7120000C
4082000C 71400003
41820044 2C092008
4182000C 2C092002
40820008 3B7B0001
2C092004 4182000C
2C092001 40820008
3B7BFFFF 2C1B012F
40810008 3B60FFFF
2C1BFFFF 40800008
3B60012F 936373A8
60000000 00000000
At the world map or in town or in dungeon, hold Z.  Then press: left will go back one skit, right will go forward one skit, down will scroll back through skits, up will scroll forward through skits.  This roller wraps, so if you go past the last skit it comes back to the first.

View Skit Number as Hits [dcx2]
C201C0EC 00000004
A0A41C26 3D80804D
A18C755A 718C2000
4182000C 3D80804B
80AC73A8 00000000
Bring up the menu and hold Z, you will see the currently active skit's number replace your Hits.  When you leave the menu, the correct skit will reload.  No skit = -1


There are 303 304 skits (forgot to count 0).  Since the game was kind enough to lay them out in memory, I just dumped that table and wrote a small app that labeled them.  There are some skits that it looks like it couldn't get the name of, so if anyone wants to fill in the gaps be my guest.

EDIT: Thanks to Symphonian Resident for providing the missing named skits!  Apparently there are a few skits that weren't dubbed over.


[spoiler="Skit List"]
0   FC01_001   Howl in the Distance
1   FC01_002   Angry?
2   FC01_003   Lake Sinoa
3   FC01_004   Strange Girl
4   FC01_005   Lloyd's Fault
5   FC01_006   Falling Behind
6   FC01_007   Richter's a Nice Guy?
7   FC01_008   Well Done
8   FC01_009   Never Forgive Him
9   FC01_010   Masked Man
10   FC01_011   Eh-mule
11   FC01_012   Lardaceous?
12   FC01_013   Where Are You?
13   FC01_014   Wishful Thinking
14   FC01_015   Seeing is Believing
15   FC01_016   Promise
16   FC02_001   Strange Weather Patterns
17   FC02_002   Strange Guy
18   FC02_003   Killing the Moment
19   FC02_004   Saddest VS Sadist
20   FC02_005   Hawkie
21   FC02_006   The Chosen
22   FC02_007   Fool of Myself
23   FC02_008   Don't Get It
24   FC02_009   All Aflutter
25   FC02_010   I'm Not Giving Up
26   FC02_011   Tenebie
27   FC02_012   Collapsing Colette
28   FC02_013   Aura of the Demonic Realm
29   FC02_014   Childhood
30   FC02_015   Like Best of All
31   FC02_016   Return to the Stone Dais
32   FC02_017   Ruin Mode
33   FC02_018   Preparations
34   FC02_019   Fishing for Compliments
35   FC02_020   Memory
36   FC02_021   Tenebie Part 2
37   FC02_022   Target of Affection
38   FC02_023   Balacruf Mausoleum
39   FC02_024   Stick in the Mud
40   FC02_025   Come on You're a Man
41   FC02_026   Centurions
42   FC02_027   Colette
43   FC02_028   Motion Sickness
44   FC02_029   * (voiced in Japanese, no subtitles)
45   FC02_030   Return to Palmacosta
46   FC02_031   Spiteful Tenebrae
47   FC02_032   Vanguard
48   FC02_033   Where Is Marta?
49   FC02_034   Governor-General's Widow
50   FC02_035   Kamisra Mountains
51   FC02_036   Chosen of Tethe'alla
52   FC02_037   * (no skit)
53   FC02_038   Reunited World
54   FC02_039   Alice
55   FC02_040   Love, the Tender Trap
56   FC02_041   Love and Hate
57   FC03_001   Village of Oracles
58   FC03_002   Non-Aggression Treaty
59   FC03_003   Lloyd's Father
60   FC03_004   Flowers in Her Hair
61   FC03_005   Tenebrae and Noishe
62   FC03_006   Awkward
63   FC03_007   Awkward Part 2
64   FC03_008   Human Ranches
65   FC03_009   Spiteful Old Nag
66   FC03_010   Where Is Paul?
67   FC03_011   Googly-Eyed
68   FC03_012   Murderer's Teacher
69   FC03_013   School Days
70   FC03_014   What Is Love?
71   FC03_015   Teacher Voice
72   FC03_016   Half-Elves
73   FC03_017   Fascinating
74   FC03_018   Maniac
75   FC03_019   Half-Elves Part 2
76   FC03_020   Brother and Sister
77   FC03_021   Kendama
78   FC03_022   Frozen Banana
79   FC03_023   I'm Not a Kid
80   FC03_024   Snow in the Desert
81   FC03_025   Centurion of a Thousand Faces
82   FC03_026   First Time Fishing
83   FC03_027   Ratatosk Mode
84   FC03_028   Real Ruin Mode
85   FC03_029   Believe in Him
86   FC03_030   Odd Poster
87   FC03_031   Sighs Four
88   FC03_032   Izoold
89   FC03_033   Being Popular
90   FC04_001   Curiosity
91   FC04_002   Lead Heads
92   FC04_003   Stress
93   FC04_004   Arsonist
94   FC04_005   Regal
95   FC04_006   Definitely Weird
96   FC04_007   Old People
97   FC04_008   Herbs
98   FC04_009   Good Soap Opera
99   FC04_010   Studying
100   FC04_011   Light-Frog
101   FC04_012   Troubling Him
102   FC04_013   Current Affairs
103   FC04_014   Maturity
104   FC04_015   Raine's Letter
105   FC04_016   Pull Back
106   FC04_017   Father Figure
107   FC04_018   Discouragement
108   FC04_019   Seasickness
109   FC04_020   Where Is Lloyd?
110   FC04_021   Eau de Seduction
111   FC04_022   Previous Discussion
112   FC04_023   Lloyd of the Past
113   FC04_024   Mature Relationship
114   FC04_025   History of Mana
115   FC04_026   Quick-Jump?
116   FC04_027   Celcius
117   FC04_028   Richter and Me
118   FC04_029   Sheena's Destiny
119   FC04_030   Speaking Ban
120   FC04_032   Speaking Ban Part 2
121   FC04_033   Speaking Ban Part 3
122   FC04_034   Sheena's Mission
123   FC04_035   Responsibility
124   FC05_001   Meltokio
125   FC05_002   Our Journey
126   FC05_003   Really Okay?
127   FC05_004   Scared?
128   FC05_005   Harsh Words
129   FC05_006   Hidden Door
130   FC05_007   Find Marta
131   FC05_008   Welcome Back
132   FC05_009   Omen
133   FC05_010   Mom
134   FC05_011   Darkness
135   FC05_012   Seles Wilder
136   FC05_013   *Seles Wilder B
137   FC05_014   Chosen and His Sister
138   FC05_015   Never Been Apart
139   FC05_016   * (Japanese, no subtitle)
140   FC05_017   Vanguard's Base
141   FC05_018   Pitfalls
142   FC05_019   It's Not Like That
143   FC05_020   Friends
144   FC05_021   Who Is Aster?
145   FC05_022   This Is Impossible
146   FC05_023   Nothing to Say
147   FC05_024   His Reason
148   FC05_025   His Reason Part 2
149   FC05_026   Shallow
150   FC05_027   * (Japanese, no subtitles)
151   FC05_028   Solum's Core
152   FC06_001   Church of Martel
153   FC06_002   Contagious
154   FC06_003   Are You Okay?
155   FC06_004   Aster
156   FC06_005   Marta's Kindness
157   FC06_006   Temple of Lightning
158   FC06_007   Brilliant Researcher
159   FC06_008   Tall Objects
160   FC06_009   Insensitive Jerk
161   FC06_010   Fight
162   FC06_011   Fight Part 2
163   FC06_012   My Beloved
164   FC06_013   Fight Part 3
165   FC06_014   Exspheres and Centurion's Core
166   FC06_015   Curry Favor
167   FC06_016   Darkness Maniac
168   FC06_017   HE Bomb
169   FC06_018   Wahoo!
170   FC06_019   Magnificence of Darkness
171   FC06_020   Lezareno Town
172   FC06_021   Under Attack
173   FC06_022   Save Marta
174   FC06_023   Maybe a Rose?
175   FC06_024   Sweetie Pie
176   FC06_025   Scarred for Life
177   FC06_026   Heart of Little Girl
178   FC07_001   Good Luck Charms
179   FC07_002   Ozette
180   FC07_003   Waka Waka Waka
181   FC07_004   Role Reversal
182   FC07_005   Sister
183   FC07_006   Mana Cannon
184   FC07_007   Vanguard's Uprising
185   FC07_008   Translation
186   FC07_009   Tethe'alla and Sylvarant
187   FC07_010   Most Beautiful
188   FC07_011   Paw Pads
189   FC07_012   Nuance
190   FC07_013   Building Number Two
191   FC07_014   Stumbles into Miracles
192   FC07_015   * (undubbed skit)
193   FC07_016   Full-Grown Man
194   FC07_017   Get Your Words Straight
195   FC07_018   Army of Spies
196   FC07_019   Sheena's Feelings
197   FC07_020   Public Displays of Affection
198   FC07_021   Let's Hurry
199   FC07_022   Confusion
200   FC07_023   Marta's Tears
201   FC08_001   Cruel
202   FC08_002   Memories and Misconceptions
203   FC08_003   Daddy's Girl
204   FC08_004   Effect of the Core
205   FC08_005   World Tree
206   FC08_006   Guardian of the World Tree
207   FC08_007   Summon Spirit Martel
208   FC08_008   Mithos the Hero
209   FC08_009   Rheairds
210   FC08_010   Lloyd is Back
211   FC08_011   Truth about Lloyd
212   FC08_012   Yuan the Guardian
213   FC08_013   Paw Pad Playmate Society
214   FC08_014   An Adult
215   FC08_015   Two Emils
216   FC08_016   Final Memories
217   FC08_017   Time as Emil
218   FC08_018   Self-Esteem
219   FC08_019   Demonic Realm
220   FC08_020   Richter's Objective
221   FC08_021   Take My Hand
222   FC08_022   What Is Love? Part 2
223   FC08_023   * (no skit)
224   FC08_024   Bumbling Idiot
225   FC08_025   All Downhill
226   FC08_026   Aqua's Love
227   FC08_027   Final Battle
228   FC80_001   Get Stronger
229   FC80_002   Getting Stronger
230   FC80_003   500 Battles
231   FC80_004   Escape from Battle
232   FC80_005   50 Escapes
233   FC80_006   Successful Pacts
234   FC80_007   Pact of Love
235   FC80_008   Try, Try Again
236   FC80_009   Natural Fisherman
237   FC80_010   A Lie
238   FC80_011   Kismet
239   FC80_012   Simply Splendid
240   FC80_013   Joyous Trinity
241   FC80_014   Secret Weapon
242   FC80_015   Prisoner?
243   FC80_016   Overachievers and Underachievers
244   FC80_017   Stubborn
245   FC80_018   Different Kinds
246   FC80_019   Loyal
247   FC80_020   We're Full
248   FC80_021   Complete
249   FC80_022   Lively
250   FC80_023   Rather Sad
251   FC80_024   Monster Circus
252   FC80_025   Seriously High Number
253   FC80_026   Old Fashioned?
254   FC90_001   Together Again
255   FC90_002   I'm Sorry
256   FC90_003   Questions
257   FC90_004   Mentor
258   FC90_005   Perfect
259   FC90_006   Individuality
260   FC90_007   Richter and Tenebrae
261   FC90_008   Training
262   FC90_009   Outcasts
263   FC90_010   Hiding the Face
264   FC90_011   Richter and Tenebrae Part 2
265   FC90_012   Emil's Cooking
266   FC90_013   Appearances
267   FC90_014   Father's Love
268   FC90_015   Carving Food
269   FC90_016   Foolproof Method
270   FC90_017   Richter's Cooking
271   FC90_018   Dwarven Pot-Luck Surprise
272   FC90_019   Fruit Everything
273   FC90_020   Revolutionary Menu
274   FC90_021   Hereditary Traits
275   FC90_022   Poor Luck
276   FC90_023   Gourmet Cuisine
277   FC90_024   Axe and Pocket Knife
278   FC90_025   Mistaken for a Criminal
279   FC90_026   Older Women
280   FC91_001   Both the Problem
281   FC91_002   Let's Keep It Up
282   FC91_003   Getting Along
283   FC91_004   No Way
284   FC91_005   Cheer Him Up
285   FC91_006   One Okay
286   FC91_007   Words to Heart
287   FC91_008   We Were Close
288   FC91_009   Almost Had That One
289   FC91_010   Concentration
290   FC91_011   Healing Strike
291   FC91_012   What Was I Born For?
292   FC91_013   Exactly
293   FC91_014   Too Powerful?
294   FC92_001   Keeping the Promise
295   FC92_002   I'm Screwed
296   FC92_003   Let's Head Back
297   FC92_004   Is Richter Bad?
298   FC92_005   I'm Screwed Part 2
299   FC92_006   Don't Remind Me
300   FC92_007   Bridging the Gap
301   FC93_001   Chosen Maniac
302   FC93_002   Useless Research
303   FC93_003   Only the Darkness Knows
[/spoiler]
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 31, 2011, 12:32:37 AM
There were skits that weren't voiced over?
Interesting.

