This should be version 1, dunno if there's more than one version. Looks like there were a few versions for PAL...
infinite grade at grade shop [dcx2]
C20B00CC 00000002
38A07FFF 90BC0008
60000000 00000000
can learn S/T techs without forgetting opposites v1.1 [dcx2]
F322840C 90337B01
38600000 00000000
F322845C 70F70301
38600000 00000000
...does work for healing?
Get on Rheiards any time [dcx2]
20C0C934 28170200
04C0C950 48000014
04C0C978 48000010
E0000000 80008000
Everyone has EX Gem Max [dcx2]
085B6C62 05050505
20080118 00000000
Shop Roller [dcx2]
C20C70D8 0000000A
A9430016 3D80802D
A16CAF08 716B000C
41820034 A16CAED8
2C0B0018 40820014
394A0001 2C0A0033
40810008 39400000
2C0B0014 40820010
354AFFFF 40800008
39400033 B1430016
7D405378 00000000
At a shop screen (Buy Sell Equip), hold z and press the d-pad up or down to roll the shop. Rolling the shop while viewing its items won't change it immediately, you'll have to re-enter the buy screen. If you leave, the shop resets back to normal. You can access any shop at any time. See the attached shop list, which includes the items at each shop. Also attached is an item list, complete with descriptions
Summon without overlimit [dcx2]
F3225474 7016FC01
38000000 00000000
F32047A4 70243701
38000000 00000000
EDIT: freezes
Affection Roller [dcx2]
C20A3DA4 00000009
A95E0048 3D80802D
A16CAED8 716B0400
41820034 A95E005A
896CAEDB 7D6B0774
7D6B1E70 7D4A5A14
2C0A270F 40810008
39400000 2C0A0000
40800008 3940270F
B15E005A 00000000
Go to status screen and hold X. You will see Affection displayed as Int. Press the left analog stick up or down to roll affection.
Wow, what interesting timing. I started hacking this game because the gf just started playing it again and she didn't want to farm enough grade to get all the grade shop items she wanted. Unfortunately, it looks like GameCube games are actually harder to ASM hack than Wii games, because all the ASM gets swapped in and out of memory (probably because the GameCube has less RAM). Hence the F2/F3 codes.
Interesting fact - the text files I attached to my post were generated directly from a dump of the game. I just wrote a small app that parsed the list of items and printed it out in nicely formatted columns. Sure beats meticulously scrolling through each shop and writing it all down!
Yeah, WiiRDGUI and Gecko.NET both save codes in a wgc file. wgc = plain old text, you can open it in notepad and dump the contents.
Hmm...maybe I'll make a Sorcerer's Ring roller with that address.
I don't see any codes on the database. Where did you find codes?
Are we supposed to insert the first disc when booting the Gecko mod? Or can we start with the second disc if we're already on it?
You can boot from the second disc.
Make sure to go into the options and turn the wiird/ocarina codes on. You do not need the debugger on.
EDIT:
Whoa, checked out that forum post...it looks meaty.
Wow. That's a lot of info to digest.
Right now I'm trying to work on a camera code so that multiplayer is feasible. I'll move on to some other things once that's done.
BTW you were right, I totally typo'd the game id. You can tell, because the attachments to my first post have the correct game id. whoops!
EDIT:
Yuck, they're AR codes. Looks like I'll need to use GCNCrypt and the AR to WiiRD converter.
multiplayer camera [dcx2]
F320EB98 7052AD01
38000010 00000000
F320EFA8 705D5101
38000010 00000000
F320F2D8 904D9F01
38000010 00000000
F320F310 70A0AB01
28030777 00000000 unstable, causes crashing
Forces the camera to zoom out, as if everyone was on auto. Helps with multiplayer. Still needs a bit of tweaking; the camera does not rotate to keep you lined up with an enemy, so sometimes the controls will not be intuitive.
Huh... I cannot get the Affection Roller or the Shop Roller to work.
And when I try to use your Multiplayer Camera, all of my codes become nullfied.
Whoa, WTF? That's not good. Nothing about the multiplayer camera should shut off the other codes.
When you say the rollers don't work...do they do anything?
What other codes are working for you? What disc are you on? (it shouldn't matter)
EDIT:
You are using Gecko OS Mod, right? If you're using Dolphin to play the game, then most of my codes won't work. Dolphin does not support C2 or F2 codes.