And thanks for the code frubam; Marta's actually a viable fighter now.

EDIT:
Some names of skits you left as "???"

1   FC01_002   Angry?
10   FC01_011   Eh-mule
15   FC01_016   Promise
20   FC02_005   Hawkie
26   FC02_011   Tenebie
35   FC02_020   Memory
42   FC02_027   Colette
44   FC02_029   . (I have no idea about this one. The title is a dot, not a period and the skit is still voiced in Japanese; there are no subtitles in English or Japanese)
52   FC02_037   . (Same title as before; this one doesn't load any skit whatsoever, nor does it freeze the game)
54   FC02_039   Alice
62   FC03_006   Awkward
74   FC03_018   Maniac
77   FC03_021   Kendama
88   FC03_032   Izoold
92   FC04_003   Stress
94   FC04_005   Regal
97   FC04_008   Herbs
116   FC04_027   Celcius
127   FC05_004   Scared?
132   FC05_009   Omen
133   FC05_010   Mom
139   FC05_016   . (Another dot; again, this skit is left in Japanese and has no subtitles)
143   FC05_020   Friends
149   FC05_026   Shallow
150   FC05_027   . (And another dot; another skit left in Japanese and with no subtitles)
155   FC06_004   Aster
161   FC06_010   Fight
167   FC06_016   Darkness Maniac
168   FC06_017   HE Bomb
169   FC06_018   Wahoo!
179   FC07_002   Ozette
182   FC07_005   Sister
189   FC07_012   Nuance
192   FC07_015   . (Yet another dot; I think that these are just undubbed versions of the previous skit on the list)
201   FC08_001   Cruel
222   FC08_022   What Is Love? Part 2
223   FC08_023   . (dot; this loads no skit)
236   FC80_009   Natural Fisherman
237   FC80_010   A Lie
238   FC80_011   Kismet
246   FC80_019   Loyal
249   FC80_022   Lively
257   FC90_004   Mentor
258   FC90_005   Perfect
283   FC91_004   No Way
292   FC91_013   Exactly

Waka Waka Waka!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 31, 2011, 01:25:57 AM
Hey, cool, I had no idea there were undubbed skits.  Nice job.

Do the undubbed skits have portrait animations?

Wonder if we could make a custom skit and over-write an unused one....it would probably be a LOT of work though.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 31, 2011, 01:38:43 AM
Yeah, the undubbed skits are animated. Just with no subtitles.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on May 31, 2011, 04:56:08 AM
mmm fun

Everyone Always Critical Hits [dcx2]
040D1524 60000000

Lottery Gel Fully Heals HP/TP [dcx2]
04053FC0 4800012C
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Tenkirby on June 01, 2011, 02:40:26 AM
Wow! my computer breaks down for a couple of days and look at the progress :)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 01, 2011, 06:32:20 AM
FuzzyJello on the GameFAQs board pointed out that the "Use Manuscripts on anyone" can be used to teach humans artes and skills.  I originally made it for just EXP but the same code does the other stuff too.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 01, 2011, 06:37:57 AM
Just as a note, when you use Scare Shot, you end up casting it on yourself, though when another party member uses it, it can be aimed at the enemy.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 02, 2011, 06:17:50 AM
Encounter Roller is now v3.1.  There are two improvements.  First, the code is six lines shorter now (62 lines instead of 68).  Second, roll-over and -under now wrap around.  So if you are forcing encounter 1, and you press left, before it wouldn't move, but now it wraps around to encounter 1258.  Now you don't have to scroll as far to get to your desired encounter.

http://wiird.l0nk.org/forum/index.php/topic,2530.msg69880.html#msg69880

I will be posting Encounter Roller v2.1 to take advantage of the optimizations in v3.1.  The enemy count and enemy levels in v3+ is nice, but I want to give people an option in the event that they want to use a lot of codes.  I'll probably also post a v1.1 too.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 02, 2011, 09:20:31 AM
What should we put in the gameconfig.txt?

Brawl has one which allows over 8000 lines, and the one... someone here provided (sorry, forgot who) one that allows about 424 lines. Any way to expand that? I have no clue whatsoever with it.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 02, 2011, 02:14:17 PM
You don't need anything in gameconfig.txt.  Brawl is a special case.  The level editor had access to the SD card, and Phantom Wings used the existing "read SD" function to add more codes.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 02, 2011, 03:02:09 PM
:(
All your codes are making me go over the limit though.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 02, 2011, 03:14:36 PM
Updated v2.1 and v1.1.  So here's the layout.  All the codes are built from the same source and just trimmed to remove the unneeded features, so they all have scrolling and wrap-around.

v3.1 - 62 lines, shows all encounter data (monster type as text and number, monster count, max level, min level)
v2.1 - 44 lines, shows just monster types as text
v1.1 - 29 lines, only shows the encounter value

---

You're actually hitting the code limit?  Wow.  What all are you using?  I have some old rollers that I should probably go back and optimize.  Are you sure you have the debugger disabled when you launch the game?  It takes up extra space that can be used for codes.

You can use a GPF for some codes.  Anything that only needs to write to memory once.  Most of the time that's just single-line ASM patches, but the Encounter Modifier is a good candidate for being GPF'd.  The problem is that you would have to calculate all the offsets manually, whereas that code just lets you drop a value into Q and go.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 03, 2011, 05:27:22 AM
Fuah. I do use a lot of codes for this game; I think I actually use more lines in this than in Brawl. :)
I did take some codes off so I have room no. :O

[spoiler]Colsm Btl hack- p1 [frubam]
* 062C200C 00000010
* 4368616F 73204261
* 74746C65 00000000
* 062F4204 0000001a
* 0100015a 01560140
* 00000101 05000000
* 00006666 6666A0A0
* 00000000 00000000
* 062F4220 00000018
* 01640154 01460000
* 01010500 00000000
* d5d5a0a0 90909090
* 062F423a 00000018
* 01590157 015b0000
* 01010100 00000000
* b0b0b0b0 b0b00000
* 062F4254 00000018
* 01600161 01620163
* 01010101 00000000
* 9e9e9e9e 9e9e9e9e
* 062F426C 0000001a
* 0100015c 015d015e
* 015f0101 01010000
* 0000a2a2 a2a2a2a2
* a2a20000 00000000

Colsm Btl hack- p2 [frubam]
* 062C200C 00000010
* 4368616F 73204261
* 74746C65 00000000
* 062F4204 0000001a
* 0100015a 01560140
* 00000101 05000000
* 00006666 6666A0A0
* 00000000 00000000
* 062F4220 00000018
* 01640154 01460000
* 01010500 00000000
* d5d5a0a0 90909090
* 062F423a 00000018
* 01590157 015b0000
* 01010100 00000000
* b0b0b0b0 b0b00000
* 062F4254 00000018
* 01600161 01620163
* 01010101 00000000
* 9e9e9e9e 9e9e9e9e
* 062F426C 0000001a
* 0100015c 015d015e
* 015f0101 01010000
* 0000a2a2 a2a2a2a2
* a2a20000 00000000

Colsm Btl hack- p3[frubam]
* 062C200C 00000010
* 4368616F 73204261
* 74746C65 00000000
* 062F4204 0000001a
* 0100015a 01560140
* 00000101 05000000
* 00006666 6666A0A0
* 00000000 00000000
* 062F4220 00000018
* 01640154 01460000
* 01010500 00000000
* d5d5a0a0 90909090
* 062F423a 00000018
* 01590157 015b0000
* 01010100 00000000
* b0b0b0b0 b0b00000
* 062F4254 00000018
* 01600161 01620163
* 01010101 00000000
* 9e9e9e9e 9e9e9e9e
* 062F426C 0000001a
* 0100015c 015d015e
* 015f0101 01010000
* 0000a2a2 a2a2a2a2
* a2a20000 00000000

Orion/Gldhm - Army of Justice [frubam]
* 062F481e 00000018
* 015C0000 00000000
* 0a000000 00000000
* 80808080 00000000

Everyone has level 255 max [dcx2]
* 082D60BC 00FF0000
* 20040010 00000000
* 082D60C4 802D5788
* 20040010 00000000
* 082D5AAC 0099967E
* 20370004 0000FFFF
* 082D60C0 00D09647
* 20040010 00000000
* 0409F8FC 3C6000D0
* 0409F900 60609647
Don't use these two codes together.  This code modifies the "Experience needed to level up" table.  I tried to follow the general pattern that was used to make the table from levels 100-200; each level requires an additional 65535 to reach the next level.  Your level maxes out at 255, which means your EXP now maxes out at 13,662,139 instead of 9,999,999.  Stats continue to increase for the remaining 55 levels.

De-level [dcx2]
* C205C654 00000006
* 88BD01A0 3D80804D
* A16C755E 2C0B0200
* 40820018 A16C755A
* 2C0B2200 4082000C
* 38A5FFFF 98BD01A0
* 60000000 00000000
Go to the status screen, hold Z and then press 1.  This doesn't "de-level" your character's stats; you keep all the stats and experience.  The next time you fight you will level up at the end, and your stats will increase accordingly.  So if you don't want to artificially increase your stats, de-level only as much as you need.  This can probably also be used to save a monster that you didn't evolve after feeding after reaching its max level.