The rollers... don't seem to do a thing, sadly.
My codes
[spoiler]multiplayer camera [dcx2]
* F320EB98 7052AD01
* 38000010 00000000
* F320EFA8 705D5101
* 38000010 00000000
* F320F2D8 904D9F01
* 38000010 00000000
* F320F310 70A0AB01
* 28030777 00000000
Forces the camera to zoom out, as if everyone was on auto. Helps with multiplayer. Still needs a bit of tweaking; the camera does not rotate to keep you lined up with an enemy, so sometimes the controls will not be intuitive.
Enable Sound Test [Sappharad]
* 04073338 387F00A4
* 04073398 387F00A4
* 040733F4 387F0084
* 04073B30 38000011
Save Anywhere [CodeJunkies]
* 0035A73D 00000001
Infinite SoulFire [Freeza]
* 0265AE02 00001388
can learn S/T techs without forgetting opposites v1.1 [dcx2]
* F322840C 90337B01
* 38600000 00000000
* F322845C 70F70301
* 38600000 00000000
...does work for healing?
Shop Roller [dcx2]
* C20C70D8 0000000A
* A9430016 3D80802D
* A16CAF08 716B000C
* 41820034 A16CAED8
* 2C0B0018 40820014
* 394A0001 2C0A0033
* 40810008 39400000
* 2C0B0014 40820010
* 354AFFFF 40800008
* 39400033 B1430016
* 7D405378 00000000
At a shop screen (Buy Sell Equip), hold z and press the d-pad up or down to roll the shop. Rolling the shop while viewing its items won't change it immediately, you'll have to re-enter the buy screen. If you leave, the shop resets back to normal. You can access any shop at any time. See the attached shop list, which includes the items at each shop. Also attached is an item list, complete with descriptions
Affection Roller [dcx2]
* C20A3DA4 00000009
* A95E0048 3D80802D
* A16CAED8 716B0400
* 41820034 A95E005A
* 896CAEDB 7D6B0774
* 7D6B1E70 7D4A5A14
* 2C0A270F 40810008
* 39400000 2C0A0000
* 40800008 3940270F
* B15E005A 00000000
Go to status screen and hold X. You will see Affection displayed as Int. Press the left analog stick up or down to roll affection.[/spoiler]
And I either can't get your Learn S/T Techs Without Forgetting Opposites code to work, or I'm just having terrible luck.
And I'm booting from the first disc.
...There is only ONE version for the US version, right?
EDIT: Creators found! Codes now have their respective creator's name.
Whoa there, don't post uncredited codes. Wherever you got Sound Test, Save Anywhere, and Inf. SoulFire from, you need to find the hacker and attach their name.
---
So, the sound test, save, and inf SoulFire codes work? But none of the other codes work? With the S/T tech code, the people learn the new techs almost instantly if you have hundreds of usages for the techs.
Does the EX Gem Max code I made work? What about Rheiards Anywhere?
---
To determine what version you have, look at this post.
http://wiird.l0nk.org/forum/index.php/topic,8234.msg69181.html#msg69181
On the backside of your GameCube disc is a string of numbers and letters that sorta matches the game ID (GQSE in this case). What do you have? Mine says "DOL-GQSE-1-00", which I'm pretty sure means version 1.
Sorry, I just copied them down from another site, since I couldn't run AR to Wiird for some reason (did I not have Java that time...?).
Yeah, the codes work perfectly.
I'll test your Rheiards Anywhere code now. The EX Gem Max for Everyone didn't seem to work either; Zelos still had his old gems when he joined...
And yeah, my disc reads, "DOL-GQSE-0-00"...
Oh, damn, that's why your codes don't work for me; I have a completely different version. :O
EDIT: Tested as promised, but something happened this time. Game froze. :D
lol, you have the same version as me, it's just that you read the number off disc 1 and I read my number off disc 2. The digit just after GQSE is the disc number.
Make sure you put the F2 (F3 in this case) codes at the very end of the list. F2 codes require the latest code handler, and if your cheat app is using an old code handler then F2 codes might make it think it has reached the end of the code list.
Also...what app loader are you using to load the game? Gecko OS Mod? The latest version, 0.92?
Bah, should have checked both discs; only checked the first. Yep, I have the same version.
Ah, so they go at the end? Didn't think that the order of codes would ever matter. Meh, shows what I know.
And yeah, I'm using Gecko OS Mod .92.
I'll try out what you suggested.
Well, it should only matter if the code handler doesn't support the F2 codes. F2 codes were added later, and were designed so that old code handlers wouldn't crash. Old code handlers used any code that began with F as an indicator that the end of codes has been reached.
Hmm... then I have to conclude that Gecko Os Mod uses an older code handler. Is it based on Gecko 1.07b?
Well, I tried ONLY using your Multiplayer Camera, and no dice. Seems like we need a new Gecko Mod or something...
I have a bit of a problem with NeoGamma.
The game freezes occasionally. I would run around on the world map, have an encounter, and the game would freeze (rarely happens).
Sometimes, GFX don't seem to be loaded correctly (Sacred Light becomes just a huge flash of light instead of a light show).
And... Summon Spirits fights. Anytime I have to fight a Summon Spirit and you see them before fighting them, the game crashes (ie it freezes before fighting Volt, Gnome, etc, but not before fighting Efreet, Celsius, etc).
My codes:
[spoiler]
Enable Sound Test [Sappharad]
* 04073338 387F00A4
* 04073398 387F00A4
* 040733F4 387F0084
* 04073B30 38000011
Save Anywhere [CodeJunkies]
* 0035A73D 00000001
Infinite SoulFire [Freeza]
* 0265AE02 00001388
Max Unison Gauge [NOVICE]
* 005B8710 000000C8
Shop Roller [dcx2]
* C20C70D8 0000000A
* A9430016 3D80802D
* A16CAF08 716B000C
* 41820034 A16CAED8
* 2C0B0018 40820014
* 394A0001 2C0A0033
* 40810008 39400000
* 2C0B0014 40820010
* 354AFFFF 40800008
* 39400033 B1430016
* 7D405378 00000000
At a shop screen (Buy Sell Equip), hold z and press the d-pad up or down to roll the shop. Rolling the shop while viewing its items won't change it immediately, you'll have to re-enter the buy screen. If you leave, the shop resets back to normal. You can access any shop at any time. See the attached shop list, which includes the items at each shop. Also attached is an item list, complete with descriptions
Affection Roller [dcx2]
* C20A3DA4 00000009
* A95E0048 3D80802D
* A16CAED8 716B0400
* 41820034 A95E005A
* 896CAEDB 7D6B0774
* 7D6B1E70 7D4A5A14
* 2C0A270F 40810008
* 39400000 2C0A0000
* 40800008 3940270F
* B15E005A 00000000
Go to status screen and hold X. You will see Affection displayed as Int. Press the left analog stick up or down to roll affection.
can learn S/T techs without forgetting opposites v1.1 [dcx2]
* F322840C 90337B01
* 38600000 00000000
* F322845C 70F70301
* 38600000 00000000
...does work for healing?
multiplayer camera [dcx2]
* F320EB98 7052AD01
* 38000010 00000000
* F320EFA8 705D5101
* 38000010 00000000
* F320F2D8 904D9F01
* 38000010 00000000
* F320F310 70A0AB01
* 28030777 00000000
Forces the camera to zoom out, as if everyone was on auto. Helps with multiplayer. Still needs a bit of tweaking; the camera does not rotate to keep you lined up with an enemy, so sometimes the controls will not be intuitive.[/spoiler]
Is the problem unavoidable?
I need a way to test that, and I'm not sure I have a save with convenient access to any of the crashing summon spirits.
I would remove the other people's codes first, and see if it still crashes at a summon spirit (since that appears to be reliable). If it does not crash, one of their codes is the problem. If it does crash, one of my codes is the problem.
If it's one of my codes, my first guess would be shop roller or affection roller. The others are protected by F2 codes. If it's one of their codes...who knows. Save Anywhere seems kind of prone to failure. Not sure what SoulFire is.
Was going to test out your suggestion...
but the game didn't freeze before fighting Slyph.
And Soulfire is used when you're in Niflheim/Forbidden Amnanesis.
Okay, so I haven't found a way to make the multiplayer camera zoom out while aligning you with the enemy. But, I did manage to manually rotate the camera. I think I found a solution that feels natural.