Bonus EXP Multiplier (float) [dcx2]
C20B9460 00000004
48000009 3E400000
7D8802A6 C00C0000
EFE007F2 3FA0804E
60000000 00000000
You can use this to compensate for the massive bonus EXP in Unknown Mode. Replace 3F800000 with any float (e.g. 40000000 = 2.0, 3F000000 = 0.5, etc)

Maximum Number of Possession of 255 Items [AlexWong]
* 00493273 000000FF
Hacked by RITZ for NTSC-JP, ported by AlexWong to NTSC-U/C.

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

Release Limit of SP [AlexWong]
* 04050E48 380003E7
* 04050EF8 380003E7
Hacked by RITZ for NTSC-JP, ported by AlexWong to NTSC-U/C.

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.

Strategy Roller [dcx2]
* C205DAA8 00000008
* 82630014 3D80804D
* A18C755E 2C0C1000
* 40820010 2C130001
* 40810008 3A73FFFF
* 2C0C0010 40820010
* 2C13002B 40800008
* 3A730001 92630014
* 60000000 00000000
Go to the Strategy screen (in or out of battle).  Highlight the strategy for the character you want to change.  Press + or - to roll strategies.
There are about 20 copies of Attack Freely.  You will have scroll through them.  I did not provide an indicator because the list is small (about 40 values).

Skit Roller [dcx2]
* C206F5B4 0000000E
* 836373A8 3D80804D
* 618C755A A12C0000
* A14C0004 7120000C
* 4082000C 71400003
* 41820044 2C092008
* 4182000C 2C092002
* 40820008 3B7B0001
* 2C092004 4182000C
* 2C092001 40820008
* 3B7BFFFF 2C1B012F
* 40810008 3B60FFFF
* 2C1BFFFF 40800008
* 3B60012F 936373A8
* 60000000 00000000
At the world map or in town or in dungeon, hold Z.  Then press: left will go back one skit, right will go forward one skit, down will scroll back through skits, up will scroll forward through skits.  This roller wraps, so if you go past the last skit it comes back to the first.

Encounter Roller v3.1 [dcx2]
* 0401C888 80031B5C
* 0401CC14 41820020
* 284D755A DFFF2000
* 0401C888 38000001
* 0401CC14 60000000
* E0000000 80008000
* C201C088 00000018
* A0841C1C 48000009
* 00000000 7D2802A6
* 3D80804D A14C755A
* A10C755E A0E900C2
* 3CA0802E 60A5DCF8
* 71402000 4182008C
* 7C8700D0 71001310
* 4082000C 71404000
* 41820058 280A2200
* 4182004C 28078000
* 40800050 280A2010
* 4182000C 280A6010
* 40820014 38E70001
* 2C0704EA 40810008
* 38E00001 280A3000
* 4182000C 280A7000
* 40820010 34E7FFFF
* 41810008 38E004EA
* 7CE43B78 B08900C2
* 28078000 41800014
* 808D89A8 34E40000
* 40800008 38E00000
* 1C07001A 7C050214
* 90090000 00000000
* C20BB9B4 00000003
* 3800FFFF 2C000000
* 41800008 90030000
* 80030000 00000000
* C201CC7C 00000003
* 3734FFFD 4181000D
* 7F2802A6 8339FF18
* 2C14000F 00000000
* C201CC94 00000002
* 3F208031 63390528
* 38600000 00000000
* C201C8D8 00000003
* A0631B62 28190064
* 4180000C 1C140002
* 7C79022E 00000000
* C201C944 00000003
* 8872001C 28190064
* 4180000C 38140008
* 7C7900AE 00000000
* C201CC24 00000003
* 7CA02850 28190064
* 4180000C 1C140002
* 7CB9022E 00000000
* C201CB58 00000003
* A8B20024 28190064
* 4180000C 38140010
* 7CB900AE 00000000
* C201CBA0 00000003
* A8B2002A 28190064
* 4180000C 38140014
* 7CB900AE 00000000
Huge thanks to Frubam for pointing me at the encounter table!  This code is a bit complicated.  Go to the menu screen (Artes, Equip, Item, Status, etc).  Hold Z.  Look at the Encounters; you will see the number for the last encounter you had (if you have not had an encounter yet, it shows -1, which can be confusing).  While holding Z, pressing 1 will toggle the Encounter Roller.  When the Encounter Roller is enabled, the Encounters number will be negative, and it will force you to enter that encounter.  If you press 1 while holding Z again, it will disable the encounter roller, and the number will be positive once again, which shows you the last encounter you had, and allows you to enter encounters normally.

Always have quests [dcx2]
* 0249357E 00000007
I think this will even give you quests after you've completed them all, but a given quest will disappear from the list after it has been beaten.  Use "Don't consume quests" to keep quests from disappearing from the menu if you want to play the same quest multiple times.

Quest Randomizer [dcx2]
* C20675BC 00000008
* 3D80804D 618C755A
* A16C0004 716B0300
* 41820028 A16C0000
* 2C0B0300 4082001C
* 3C608049 A063357C
* 3D808006 618C6260
* 7D8903A6 4E800421
* 38610038 00000000
At the quest screen, press 1 and 2 to randomly generate a new set of quests.  If you don't like the quests that you've got, just keep randomizing until you get one you want.  This will choose from quests that are appropriate for the chapter you are in

Can Always Escape [dcx2]
* 040BB9AC 38600000
Escape from battle quest fails you.  Escape from boss battle...?

Quest Rank Roller [dcx2]
* C206759C 0000000A
* 3D80804D 618C755A
* A16C0004 716B0003
* 41820038 A00C0000
* A1661EF8 2C004001
* 40820010 2C0B0004
* 40800008 396B0001
* 2C004002 40820010
* 2C0B0000 40810008
* 396BFFFF B1661EF8
* A0061EF8 00000000
At the quest screen, hold C and then press left or right to roll rank.  Location and type rolling have been removed since they just cause problems; use Quest Randomizer until you get the type/location you want.  Make sure you roll rank after the Randomizer has given you the quest you want, because the Randomizer will over-write any rolled rank.

Assign monster artes to shortcuts [dcx2]
* 040C6B40 60000000
* 040CD0C0 60000000
* 0405B464 38000000
* C20594B4 00000003
* 888300E0 2C04000C
* 41800008 38A00001
* 60000000 00000000
* C2083A60 00000005
* 3D808000 7C086000
* 40800008 39000000
* 3D808180 2C08000C
* 41800008 39000000
* 90010024 00000000
This is just a little glitchy.  When you pick the shortcut, you won't see the name in the slot.  But when you hover over that slot, you will see it.  You can use these shortcuts in battle.

Marta base <-> arcane [frubam]
* 0227AD24 0000000X
* 0227AD40 0000000X
* 0227AD5C 0000000X
* 0227AD78 0000000X
* 0227AD94 0000000X
* 0227ADCC 0000000X
* 0227ADE8 0000000X
* 0227AE04 0000000Y
* 0227AE20 0000000Z
X - 0 = base; 1 = arcane. Order below.
Y - Radiant Roar. original value = 2. Usable in normal artes list. If you use it, you WILL get the white screen. Omit this line or set it to 2 to keep it normal.
Z - Ars Nova. original value = 5. If you use it, you'll prob get the the white screen. Omit this line or set it to 5 to keep it normal.
Crescent Dance
Dancing Swallow
Swallow Waltz
Roaring Phoenix
Radiant Gale
Tempest Swallow
Remnant Strike
Radiant Roar
Ars Nova

Prevent Stat Changes [dcx2]
* 0404BE6C 4E800020
based on Shadow's code

Unlock Lloyd & Co. for leveling [dcx2]
* C209F828 00000003
* 2C030000 4082000C
* 38600001 7C7FF1AE
* 80010024 00000000
You might have to view the character at the status screen to unlock, but it shows how much EXP you need for the next level now.

Raise stat cap to 32767 [dcx2]
* 0404B0A4 7C001840
* 0404B19C 28007FFF
* 0404B1A4 38007FFF
* 0404B20C 7C001840
* 0404B304 28007FFF
* 0404B30C 38007FFF
* 0404B358 28007FFF
* 0404B360 38007FFF
* 0404B3CC 28007FFF
* 0404B3D4 38007FFF
* 0404B454 28007FFF
* 0404B45C 38007FFF
* 0404B4F4 28007FFF
* 0404B4FC 38007FFF
* 0404B590 28007FFF
* 0404B598 38007FFF
* 0404B62C 28007FFF
* 0404B634 38007FFF
* 0404B6C8 28007FFF
* 0404B6D0 38007FFF
* 0404B764 28007FFF
* 0404B76C 38007FFF
* 0404B800 28007FFF
* 0404B808 38007FFF
* 0404B89C 28007FFF
* 0404B8A4 38007FFF
* 0404B924 28007FFF
* 0404B92C 38007FFF
* 0404B938 28007FFF
* 0404B940 38007FFF
* 0404B97C 38007FFF
* 0404B9C8 28067FFF
* 0404B9F4 28067FFF
* 0404BA20 28067FFF
* 0404BA4C 28067FFF
* 0404BA7C 28067FFF
* 0404BAAC 28067FFF
* 0409FE74 3AC07FFF
* 0409FE7C 3BE07FFF
* 0409FF00 28007FFF
* 0409FF70 28007FFF
* 0409FFEC 28007FFF
* 0409FB14 28007FFF
* 0409FB20 38007FFF
* 040A00A0 28007FFF
* 040A00A8 38007FFF
* 040A00C8 28007FFF
* 040A00D0 38007FFF
* 040A00DC 38007FFF
* 040A00F4 28037FFF
* 040A0118 28037FFF
* 040A013C 28037FFF
* 040A0160 28037FFF
* 040A0184 28037FFF

Name Roller [dcx2]
* C205CAD4 00000010
* 48000009 00000000
* 7D8802A6 3C80804D
* 6084755A A8640004
* 7063030C 4182005C
* 806C0000 A8840000
* 2C044200 40820010
* 2C030011 40800008
* 38630001 2C044100
* 40820010 2C030000
* 40810008 3863FFFF
* 906C0000 38630186
* 7D5D18AE 2C044008
* 40820008 394A0001
* 2C044004 40820008
* 394AFFFF 7D5D19AE
* 2C000000 00000000
You must be at the Status screen for a character, and you must hold C to activate this.  While holding C, press the up or down arrow to change a letter of the name.  You may have to press up and down a lot to get to the letter you want.  To move to the next letter, hold C and press 1.  To move to the previous letter, hold C and press 2.  There are a max of 18 letters.  Move one letter at a time from the left.  Changes to the name should be permanent once the file is saved.

Party Roller [dcx2]
* C205C88C 0000000C
* 3D80804D 618C755A
* A14C0004 714A000C
* 41820048 A1431B62
* 2C0A000B 4181003C
* A18C0000 2C0C2008
* 40820010 2C0A000B
* 40800008 394A0001
* 2C0C2004 40820010
* 2C0A0001 40810008
* 394AFFFF B1431B62
* 394AFFFF B1431B60
* A0631B62 00000000
Based on Aesteval's Party Mod code (in turn based on YCAT21's Party Mod).  Go to the Status screen for the slot of interest.  Hold Z.  Press down and up to change the character.  This changes both portrait data and the stats data.  You can't mix and match character data with this code.  If there is interest I could make one that does that.