Multiplayer camera v2 [dcx2]
F320EB98 7052AD01
38000010 00000000
F320EFA8 705D5101
38000010 00000000
F320F2D8 904D9F01
38000010 00000000
F320F310 70A0AB0C
C05F0050 48000015
43300000 80000000
43300000 00000000
3D80802D A14CAED8
71400020 41820030
894CAEDC 7D4A0774
514AE63E 7D8802A6
C80C0000 6D4A8000
914C000C C82C0008
EC210028 EC22082A
D03F0050 28030777
60000000 00000000 unstable, causes crashing
Hold R, then press C-stick right or left to rotate the camera.
Max Luck for everyone [dcx2]
085B6BBA 00007FFF
10080118 00000000
7FFF will be displayed as 2767 in the status menu, even though it's 32767. You can use 270F and it will display the psychologically satisfying number 9999, or 752F and it will display 9999 and actually be 29999.
Party Roller [dcx2]
C20C4150 0000000B
881F000C 3D80802D
A16CAF08 716B0003
41820044 A16CAED8
3D80805B 618C775D
7D4C00AE 2C0B0012
40820014 394A0001
2C0A0009 40810008
39400001 2C0B0011
40820010 354AFFFF
41810008 39400009
7D4C01AE 00000000
Based on somen00b's party modifier. Go to the menu. Press the down arrow until you see "Party display change" and "Party exchange". Hold Z, and then press the D-pad left or right. The currently selected party member will roll. You can use this to have Kratos and Zelos at the same time. If you use multiple of the same character (e.g. four Lloyds) there will be freezing, unless you use the next code.
Party Roller Same Char Freeze Fix [dcx2]
F3281A9C 903B4802
34030000 41820008
8803107D 00000000
Using this code, you can use the party roller to have four of the same character.
Unlock all EX Skill Combos for everyone [dcx2]
085B6C88 FFFFFFFF
20080118 00000000
See attached list for all EX Skills and their descriptions, and the other attached list for all EX Skill Combo requirements for each character
Odd.
I can't get your Multiplayer Camera v2 code to work. The camera is zoomed out like your v1 code, but I can't move it around.
And your Party Roller works on Gecko OS Mod, but it won't work on NeoGamma (R9 b50).
Is there some sort of special hook that's required?
Make sure you use only one multiplayer camera code, not both. Make sure you hold R (so that it brings up the "choose the enemy to attack"), and press the c-stick left and right.
Regarding the Party Roller code...that's weird. Is it the exact same save file? I use the VBI or VI hook. Make sure it says "Party display change" at the top. Note that I am on disc 2, I wonder if it's different on disc 1..?
Swap analog sticks on Rheiards [dcx2]
F2C0B3E4 90A76C05
54E0EFFF 4182001C
7E8CA378 7FB4EB78
7D9D6378 7F4CD378
7EDAB378 7D966378
60000000 00000000
Now c-stick controls the camera and the left analog stick controls the movement. Like it should be.
EDIT:
Turns out this needs to be an F2 code. The ASM is reloaded here.
Yeah, I'm only running v2.
Yeah, I'm testing the code on the same file. I'm on disc 2 as well.
Now I'm torn between running Gecko OS Mod without having those F2/F6 codes, or running NeoGamma with its occasional freezes and it not recognizing some codes.
That's really weird. I'm using r9 b48 and I have no issues with anything. In particular, the newer code handler shouldn't have problems recognizing any codes. I'll have to try with SD cheats to make sure it's not something that happens when sending codes through the debugger.
Do you use all the non-F2 codes with Gecko OS Mod, and you get no crashing? That tells me it might be one of the F2 codes. If I had to pick an F2 code that might freeze, my money is on the multiplayer camera.
Well, since Gecko OS Mod doesn't support those codetypes, yes, I would assume it's one of those which cause the game to freeze occasionally in NeoGamma.
I think I found a save where it freezes regularly. It looks like it's the multiplayer camera code that's causing freezes. I'll have to work on a new one; for now, don't use that code.
Encounter Roller (goemon_guy)
C20A39E8 0000000D
9421FFB0 BDC10008
3DC0805B 61CE6BB8
3E00802C 6210AED6
82100000 81EE0000
2C100810 40820008
39EF0001 2C100410
40820008 39EFFFFF
2C0F0304 4082000C
39E00000 2C0FFFFF
40820008 39E00304
91EE0000 A91E0012
B9C10008 38210050
60000000 00000000
C2028210 00000003
3DC0805B 61CE6BB8
806E0000 906A0004
60000000 00000000
C200B748 00000003
3DC0805B 61CE6BB8
81EE0000 91E80004
60000000 00000000
Z+Y rolls up
Z+X rolls down
Displays with Lloyd's Luck (or 1st party member?), and only changes
when you are looking at his status menu.