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)

Use manuscripts on humans [dcx2]
* 04055A14 38000001
* 040571F0 60000000
* 040571D4 4800000C

Pacts are always successful [dcx2]
* 040B9D6C 48000028


Keep minor elements after they change the major element [dcx2]
* 040B0EE8 7CC03378

Unison attacks don't clear the minor elements from the grid [dcx2]
* 040B0F80 48000014

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

can always feed any monster [dcx2]
* 0406ADF8 60000000
* 0406ADC0 60000000
* 0406AE30 60000000
* 0406AE68 60000000
Feed any monster at any time, even if they're level 1. WARNING you will have to scroll through a lot of monsters!

Dont need statues to evolve monsters [dcx2]
* 040689B8 7CC53378

Can always evolve monsters [dcx2]
* 04068970 7CC53378
Using the previous three codes together, you can evolve monsters as many times as you want without leaving the cooking screen!

Change monster synchs (Hold CZ, press up or down) [dcx2]
* C205CADC 0000000C
* 887D01DB 2C030000
* 4182004C 3C80804D
* 6084755A A8040004
* 7000000C 41820038
* A8840000 2C046008
* 40820014 38630001
* 7063000F 40820008
* 38600001 2C046004
* 40820014 3863FFFF
* 7063000F 40820008
* 3860000F 987D01DB
* 60000000 00000000
Go to the Menu -&gt; Status screen, select your monster, while viewing their stats hold C and Z first, then press up or down to change synchs

item modifier [dcx2]
* C205129C 00000010
* A8A30048 3C80804D
* 6084755A A8C40000
* 70C72000 4182005C
* 70C70010 4182000C
* 38A50001 48000034
* 70C71000 4182000C
* 38A5FFFF 48000024
* A8C40004 70C70002
* 4182000C 38A50001
* 48000010 70C70001
* 4182000C 38A5FFFF
* 2C050259 40810008
* 38A00000 2C050000
* 40800008 38A00259
* B0A30048 7CA32B78
* 60000000 00000000
Go to the Equipment screen and highlight the item you want to change. While holding Z, press left or right to change the item by one, and hold + or - to scroll through 60 items per second (takes about 10 seconds to scroll through all items). Using this code you can put any item anywhere - an apple gel for Emil's weapon, or Sol and Mani (Richter's axe and sword) for Marta's ribbon, etc. If you go to the accessory and there's no accessory equipped, you can bring one into existence, and then use C to de-equip the accessory into your inventory. You can then create any rare items you want, as many as you want!

No "Cannot use Item Time" [hawkeye2777]
* C20B8320 00000005
* 9421FFF0 91610008
* 3D60BC83 616BAB9F
* 917D0050 81610008
* 38210010 C03D0050
* 60000000 00000000
This code nullifies the time limit on using items, so you can use several items at once.

Richter is Richter (Ginnungagap) (battle)
* 057A01E0 0C06BB35
* 057A01E4 00217580[/spoiler]
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 03, 2011, 05:32:36 AM
A lot of those are simple ASM writes that could be GPF'd to save space.  I asked Mathew_Wi if he could integrate GPF support into his GCT app.

I bet all the encounter modifiers could be GPF'd too.  All the C2 codes must be used as codes, though.

I'll try to see if I can reduce some of those codes in size.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 04, 2011, 10:02:33 PM
Okay, so I can't post the encounter table in a forum post.  You'll need to download this text file.  It contains all the details of the encounters, dumped from a table.

EDIT:

always steal [dcx2]
040D202C 60000000

always get drops [dcx2]
040A9098 60000000

Monsters can use items in battle [dcx2]
040DAE64 38000000
040DB4D0 38000000

Swap any human into slot 1 [dcx2]
0401DB00 60000000
0401DB18 60000000
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 05, 2011, 03:17:52 PM
YES. AT LAST.

Oh and by the way, Regal seems to have a problem with codes.
Especially Regal (suit).

Chingi's Arte Modifier can give everyone every spell, but using it on Regal gives him only most of the spells.

And with your Original Cast Level Up code, Regal can level, but for some reason, he does not gain any EXP (I'm not sure but I think Regal (prisoner) and Regal (suit) have different values or something? regardless, the code needs to be changed to function properly with Regal (suit)).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 05, 2011, 03:24:36 PM
..Chingi's arte mod?  The only arte mod I see is Shadow's.

What chapter do you have Regal (suit)?  I'll check it out.

By the way, in order to unlock leveling up, you MUST go to the menu screen.  If you start (EDIT: or load) a game, and go straight into fighting, the original cast won't get any EXP.  Once you look at the menu, they can gain EXP.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 05, 2011, 04:23:43 PM
Yes, I've checked the menu. I kept checking to see if Regal got any EXP.

Err, I think Regal gets his suit in Chapter 6 or 7.

And chingi's Arte Mod (well, more of a "Spell Mod") can give any character in your party any spell inserted into their Arte List. I can't find chingi's original post, so I'll just be reposting mine:

[spoiler]Code set up goes:
XXXXXXXX 7654 3210
XXXXXXXX FEDC BA98
with XXXXXXXX being Character Values (or whatever they are).

Lloyd Spell Mod [chingi1] (subsequent characters: +X(E8))
0448186C FFFFFFFE
04481970 1FFFFFFF
so Colette's is:
04481954 FFFFFFFE
04481958 1FFFFFFF
and so on and so forth.

Spell List
0
0. Fire Ball
1. Stone Blast
2. Aqua Edge
3. CRASH

1
4. Wind Blade
5. Ice Needles
6. Lightning
7. Eruption

2
8. Stalagmite
9. Splash
10. Turbulence
11. Icicle Rain

3
12. Thunder Blade
13. Photon
14. Negative Gate
15. Explode

4
16. Ground Dasher
17. Blessed Drops
18. Flare Tornado
19. Absolute

5
20. Indignation
21. Divine Saber
22. Bloody Howling
23. Gravity Well

6
24. Prism Sword
25. Meteor Storm
26. First Aid
27. Dispel

7
28. Charge
29. Heal
30. Healing Circle
31. Recover


8
32. Sharpness
33. Barrier
34. Enhance Cast
35. Resist

9
36. Cure
37. Revitalize
38. Resurrection
39. Revive


A
40. Holy Song
41. Judgment
42. Grand Cross
43. Tidal Wave

B
44. Cyclone
45. Healing Wind
46. Life
47. Healer

C
48. Sacred shine
49. Blazing Hearts
50. Scare Shot
51. Wild Fire

D
52. Maelstrom
53. Hurricane
54. Catastrophe
55. Final Punishment

E
56. Avalanche
57. Wrath of God
58. Obliterate
59. Radiant Roar

F
60. Judgment
61.crashhhhhhhhh[/spoiler]

EDIT: Note that the Spell list may not be completely accurate. I'm only certain with set 0; chingi had mixed up the set, saying 0. was crash, not 3..
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: hireplas on June 05, 2011, 04:32:55 PM
Quote from: dcx2 on June 04, 2011, 10:02:33 PM
so does that mean i can use ANY human in slot 1, like alice, decus, hawk, etc?

Swap any human into slot 1 [dcx2]
0401DB00 60000000
0401DB18 60000000

Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 05, 2011, 04:36:41 PM
Except that all enemies are classified as monsters (I think).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 05, 2011, 04:39:13 PM
I should have been more specific.  I mean "human" in the sense of Aesteval/YCAT's party mod having a "0" instead of a "1" for the first line.  So that means only humans that are normally playable without hacks.

Alice Decus etc are "enemies" and thus are categorized as monsters because their Party Mod bit is 1.  I will try to mess around with it to see if I can put monsters in the first slot, but don't get your hopes up because I can see this leading to a potential crashfest when you go to do some stuff, like set artes and change from auto to semiauto.

EDIT:

I'll look into chingi's arte mod a bit.  It makes me want to create a grimoire roller that can be used to teach any spell to anyone.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 05, 2011, 04:47:49 PM
:) Sweet.

And chingi's Arte Mod works through binary, or something.

For example:
XXXXXXXX 7654 3210
XXXXXXXX FEDC BA98
Each number corresponds to a certain spell set.
Let's start with the 7.

XXXXXXXX 7654 3210
XXXXXXXX FEDC BA98

Let's say we want to give the character every spell in set 7. So the binary value would be 1111 (1 is have spell, 0 is not have spell). Then, convert the value into hex.

So we'd get:
XXXXXXXX F654 3210
XXXXXXXX FEDC BA98

Does that help?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 05, 2011, 04:50:59 PM
It looked suspiciously like a bit mask.  Thanks for confirming.

I might be able to make a code that just gives everyone every spell using this.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on June 05, 2011, 10:28:00 PM
If I could ask, is it possible to make a code that increases the level of all monsters by some number? Not change the encounter itself, but increasing the difficulty by increasing the min/max level. If it could do all 1258 entries at once, that'd be great =03.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 05, 2011, 11:00:46 PM
I could pretty easily make an 08 code that changes the level for all enemies to 255.  I might be able to make one that just adds to the min/max level, but the problem is that most encounters have 0 for their levels.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on June 05, 2011, 11:30:17 PM
Quote from: dcx2 on June 05, 2011, 11:00:46 PM
I could pretty easily make an 08 code that changes the level for all enemies to 255.  I might be able to make one that just adds to the min/max level, but the problem is that most encounters have 0 for their levels.

hmmm, I see =0<. but I think making every monster lv 255 would be near impossible if you are starting a new game, sans cheating. Adding to the min/max level would scale it better I think, but I'll leave it up to you =03.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 06, 2011, 02:49:47 AM
Wow, so it looks like the Regal in the menu is not necessarily the same Regal in battle.  If you go to his status screen, you still see the prisoner outfit.  I made a new one.

Unlock Lloyd etc for leveling v2 [dcx2]
C209FC0C 00000003
88040000 2C000000
4082000C 38000001
98040000 00000000
Unlocks everyone like v1, but this one will also unlock Regal with his suit outfit (which v1 did not).  However, with just this code, in the menu you won't see Regal's Next EXP amount; to see it you'll need v1 of this code.  He still levels with just v2 (I checked both Suit and Prisoner Regal and both leveled with just this code).  Oddly, if you use a manuscript on Regal with this code, you can see his Next EXP amount.  This code is triggered by gaining EXP, whereas the previous code was trigged by the opening the menu.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 06, 2011, 03:02:33 AM
:D
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 06, 2011, 05:39:29 AM
Unlock all spells for everyone [dcx2]
C205BE20 00000004
2C000008 381FFFFE
4082000C 5400003C
48000008 540000FE
90030058 00000000
based on chingi1's Spell Mod.  Works for everyone; all humans and monsters, including both Regals

EDIT:

btw, chingi1 was right, 0 is crash.  It starts counting bits on the right, so the 0 that you can't set corresponds to the E in 0xFFFFFFFE.  But, basically, the spell value must be 1 to 60, inclusive.  There are no hidden spells; I crash-proofed the other bits to check.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 07, 2011, 07:32:50 PM
That's odd. Using the values chingi gave me resulted in a freeze. Guess I must have done something wrong.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 07, 2011, 10:44:03 PM
The bits start counting from the right.  So bit 0 would be 0x00000001.  Bit 1 is 0x00000002.  Bit 2 is 0x00000004.  Bit 3 is 0x00000008.  Bit 4 is 0x00000010.  etc.

By the time you count up to 61, which is where it crashes, you would be on the second word, and it would be 0x20000000.  Hence why it maxes at 0x1FFFFFFFF - the 1 corresponds to bit 60.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on June 07, 2011, 11:36:47 PM
Tch, no wonder I got it wrong.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: JamietheFlameUser on June 14, 2011, 04:01:26 AM
Three things that would be awesome:

1. Change the "Prevent being behind more than one level's worth of EXP" code to activate during cutscenes as well as when accessing the menu, and change it to also include SP, since I've had a few glitches with characters being at their level 1 amount of SP when they join.

2. A code to fix Scare Shot so that it targets properly when used by the player.

3. A code to make the game read skit portraits in place of battle portraits. So that their "using artes" portrait becomes their angry portrait, their flinching portrait becomes their flinching portrait for skits, etc. Though I expect this would have to be individualized for each character, and incredibly difficult to make, it would still be really flippin' cool to have.

Oh, and all of you guys have awesome codes. Thanks to dcx2 for being awesome ( :cool: ), and how is progress on the Lloyd and co. stat reset codes?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 14, 2011, 04:17:28 AM
I'm hacking ToS for the GameCube at the moment.  I'll get back to this game later.

1) I can probably make the code run when you get EXP.  I'll also look into the SP thing.

2) I'm not sure how easy this will be.  It might have to wait until I learn more about the casting system

3) You could use Riivolution to patch the file with the battle portraits, using the skit portraits as a source.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Veritech Fox on June 14, 2011, 03:21:05 PM
Sorry if this has been already asked in the past 25 pages, I skimmed trough, but is there a possible way to get Richter to use his Mystic Arte (as ally) without freezing? (Towering Inferno.)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 14, 2011, 03:48:24 PM
@Veritech Fox, Not yet.  When I get back to this game, that's on my list.

@ JamietheFlameUser, re: stat reset code, Shadow and I have two separate reset codes.  Hers selectively nops out the places that are resetting stats, while mine tries to skip the whole stat reset function.  Mine may have a side effect of preventing equipment upgrades, but hers probably does not.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Aaron1718 on June 15, 2011, 11:13:29 PM
Hey dcx2, I have a question about the "Massively Reduced Casting Time" code.  I'm a novice when it comes to hacking and I was just curious what some of the other values are.  The one you made by default is awesome but it's almost TOO fast lol.  When playing as a healer, it's almost impossible to select the character you want to heal cause the arte is cast too fast haha. 
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on June 15, 2011, 11:21:33 PM
Ah yes, that code was fun.  I did a little trial-and-error to find a good value, but you're right it can be a bit too fast.

Massively reduced casting time [dcx2]
0410A7A4 60000000
0410A7A8 3BC0000A
(barely enough time for launching a Mystic Arte)

The bolded value represents the amount of time it will take to cast.  0x000A = 10.  You can try 0x000F = 15 and see if that's slow enough for you to choose who you want to heal.  Larger values will take longer.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: arch feline on June 29, 2011, 12:28:59 AM
I have read through the posts since I was last here.  The discovery of "new" skits is intriguing.   I played the Jpn version but I never noticed the missing skits.  The code should be fun.  I still want to work through the different types of "We are the Monster Buster" Katz Quests.  

Has anyone learned anything more about Katz Quests in the last month?

I just played Final Fantasy VII for the second time.  I actually followed the story this time.  There seems only to be one ending.  This does not matter however because there are so many different perceptions of the ending.

BTW I have a code request.  The game will let you send a monster in your party to the Katz Guild when 4 monsters are in the party and you make a battle pact with a monster.  There are times when you would just like to send a monster to the guild.  I will name a for instance: Before a boss battle there are old ToS characters talking to you who are not in your party.  The character(s) will join you for the battle when there are no active monsters.

Edit 1.  preliminary. "We are the Monster Busters" and "Legend of Spiritua" seem to have a different quest number for each rank.  I can see no difference between these and switching them seems to make no difference.
WatMB D, C, B, A, S correspond to 102, 103, 104, 105, 106
LoS D, C, B, A, S correspond to --- 119, 120, 121, 122, 123
I totally realize that I may be overlooking something.

Edit 2. I am checking out "Annoying Vanguard" with the Altamira locations.  Accessing the location after Altamira makes some changes. The hotel lounge shops and Worker Katz will be open and it will still be dark when you leave the hotel.  Earlier access for locations 82, 85 will allow the water rail to go to the Casino. Later access for 82, 85 will not allow the water rail to go anywhere.
Location 83, 84, 87, 98: each has access to the Casino area regardless of where you are in the story.

I cannot find a third dungeon for "Annoying Vanguard."
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: BurningJello on July 05, 2011, 02:42:16 AM
I'm curious as to how you work the battle model swap code; I see a basic code and enemy codes, and you talk about replacing specific enemies with other specific enemies, yet I've seen battles that could never be created by just doing that (Was it Frubam who did the 4 Lloyds vs 10 Lloyd's swap?).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 05, 2011, 03:00:23 AM
frubam's code modifies what enemies make up a specific encounter.  It doesn't actually swap any models.

See the end of this post, it describes how each battle is laid out in memory and gives a code that lets you easily change any battle.  It also lists all the enemy values.

http://wiird.l0nk.org/forum/index.php/topic,1840.msg70169.html#msg70169
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: BurningJello on July 05, 2011, 03:31:55 AM
All right, I see how to modify the number of enemies and their levels, but do I use the three-numbered enemy values to determine which encounter I'm modifying or which enemies I'm actually fighting?  I notice the hex values for enemy names, what do I use there?  (I hate being a bother here)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 05, 2011, 04:10:53 AM
Don't hate to be a bother, that's what support threads are for.

The encounter table lists all of the encounters in the game.  Typically it's difficult to force a specific encounter, unless you're using the encounter roller.  frubam decided to use the Coliseum instead for his codes.

http://wiird.l0nk.org/forum/index.php/topic,2530.msg69833.html#msg69833

So let's take the Coliseum, Single, Bronze Battle.  It is battle 0x3B6.  It's against one level 20 Clay Golem.

Let's say that instead, you wanted to fight against level 100 Lloyd, level 100 Decus, and three level 200 wolves.  You would use this generic battle modifier.

Generic Battle Modifier [dcx2]
80000001 000003B6
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
015C0150 001F0000
01010300 00000000
6464C800 6464C800
E0000000 80008000
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: joe_263 on July 09, 2011, 10:04:42 PM
So many amazing codes have been released since the last time I checked!

Is there a code that allows to change Lloyd and co. accessories?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 09, 2011, 10:07:51 PM
You can use Equipment/Item roller to change it.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on July 11, 2011, 07:18:49 PM
Is there any way to change the "No 'CANNOT USE ITEM'" code time to increase it, i.e. make the time between item uses longer?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 11, 2011, 07:21:34 PM
Probably, I can look into it when I find time.  My PC is acting up though, dunno when I can get back to hacking.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on July 12, 2011, 02:01:00 PM
I appreciate it, thanks =03. Also, I've found the value to make the character float, but have no way of making the code. May I ask that when you get the chance and start hacking ToS:R again(since I know you're doing the orig ToS) that you'd make the code?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 12, 2011, 02:43:05 PM
Sure, I could give that a shot too.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Patedj on July 12, 2011, 10:08:38 PM
frubam, send the address my way too, I'd like to give a go on the pal version, I might be able to write it for NTSC too. dcx2 can always improve on it.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on July 13, 2011, 02:28:35 PM
I'm not sure whether or not it's different for the pal version, but here goes. Around 0x4E1810, you should see what looks like a bunch of floating-point hex numbers. At 0x4E1E88, you should see a WORD equaling 0x0. Right after it, should be a 0x9xxxxxxx value. The 0x9xxxxxxx value tells you the offset of the in-party character's atk variable data(len/wdh/hgt range of hits, movement spd, as well as other such data). The character it pertains to is dependent on what slot a character is in(e.g. if Emil is in the first slot, the offset at 0x4E1E8C will pertain to him. If Marta is in the first slot, it will pertain to her, etc). The data blocks are, I think, 0x64 bytes(0x60+4 zero bytes) long for the party chars. Since the atk var data is dynamically loaded per battle, the 0x9xxxxxxx values will be different. The 0x9xxxxxxx values also change if you switch the chars around. Note that this data is loaded/refreshed only when a battle starts, and is not reloaded unless you switch the chars around. Also to note that first 4 0x64 blocks are for the in-battle party chars; the ones after are for the enemies I believe.

By jumping to the 0x9xxxxxxx value at 0x4E1E8C(+0x64 for the 2nd slot; +0x128 for the 3rd slot, etc), you are instantly brought to that char's atk var data. Note that for the playable chars, the 1st 4 WORDs are 0x1, 0x0, 0x0, 0x3E8. Starting from before the 0x1 WORD value, 0xD0 bytes in, there is a WORD value that will be 0x0. By setting this value as a floating-point number, you can have the character float. I believe the char will fall when attacking though, but magic can be casted in mid-air.

It'd be nice to be able to press only up/down on the stick to float/drop.  Anyway, it seems kinda hard for me to make into a code, since the pointer positions change by char slot movement, and I have no idea how to do the 'press button, this happens' type codes either =0\.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Patedj on July 14, 2011, 01:29:14 AM
4E00000C 00000000 # put a pointer to the float in po
ASM here               # hook that constantly adds float to Y axis
14000000 00000000 # make hook add 0.0
283CB80A BFFF4000 # if holding C
14000000 42C80000 # make hook add 100.0
E0000000 80008000 # terminator
ASM:bl NO_DATA
.float 14
NO_DATA:
mflr r12
lfs f0,0(r12)
lfs f26,448(r1)
fadds f26,f0,f26

stfs f26,448(r1)

Instead of adding (fadds) you can simply replace lfs f0,0(r12) with the float register that it's using to add to the jumping address.
I used this formula to make the Avatars float in 3d games... This will work if your bp turns out to be a float register.

Next post give me the address and not the values. The explanaition that you gave us helps of course, so thank you, be proud. As I said, please give me the address so I can see where it is in the PAL version.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 14, 2011, 01:37:22 AM
I don't think he can give you the address because it changes for every fight.  The best he can do is give a pointer to the address.  I don't think he has a USB Gecko so he can't set breakpoints and stuff.

Also, when he says 0x4E1810, he means 804E1810.  I'm not sure how you can find it in the PAL version, but I believe you have my NTSC dump so you can try to look at that and then look for similar things in your PAL dump.  It might just use the same offset as the party mod.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Patedj on July 14, 2011, 01:59:23 AM
of course, thank you for the clarification.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on July 20, 2011, 04:15:05 PM
Can I get the basic form of this code for other characters?

[spoiler]Marta base <-> arcane [frubam]
* 0227AD24 0000000X
* 0227AD40 0000000X
* 0227AD5C 0000000X
* 0227AD78 0000000X
* 0227AD94 0000000X
* 0227ADCC 0000000X
* 0227ADE8 0000000X
* 0227AE04 0000000Y
* 0227AE20 0000000Z
X - 0 = base; 1 = arcane. Order below.
Y - Radiant Roar. original value = 2. Usable in normal artes list. If you use it, you WILL get the white screen. Omit this line or set it to 2 to keep it normal.
Z - Ars Nova. original value = 5. If you use it, you'll prob get the the white screen. Omit this line or set it to 5 to keep it normal.
Crescent Dance
Dancing Swallow
Swallow Waltz
Roaring Phoenix
Radiant Gale
Tempest Swallow
Remnant Strike
Radiant Roar
Ars Nova[/spoiler]

Like would Richter start at 0227AE3C (doubt it).