*Special thanks to dcx2 and deathwolf
It seems that code had some... issues. Either way, a more recent post contains a "better revision" of the code, which addresses those issues.
Anyways, if there's any trouble with it, please tell me. It took me awhile to put together and it *could* have some bugs.
I attached a list of the possible encounters.
Question.
Are the Devil's Arms "unlocked" after you defeat Abyssion, or after you finish the sidequest?
Encounter Roller made me smile. Shame I can't try it now.
In order to make the event where the Devil's Arms are activated, you must complete the side-quest. Fighting Abyssion has no bearing on this whatsoever.
In fact, you could replace Abyssion at the end of the sidequest with a zombie that has about 500 HP, and you'd still unlock them.
In a nutshell, no one has made a code to unlock the Devil's Arms early as of yet. I might look into it, though.
Nice job on the encounter roller. I can give you some tips, based on my encounter roller for ToS:DotNW.
I hooked the Encounter display value.
Also, it helps to have a way to disable the roller. This way, you can fight enemies normally.
It helps to have a way to see what your last battle was.
For my code, a negative value meant the roller was enabled and would force that fight. A positive value meant it was disabled and it was the value of the last fight.
With 700+ values, you should also make a scroll combination, too. A roll typically moves once per press, while a scroll will move for the duration of the press.
You might also want to take a look at my bin to txt post in the Hacking Tools board. It can help you make an encounter table with all 700+ values.
If you make multiple C2 codes and they must share values between the two codes, there are ways to compile multiple C2 codes in PyiiASMH in Raw mode. You can then use branch labels to easily create pointers to other parts of the code.
First of all, Thanks!
But I wouldn't have been able to finish the code properly without yours, or deathwolf's help.
I thought I should have put a way to disable it if you wanted to, but I decided against it for whatever reason. (Probably because I had already confused myself beyond belief :S) I'll probably try to add that into it tomorrow.
For this, couldn't I simply insert a button activator into the middle of the code where it's necessary? For example, press L+R+Z to load the value into the address? (Using the 28 codetype, and CC to switch it off)
Secondly, I already uploaded a value list along with it, but it would help to have the Decimal and Hex values side-by-side for those who don't want to convert the values to Decimal to find a certain enemy. I'll have a look at bin to txt, and see what happens.
Third, the code increases it for the duration of the button press, therefore, I'd assume that it would be fitting to call it an "Encounter Scroller?"
Either way, it would take FOREVER to scroll through them one-by-one. (Trying to get to the middle value... XD)
And lastly, I never had any luck with PyiiASMH. I could never get it to run. Trust me, I'd like to use it, as I've heard it's slightly easier to use than ASMWiird.
EDIT:
Hmm, I tested the code again, and it turns out that it doesn't roll properly. (Meaning, that When it reaches the last value, it continues, when it reaches 0, it continues on through negative numbers.)
...
cmpwi r16,1040 #
bne- 0x08 #
subi r15,r15,1 #
cmpwi r15,772 # If the value reaches 0x304 (772)
bne- 0x08 # If not, skip next instruction
li r15,0 # Roll over to 0
cmpwi r15,-1 # If the value reaches 0xFFFF (0)
bne- 0x08 # If no, skip next instruction
li r15,772 # Roll over to 0x304 (772)
stw r15,0(r14) #
lha r8,18(r30) # ORIGINAL instruction
lmw r14,8(r1) #
addi r1,r1,80 #
nop #
You may have needed some help, but at least you wrote the ASM on your own, instead of stealing someone else's ASM and hook.
Could you post your source? I'm not sure how you did it, but this is a snippet of my DotNW Encounter Roller which did or did not force.
[spoiler]_HACK1:
li r0,-1 # this instruction will be modified by the other C2 code
cmpwi r0,0 # r0 negative will mean the code is disabled
blt- _NO_HACK1
stw r0,0(r3) # over-write encounter index
_NO_HACK1:
lwz r0,0(r3) # original instruction
[/spoiler]
The function that is hooked is only run exactly once per battle, immediately before it starts. The game itself will have loaded the encounter index into 0(r3). Initially, the code is enabled (r0 is negative, means force encounter). When r0 is negative (i.e. less than 0), it will execute the hack, forcing the encounter index at 0(r3) to become e.g. -1. Conversely, if r0 is greater than or equal to 0, it branches over the hack, and the encounter index at 0(r3) remains unchanged.