EDIT: By the way, do monsters not have portrait data or something? I mean with Aesteval's Party Mod you fill in AAAABBBB, where AAAA is portrait data and BBBB is battle data, or something. When I try it with monsters, whatever I put in AAAA seems to do nothing.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 21, 2011, 06:46:58 PM
I'm not sure I understand frubam's code.  It just changes e.g. Crescent Dance from Arcane to Base?  I can see if I can generalize it.

Also, I don't think monsters have portrait data.  I think the AAAA actually points to a monster in your capture list, but I'm not 100% sure.  Hence why Party Roller only works for humans.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on July 22, 2011, 04:41:12 PM
Yeah, that's basically what it does.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 22, 2011, 04:42:22 PM
What's the point?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on July 22, 2011, 05:36:23 PM
You can use more than just two Artes in one combo with Marta?

She only has base artes, so unlike Emil or Richter, she really can't do a melee combination.

That code can make the game think that, let's say Tempest Swallow, is an arcane arte, so I could chain Crescent Dance -> Roaring Phoenix -> Tempest Swallow -> Swallow Waltz -> Tempest Swallow.

Unless there's already a code out that let's you ignore the arte restriction, so you could just chain base -> base -> base, or arcane -> arcane -> arcane...
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 22, 2011, 05:41:04 PM
hmm...you know, I never really looked into that very much.  Can you point me at the precise definition of the arte restriction?  From what I read so far, it's "can't do more than two base artes in a combo".  Could you just alternate base and arcane indefinitely?  How do they tie together?

Using breakpoints I might be able to see who is reading the base<->arcane values, and from there lift the arte restriction entirely.  But it helps to know precisely what the arte restriction is.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on July 22, 2011, 05:51:14 PM
Maybe I worded it badly.

With the skills Ability Plus and Ability Plus 2, you can chain up to three base artes and two arcane artes:
Base -> base -> arcane -> base -> arcane OR
Base -> arcane -> base -> base -> arcane (of course, there's no need to use all five of them).

By "arte restriction", I meant on how the game prevents you from chaining more than 3 base artes in a row (ie can't do Demon Fang -> Tiger Blade -> Sword Rain), or from chaining an arcane arte from an arcane arte (ie can't do Light Spear -> Demon Spear)

EDIT: If it helps, you can only use artes like so:
Starting with base arte
[spoiler]base
base -> base
base -> base -> arcane
base -> base -> arcane -> base
base -> base -> arcane -> base -> arcane
base -> arcane -> base
base -> arcane -> base -> base
base -> arcane -> base -> base -> arcane
base -> arcane -> base -> arcane[/spoiler]
Starting with arcane arte
[spoiler]arcane
arcane -> base
arcane -> base -> base
arcane -> base -> base -> arcane
arcane -> base -> arcane[/spoiler]
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 22, 2011, 05:59:08 PM
Ah, that makes sense.

Yeah, I bet I can hack that restriction.  I'm pretty busy this weekend, but sooner or later it should happen.  There's likely a counter that keeps track of how many of each attack you've used.  If I keep the counter from counting up, you could alternate base->arcane indefinitely.  You could probably also chain base indefinitely.  There's probably a separate code needed to chain arcane artes.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: ceonn on July 24, 2011, 10:31:01 AM
Hello. I was messing around with the encounter modifier and I attempted to lower a characters level. I set the min and max for Emil to 5 and in battle he remained at his default level. Im assuming that this means that you can only raise the opponents level, but I just wanted to be certain. Thanks!
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 24, 2011, 03:48:51 PM
What do you mean, "set min and max for Emil"?  I'm not sure how you would specify these for Emil, because the Generic Battle Modifier's level values apply only to the enemies in that battle.

If you want, I could probably make a code that prevents only Emil from leveling up.  Though there is no true way to "un-level" that will also reduce the stats.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: ceonn on July 24, 2011, 10:54:03 PM
Im sorry, in hindsight that was mor than slightly confusing. This is what I mean. I put 1 of the boss forms of emil into the game, the one you fight after letting marta and lloyd defeat you. I tried to change his level, or in otherwords the enemy emils level to be 5. Instead it stayed at 50. However, when I go into battle with his level changed to 255 he will become level 55 when I fight him.

To be more specific, I mean I tried to change an enemies level to be lower then the default level you meet them at, and it failed.
EDIT

Now that im finally at the computer I use for codes, this is what I did.
80000001 00000004
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
01640165 00D1001F
01010101 00000000
05050305 05050305
E0000000 80008000

This should create a battle against a level 5 emil and marta, and a couple of monsters. Instead, Marta and emil end up being level 50 in battle.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 26, 2011, 08:57:09 PM
Hm..were the monsters the right level?

It's possible the game enforces its own min/max levels.  Many of the min/max levels in the encounter table are 0.  It's possible that it calculates the levels of some enemies based on what chapter you're in, or something like that.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: ceonn on July 27, 2011, 07:06:17 AM
I dont think its that. Both the monsters were level 5. Im guessing theres a fixed variable for their level thats seperate from the encounter, and its just specific encounters modifying stats, like the fight against lloyd and marta, where lloyds stats were lower.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: BurningJello on July 29, 2011, 09:48:37 PM
I still haven't been able to get the battle modifier to work either; even simply changing Ricther's level in the final fight.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 29, 2011, 09:50:48 PM
You can't make it work at all, or you can't change some of the enemies' levels?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: BurningJello on July 29, 2011, 11:32:51 PM
Both.  I haven't been able to make a code that successfully changes the enemies in an encounter, nor change the levels of the enemies normally in the encounter.  I used the example of Demon Ricther, which you gave the hex for when the battle modifier was first posted, and can't do anything with it.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on July 29, 2011, 11:56:47 PM
Odd. I used the Battle Modifier, and was able to replace the Lloyd battle with Richter (Ginnungagap) and two Album Atrums.
Works fine (didn't bother messing with enemy levels, though; left the values as 0).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: BurningJello on July 30, 2011, 12:18:41 AM
I could just not understand how the modifier works, even with dcx2's step by step breakdown.

I know that you fill in 0s for unused Z,Y,X,W values both for when you're specifying the enemies you want and the number of them when you want 1 to 9 of them, but I don't understand how levels work.  I could try a code where the levels are all 0s and see if that works.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 30, 2011, 01:15:52 AM
Can you give an example of a code that you used?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: BurningJello on July 30, 2011, 02:31:50 AM
80000001 000004EA
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
01510000 00000000
01000000 00000000
00000000 09990000
E0000000 80008000

Wanted to see if something as high as 999 would actually work.  One thing I know is that the code both mentions a certain encounter, and tries to change the enemy, even if it's just to the same enemy (Demon Richter).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on July 30, 2011, 05:53:01 AM
You should be using hex, not decimal. It would be 3E7, not 999.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on July 30, 2011, 04:07:54 PM
I think perhaps it needs a bit of an explanation.  One thing to note is that all code values are always in hex.  If you need a hex converter, use Windows Calculator in Scientific mode.  F5 and F6 shortcut keys switch between hex and decimal.

When I said 0x4EA is the last battle, I meant numerically, not chronologically.  As in, 0 <= QQQ <= 0x4EA.  Battle 0x4EA is normally 1x Cerberus, 2x Basilisk, and 1x Thargelion.  It looks like the Q for the final fight with Richter is actually 0x22.

To know what battle is what number, you should use the Encounter Table.  It's attached to this post.  http://wiird.l0nk.org/forum/index.php/topic,1840.msg70169.html#msg70169

In the same post you'll see the enemy list.  The ZYXW value for the first form of Alice is 0x151.  Richter(final) is 0x155.

Enemy levels are stored as bytes, so the largest value is 0xFF = level 255.

The following code will over-write the entry for the final fight with Richter.  You will now fight Alice(1st), Hawk(1st), Decus(1st), and Richter(final).  Alice will be level 0x64 = 100, Hawk 0x96 = 150, Decus 0xC8 = 200, Richter(final) 0xFF = 255.  Since Alice's level is so low, there will be two of her.

80000001 00000022
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
01510153 01500155
02010101 00000000
6496C8FF 6496C8FF
E0000000 80008000
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: BurningJello on August 01, 2011, 01:19:25 AM
All right, I've tinkered with it for a while and understand the values, my last problem is that my attempts at hex conversions don't work.  I've tried altering the bear (27) encounter, which converts to 1B, which does not work.  Am I using the wrong values?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on August 01, 2011, 02:29:59 AM
Copy and paste your code.  Remember that there like four or five different Bear encounters.

EDIT:

Encounter 0x1B = 4x Lookin.

Bear encounters that I've found: 0x3A, 0x3B, 0x2C4, 0x2C5, 0x3A9, 0x3D2, 0x46B.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: BurningJello on August 01, 2011, 03:04:48 AM
80000001 0000001B
86100001 0000001A
4A001001 802EDCF8
16000000 00000018
01600000 00000000
10000000 00000000
FFFFFFFF FFFFFFFF
E0000000 80008000

It was a test with 10 Zelos, as the 0160 shows.  I was trying to rewrite the bear at the tower of mana.  I'm really not sure why the hex conversions aren't working, aside from being unable to put 0s in front of other numbers on the calculator.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on August 01, 2011, 04:09:42 AM
I can't comprehend how 160 means you have 10 Zeloses.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: BurningJello on August 01, 2011, 04:20:40 AM
0160 is Zelos' value, I have the enemy number line set to 10.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on August 01, 2011, 06:26:57 AM
Actually, you didn't choose 10 Zelos, you chose 16 Zelos.  0x10 = 16.  0xA = 10

Oh, I see why you got Q wrong.  The bear's ZYXW value is 0x27 (those values are already in hex and do not need converted).  There are 0x16D enemy ZYXW values.

There's a .txt file attached to the post I linked above, because the list is too long to post.  The attachment is "RT4EAF_encounter_table.txt".  Look in that file at the Hex column in that file for the appropriate Q value.  There are 0x4EA encounters.

Here's some chunks of the encounter table, so you can recognize it.


[spoiler]Enemy(Count)[min level\max level]
Enc   Hex   Enemy1            Enemy2            Enemy3            Enemy4            Escape

0000   000   Lucrezia(1)[0\0]                                                      no   
0001   001   Lucrezia(1)[0\0]                                                      no   
0002   002   Vortex(1)[0\0]                                                      no   
0003   003   Imp(1)[0\0]                                                         no   
0004   004   Lloyd(1)[0\0]                                                      no   
0005   005   Magnar(1st)(1)[0\0]                                                   no   
...
0025   019   Richter(2nd)(1)[0\0]                                                   no   
0026   01A   Corduroy(1)[0\0]      Were Bat(5)[40\40]                                       no   
0027   01B   Lookin(4)[0\0]                                                      no   
0028   01C   Hawk(2nd)(1)[0\0]      Vanguard Rogue(1)(1)[40\40]   Vanguard Rogue(2)(1)[40\40]                  no   
0029   01D   Brute(1)[0\0]                                                      no   
...
1253   4E5   Gorgon(1)[85\90]      Simurgh(2)[65\75]      Slime Mold(1)[65\75]      Thargelion(1)[0\0]         yes   
1254   4E6   Nereis(2)[65\75]      Cerberus(1)[65\75]      Carbuncle(1)[85\90]      Gamelion(1)[0\0]            yes   
1255   4E7   Dark Rider(2)[65\75]      Basilisk(1)[85\90]      Shape Shifter(1)[65\75]      Anthesterion(1)[0\0]      yes   
1256   4E8   Shape Shifter(1)[65\75]      Phoenix(1)[65\75]      Nereis(1)[85\90]      Elaphebolion(1)[0\0]      yes   
1257   4E9   Dark Rider(1)[85\90]      Pale Rider(1)[65\75]      Mounychion(1)[0\0]                     yes   
1258   4EA   Cerberus(1)[85\90]      Basilisk(2)[65\75]      Thargelion(1)[0\0]                        yes   
[/spoiler]
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: f0x on August 01, 2011, 07:16:20 AM
I would be interested in trying to remap the controls. Is there a guide to help get me started?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on August 01, 2011, 01:36:54 PM
I made a button remapping code, but it doesn't work on all games.  I tried to find other pad read functions in newer games so I could support them, but I didn't have any luck.  I'm not sure if my button remapper code works for ToS:DotNW.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on August 12, 2011, 08:57:00 PM
Is there any way to tell how the skill Backstep works? You tap back twice, what would be the best way to find out how the asm works?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on August 12, 2011, 09:00:17 PM
The game likely records the ability to backstep as a flag in somewhere in memory.  If this flag is set, you can backstep.  If clear, the backstep is ignored.

Once you find this flag, set a read breakpoint and try to backstep.  With any luck, you'll be staring at the ASM that's saying "are you allowed to backstep?"  There will be a branch; one path means "yes you can" and the other path means "no you can't".

BTW, you once asked me about changing the levels of enemy fights without using a huge amount of codes.  If you use the Gecko OS GPF feature, you can patch huge quantities of memory once right after the game is loaded.  This should allow you to write the entire encounter table (all 1232? entries) to be whatever you want, and it wouldn't require taking up any code types at all.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on August 12, 2011, 09:32:14 PM
Okay, thanks for the info =03, I'll give that a shot
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on September 03, 2011, 02:32:39 PM
Can you reupload the encounter table? I'm positive I dl'ed it, but its nowhere to be found =0<.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on September 03, 2011, 02:53:16 PM
The forum no longer supports it, so I put it in mediafire.

http://www.mediafire.com/file/qf4w305t4c1til4/RT4EAF%20encounter_table.txt (http://www.mediafire.com/file/qf4w305t4c1til4/RT4EAF%20encounter_table.txt)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on September 03, 2011, 02:54:15 PM
Ah thanks dcx2. Appreciate it =03.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on September 05, 2011, 04:16:47 PM
Man, I really wish I had a usb gecko =0<. I'd like to request to be able to change the on-screen char while you are on the map. I found what I thought looked like the value at 0x3DB7EE(NTSC), as I used Dolphin's mem search function to search for 0x0008 and 0x0009 as I switched Emil and Marta respectively to be the on-screen chars. Other tests prove that those ARE the correct values for those two chars. However, a single-RAM write to that mem location always reverts the value back to either 0x0008 and 0x0009(and 0x000B for pre-pact Emil). An always-RAM write lags the game severely, and freezes the model in its stationary animation, but it can still move. If it's too complex to look at, maybe if you could give me a hint as to what is going on, it may verrrry slightly better my chances at finding the solution(if that mem address IS the solution (>.>) ).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on September 05, 2011, 08:22:33 PM
I'll take a look at this later today.  My guess is that you'll need a write breakpoint to see who is writing the "legit" value back to the address.

EDIT:

The problem is that the char in the first slot is the one who's supposed to be on-screen.  So when it noticed that the char on-screen didn't match the one in the first slot, it would fix it.  Separately, it would also prevent anyone who wasn't Emil or Marta from appearing on-screen.

I fixed the second problem.  The char in the first slot will now be on-screen, regardless of who it is (I have not yet tried monsters)

First slot char is on-screen [dcx2]
0402AEA4 60000000
This should be used in combination with Party Roller or Aesteval's Party Mod

Force on-screen char [dcx2]
C202D984 00000002
5463002A 60630017
3FE0803E 00000000
based on frubam's work.  You can be all kinds of people.  0x17 = Final Richter which looks badass walking around on the map.  0x14F is a kitty!  I rolled up to 0x189, which was a few models into the enemies, and 0x18A crashed.

What kind of a roller would you like for this?  We can make something that rolls based on a value in e.g. gr7, or I can build the roller into the ASM.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on September 06, 2011, 01:52:53 AM
which ever is easier for you, I'm not picky. I would actually just like the restriction of having only Marta and Emil lifted, i.e. who ever is in first is placed on-screen, which you have already done excellently =03.

For the values, I've found that 0x00 - 0x16D prob deal with npcs, and from then on deals with monsters(0x16E + value from monster table = that monster), which already had the on-screen char restriction lifted naturally. Then it goes into some items that you'd normally see on the field or for events(like chests, a Cent cores, orig heroes statues, etc).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on September 25, 2011, 04:22:22 PM
Any news on being able to force Richter to use his Mystic Arte without freezing?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on September 29, 2011, 09:31:25 PM
Quote from: Symphonian resident on September 25, 2011, 04:22:22 PM
Any news on being able to force Richter to use his Mystic Arte without freezing?

Since I was off this morning, I decided to look into it a bit. I believe the problem is that the ally Richter does not have a cut-in in his file. When the game reads the attack data for his mystic, since there is no cut-in, the game freezes. Once I overrided his data to not use a cut-in, it worked with no problems. I unfortunately cannot make a code to do this, but I can give some general directions for one that may work.

This is assuming Ricther is in slot 1.

1. Get hex value(pointer) from address 0x804E1E8C(add 0x64 to move down a slot). Value at this address should be in 0x9xxxxxxx range. This pointer is where the attack data for the char in slot 1 is stored.
2. Add 0x2A4C bytes to the pointer. Jump to that MEM location.
3. Overwrite the next 3 WORDs with 0x003c0033 00000000 00000000.

Once it's overwritten, whatever methods you use to initiate his MA, it should work without freezing. If you want to use his MA the traditional way, you have to 'add' it to his arte list, as he doesn't have a listing for it. To do that, just use this code:

Add Richter MA in list[frubam]
0427b280 00020000
0427b284 00000000
0427b288 00000032
0427b28c 000a0001
0427b290 00000000
0427b294 80282B88
0427b298 80282B88

or

Add Richter MA in list[frubam]
0627b280 0000001c
00020000 00000000
00000032 000a0001
00000000 80282b88
80282b88 00000000

which does the same thing. I should note that this code may affect Richter's skills and artes should you start a new game, since this code overwrites a bit of this data, but once he gets into your party during the tutorial, it doesn't matter anymore(as far as I know).

You could also alter this char file and add a cut-in; but that is more work than the average person would do =0/.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on September 29, 2011, 11:38:14 PM
I figured the game froze because of that. :mad:

Hmm. Is there a way to point his Mystic Arte to enemy Richter's Mystic Arte? Though I'm not sure if the Mystic Arte would function properly like that (when I model swaps and using Mystic Artes, they do activate, but the enemy is still free to move around and stuff and the attack ends with a white screen).

EDIT: Asking ^ because I'm not sure if your instructions are for using a USB Gecko, editing a save file, or modifying an actual file in the ISO.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on September 30, 2011, 01:51:48 AM
Quote from: Symphonian resident on September 29, 2011, 11:38:14 PM
I figured the game froze because of that. :mad:

Hmm. Is there a way to point his Mystic Arte to enemy Richter's Mystic Arte? Though I'm not sure if the Mystic Arte would function properly like that (when I model swaps and using Mystic Artes, they do activate, but the enemy is still free to move around and stuff and the attack ends with a white screen).

EDIT: Asking ^ because I'm not sure if your instructions are for using a USB Gecko, editing a save file, or modifying an actual file in the ISO.

You can use these codes the same way you've used other codes posted in this thread.

The attack data for ally and enemy Richter is the same. Even if it were possible, the 'instruction' to use a cut-in is actually inside this data, so it doesn't matter if you point it to the ally or enemy Richter.

no Richter cut-in[frubam]
48000000 804eXXXX
DE000000 90009280
16002a4c 0000000c
003c0033 00000000
00000000 00000000
e0000000 80008000

XXXX is 0x1e8c if Richter is in slot 1; 0x1ef0 for slot 2; 0x1f54 for slot 3; 0x1fb8 for slot 4.

I'm not familiar with pointers and all that, but try using the code above with the "Add Richter MA in list" code in my previous post(I don't have my system to test =0( )

Add Richter MA in list[frubam]
0627b280 0000001c
00020000 00000000
00000032 000a0001
00000000 80282b88
80282b88 00000000

and see if that works. Just use a arcane arte and hold the arte button, like any typical MA.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on September 30, 2011, 04:45:22 AM
Quote from: frubam on September 29, 2011, 09:31:25 PM
Once I overrided his data to not use a cut-in, it worked with no problems. I unfortunately cannot make a code to do this, but I can give some general directions for one that may work.

This is assuming Ricther is in slot 1.

1. Get hex value(pointer) from address 0x804E1E8C(add 0x64 to move down a slot). Value at this address should be in 0x9xxxxxxx range. This pointer is where the attack data for the char in slot 1 is stored.
2. Add 0x2A4C bytes to the pointer. Jump to that MEM location.
3. Overwrite the next 3 WORDs with 0x003c0033 00000000 00000000.

Once it's overwritten, whatever methods you use to initiate his MA, it should work without freezing.

I meant that I didn't understand this part. But I guess your new code does exactly what ^ describes. :P

Hmm. The code changes depending on what slot Richter's in? This could be a bit troublesome. Oh, well; it's not like it's hard to figure out. I'll assume that I can have all 4 versions of that code active at once so I can place Richter anywhere in the roster anytime I want.

Thanks frubam.


...And about adding the cut-in to his character file... would it be, let's say, difficult to do accomplish? I've looked through your Photobucket images and saw you add swap and add custom animations and modify textures. I'm nowhere near that level, but would it be a lot easier than that?

EDIT: I haven't tested your code in a new game yet, but it works flawlessly on my current run. No white screen at the end. :D
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on October 01, 2011, 03:33:45 AM
Mmm.
Started a new run.

Game froze on the second fight with Lucrezia (where Marta joins).
Then it froze at the first tutorial Richter gives.

The only codes I added were:
Add Richter MA in list[frubam]
* 0627b280 0000001c
* 00020000 00000000
* 00000032 000a0001
* 00000000 80282b88
* 80282b88 00000000
I should note that this code may affect Richter's skills and artes should you start a new game, since this code overwrites a bit of this data, but once he gets into your party during the tutorial, it doesn't matter anymore(as far as I know).
Just use a arcane arte and hold the arte button, like any typical MA.

No Richter Cut-In (Slot 1) [frubam]
* 48000000 804e1e8c
* DE000000 90009280
* 16002a4c 0000000c
* 003c0033 00000000
* 00000000 00000000
* e0000000 80008000

No Richter Cut-In (Slot 2) [frubam]
* 48000000 804e1ef0
* DE000000 90009280
* 16002a4c 0000000c
* 003c0033 00000000
* 00000000 00000000
* e0000000 80008000

No Richter Cut-In (Slot 3) [frubam]
* 48000000 804e1f54
* DE000000 90009280
* 16002a4c 0000000c
* 003c0033 00000000
* 00000000 00000000
* e0000000 80008000

No Richter Cut-In (Slot 4) [frubam]
* 48000000 804e1fb8
* DE000000 90009280
* 16002a4c 0000000c
* 003c0033 00000000
* 00000000 00000000
* e0000000 80008000

What could be causing the problem?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on October 01, 2011, 04:10:29 AM
Adding a cut-in isn't really difficult if you understand basic hex addition and good know-how to use a hex editor. It's really as simple as going to point A, pasting the cut-in data, and changing about 2 or 3 WORDs.

It most likely because the codes are writing bad values into the other char's file. You see, basically, the code should ONLY be used for the appropriate slot that Richter is going to be in. If, say in this instance, Marta joins in the 2nd slot. The code for slot 2 jumps to the beginning of her attack data, then jumps 0x2A4C bytes ahead. Since every char's attack data is different sizes, the code is still going to write the values, but the area of memory it's written in is limited to some value, and writing "003c0033 00000000 00000000" is an invalid value, thus making it freeze. I'm surprised it worked the first time you tried it if you used all four slot codes at the same time.

The simplest way to fix this is to make a conditional code that checks the first 4 slots to see if Richter is in them. If so, do the code; if not, then don't. I'll give this a try tomorrow(I'll have to read up on the code types to learn how to do it).
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on October 01, 2011, 04:17:10 AM
I see.
Well then, I better get cracking at those files. After all, the cut-in just boosts the awesomeness of Richter's awesome-lacking Mystic Arte.

The way you say it, I'm surprised battles worked at all. I've run through several battles with those codes on on an older save and worked smoothly. Har har, my luck is astounding.

Which reminds me, now I actually have a reason to use Riivolution. (http://forums.kc-mm.com/Smileys/default/srs2.gif)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on October 01, 2011, 04:53:47 AM
Ah, I think I can do this for ya.  po is preloaded with 80000000; then check slot 1, 2, 3, and 4 for Richter's portrait data using a series of 28 if's.  Should any of them hit, load the associated pointer into po.  After the series of if's, DE to see if the po has a valid pointer > 80010000 and if so, do the 16 string write.  (actually a 14 write and a 10 fill which can save us one line)

This code will do nothing if there's no Richter, and it will only patch Richter's slot if he's in 1-4.  However, if you have multiple Richters in your party, only the last one gets patched.

Patch out Richter's cut-in in any slot
284931EA 0000000B
4A000000 804E1E8C
284931F3 0000000B
4A000000 804E1EF0
284931FB 0000000B
4A000000 804E1F54
28493203 0000000B
4A000000 804E1FB8
DE000001 804E804F
58010000 00000000
DE000000 90009280
14002A4C 003c0033
10002A50 00070000
E0000000 80008000
Based entirely on frubam's code

[spoiler=with comments]
284931EA 0000000B # if slot 1 is Richter
4A000000 804E1E8C # po = slot 1 pointer
284931F3 0000000B # end if (note the address is +1); if slot 2 is Richter
4A000000 804E1EF0 # po = slot 2 pointer
284931FB 0000000B # end if; if slot 3 is Richter
4A000000 804E1F54 # po = slot 3 pointer
28493203 0000000B # end if; slot 4
4A000000 804E1FB8 # po = slot 4 pointer
DE000001 804E804F # end if; if po < 804E0000 or po > 804F0000, do nothing
58010000 00000000 # po = [po]
DE000000 90009280 # if po < 90000000 or po > 92800000, do nothing
14002A4C 003c0033 # 32-bit write
10002A50 00070000 # 8-bit 0 fill
E0000000 80008000 # terminate all ifs (the two DE checks)
[/spoiler]
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on October 01, 2011, 05:05:57 AM
Sweet.
I'll be using this until I can get Richter's cut in to work.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on October 02, 2011, 02:20:27 PM
Thanks for the added comments =03. I did try this at first by quickly glancing at the codetype doc, but was unsuccessful at getting it right. Now I see how it's done.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: hireplas on December 11, 2011, 09:10:10 PM
This may be an absurd request, but is it possible to make a hack to remove the enemies little health bar in the battle? It's just sorta something that grinds my gears
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: mxsoundtube on January 10, 2012, 02:29:02 AM
just wondering , if you guys can make Emil stay as stating Emil or like skip when Emil wii change his cloths ?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: dcx2 on January 10, 2012, 04:25:51 PM
I think the Party Mod code can be used to make Emil stay the same.  000A000B is Richter; I think 000B000C is the original Emil?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 10, 2012, 04:32:19 PM
According to my tests:
00080009 - Emil (seems to give whatever Emil is appropriate depending on where in the story you're in)
000B000C - Pre-pact Emil (name is taken from your first monster you ever caught)
000C000D - Green-eyed Emil (name is taken from the second monster you ever caught)
000D000E - Green-eyed Emil with Ratatosk's voice (name is taken from the third monster you every caught)

Alternatively, you can use Shadow's Model Swap code to replace Emil's model with his pre-pact (his Luin clothes) form if you wish.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: mxsoundtube on January 11, 2012, 05:14:44 AM
thanks you very much guys, i will try it tonight.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: mxsoundtube on January 11, 2012, 06:40:38 AM
And also wii this work in the cut scene too?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 11, 2012, 07:21:34 AM
I'm assuming you meant "would the new model appear in cutscenes?".
Well, yes, but you have to make sure you edit Shadow's code so that not only do you replace the in-battle model, but the out-of-battle model as well.

Oh, and while we're discussing codes, is there any news on a sound/graphics swap (or force port) code? It's a small detail, but when I swap Richter with his... fire counterpart, I'd like him to have his "echo-y" voice and have the graphics he uses when he fights you.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: mxsoundtube on January 11, 2012, 08:01:27 AM
oh i mean when you swap any model with Emil , it will become a T stand right ?
So I was thinking that if we change to pre pact Emil first and after that just model swap regularly , wii it work
Since pre pact Emil doesnt make a Tstand.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 17, 2012, 05:55:39 PM
The problem with your method is that it would also leave in-battle Emil as Pre-pact Emil, which means no artes (unless you use the Arte Roller code, but that only allows you to use up to 4 artes, and CPU's wouldn't be able to use any arte).

Do you really need the out-of-battle model for Emil to be different? You can replace his in-battle model fine.

And re-requesting a sound/graphics swap code.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: mxsoundtube on January 21, 2012, 02:55:46 AM
oh okay Well, I just want to see Emil without T-stand thats all but if that too much its okay
Well i have one more request. I want the code that you won't gain Exp.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 22, 2012, 09:23:45 PM
EXP Multiplier (x0) (integer) [dcx2]
C20B9294 00000002
1C630000 9061000C
3C608048 00000000
This gives you zero EXP.

Bonus EXP Multiplier (x0) (float) [dcx2]
C20B9460 00000004
48000009 00000000
7D8802A6 C00C0000
EFE007F2 3FA0804E
60000000 00000000
This gives you zero Bonus EXP.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on January 30, 2012, 02:54:02 PM
Again, requesting the two codes.

And also, a code that allows Richter and Lloyd and Co. to participate in the Singles Coliseum.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: hireplas on February 01, 2012, 10:58:05 PM
Quote from: Symphonian resident on January 30, 2012, 02:54:02 PM
Again, requesting the two codes.

And also, a code that allows Richter and Lloyd and Co. to participate in the Singles Coliseum.
One way of making the singles coliseum work is to use Aestevals party mod thing, and put whoever you want to use in the first slot and then just choose the colesium, thats how i do it at least :P
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on February 02, 2012, 12:24:33 AM
Well, yes, I guess I could. However, it's bothersome to constantly change the code just so I can use a certain character for Singles.
I experimented with what would happen if Emil or Marta were not in the party and I tried Singles Coliseum. Game froze.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: ShiningBindo on March 05, 2012, 07:17:01 PM
I´m a Brazilian so my english is bad


is there a way to use emil green eye with ratatosk voice(Lloyd and Marta battle)
I want to use it because the voice stand cooler(Now return to oblivion Ain Soph Aur)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: mxsoundtube on March 23, 2012, 11:05:24 PM
Is there a code that enable all skills (not artes) for the monster ?
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: missigno00 on April 13, 2012, 06:31:55 PM
Please, someone, I reade some pages and saw a way to walk with alice as marta place, but:

How did I swap the MOVIES scene, with emil and marta to lloyd and colette?

please, I already search and the gecko codes but for a novice isn't too easy, someone can help me?

and have a code to free te first slot to another humans? the roller has much face of "hack", and I think that could be easy to create...c'mon they liberate save to every place

have this code?

thank you very much
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: ShiningBindo on May 20, 2012, 07:19:04 PM
Again asking if there someone up to the task
In making emil green eyed ratatosk(Lloyd and Marta battle)
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: MasamuneMarth on May 29, 2012, 08:08:42 AM
if i may, i would like to request the following codes:

No Level Restriction at the Coliseum
All Centurion Core Skills for Emil (the current one doesn't add the Centurion Core skills)
Lloyd & Co. Title Modifier
All Skills Unlocked for Lloyd & Co.
Monster Name Randomizer
Unlock all ToS GCN content when starting a new game
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Symphonian resident on May 29, 2012, 05:49:06 PM
All Centurion Core Skills has already been done. Sort of. Chingi1's All Skills code can give you every skill (except the ones that freeze the game); the code is editable, but there's no table that I know of that you can just read off of and edit the code the way you want.
Of course, these codes also give every skill to Lloyd and Co. And Richter.

I don't know why you'd want a Monster Name Randomizer when there's a code that let's you rename anyone (humans or monsters) on the fly.

There's not much "ToS GCN" content besides some Gald, a few gels, and a manuscript or two. dcx2's Item Roller can get you those without too much of a hassle.
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: frubam on July 18, 2012, 03:21:49 AM
At one point I had wanted to completely revamp ToSr. Kinda funny really, even though I have no real type of hacking skills =0p. I doubt this information will be of any use to anyone, but you never know. Just some stuff I found out while trying to figure out how the game worked:

http://www.mediafire.com/view/?b82x30yobaclboi
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: mxsoundtube on October 07, 2012, 02:03:10 PM
Hey guys I was wondering if someone could the code that marta has all art, (magic).
Oh and I'm using dolphin so is it possible to  make the code that starting with C2
Thanks
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: Arudo on October 07, 2012, 07:45:41 PM
http://wiird.l0nk.org/forum/index.php/topic,8819.0.html
Title: Re: Tales of Symphonia: Dawn of the New World [RT4EAF]
Post by: ShiningBindo on January 11, 2013, 02:53:38 AM
Re requesting(even if dev isn't going on)
A code to make Emil have the sound files from the final battle, which is very different sound files(Against Marta and Lloyd)