Now if you're thinking carefully about this code, you might be wondering how on earth it would ever become anything other than -1? The answer is the _HACK1: branch label. Using the bl trick, you can get a pointer to the ASM instruction itself! (the li r0,-1) The -1 part of it is now the 16-bit memory address that you will roll.
What you made is probably more like an Encounter Scroller, yes. Add 0x30 to a GCN button activator address to get the delta activator. To see delta activators in action, you can press Pause Game and then Next Frame a few times, then hold a button and keep pressing Next Frame. You'll see a value pop up and then go away, and it will be 3 lines below the normal button activator. They can be used for rolling one value at a time.
Also, for PyiiASMH, make sure you have Python etc installed. http://wiird.l0nk.org/forum/index.php/topic,4845.msg46187.html#msg46187 PyiiASMH has pros and cons; I still use both depending on what I need. PyiiASMH has some problems disassembling, I think.
Quote from: dcx2 on July 23, 2011, 03:34:11 AM
You may have needed some help, but at least you wrote the ASM on your own, instead of stealing someone else's ASM and hook.
Who did something like that? :P
And either way, I figured it out on my own. The values weren't getting written to the registers properly, causing the cmpwi instructions I used to fail.
And about the delta activator, would that really be good for something that has 700+ combinations? :P
I'll try it, though.
I also installed Python, and whatever else was needed. I just ran it for the first time, and I already have a better impression of it than ASMWiird.
EDIT:
One second, the code works, the next, it's broken.
lis r14,-32677 # Load luck address
ori r14,r14,27576
lis r16,-32724 # Load button activator
ori r16,r16,44758
lwz r17,0(r16) # Load Button activator values into r17
lhz r15,0(r14) # Load Luck into r15
cmpwi r17,2064 # Check for Z+Y
bne- 0x08 # If not pressed, skip next
addi r15,r15,1 # Add 1 to luck
cmpwi r17,1040 # Check for Z+X
bne- 0x08 # If not pressed, skip nex
subi r15,r15,1 # Subtract 1 from luck
cmpwi r15,773 # If equal to 773
bne- 0x08 # If not skip next
li r15,0 # Roll back to 0
cmpwi r15,-1 # If equal to -1
bne- 0x08 # If not skip next
li r15,772 # Roll up to 772
stw r15,0(r14) # Store back to luck
lha r8,18(r30) # ORIGINAL instruction
nop
When I press the buttons, they set the value to -1, or 772 temporarily (until I release the buttons)
One second, the code works, the next, it's broken.
lis r14,-32677 # Load luck address
ori r14,r14,27576
lis r16,-32724 # Load button activator
ori r16,r16,44758
lwz r17,0(r16) # Load Button activator values into r17
lhz r15,0(r14) # Load Luck into r15
cmpwi r17,2064 # Check for Z+Y
bne- 0x08 # If not pressed, skip next
addi r15,r15,1 # Add 1 to luck
cmpwi r17,1040 # Check for Z+X
bne- 0x08 # If not pressed, skip nex
subi r15,r15,1 # Subtract 1 from luck
cmpwi r15,773 # If equal to 773
bne- 0x08 # If not skip next
li r15,0 # Roll back to 0
cmpwi r15,-1 # If equal to -1
bne- 0x08 # If not skip next
li r15,772 # Roll up to 772
stw r15,0(r14) # Store back to luck
lha r8,18(r30) # ORIGINAL instruction
nop
When I press the buttons, they set the value to -1, or 772 temporarily (until I release the buttons)
Quote from: goemon_guy on July 23, 2011, 03:51:00 AM
And about the delta activator, would that really be good for something that has 700+ combinations? :P
It's meant to be in addition to scrolling. For instance, my DotNW encounter roller uses z+ / z- to roll and cz+ / cz- to scroll.
[spoiler]lis r14,-32677 # Load luck address
ori r14,r14,27576
lis r16,-32724 # Load button activator
ori r16,r16,44758
lwz r17,0(r16) # Load Button activator values into r17
lhz r15,0(r14) # Load Luck into r15cmpwi r17,2064 # Check for Z+Y
bne- 0x08 # If not pressed, skip next
addi r15,r15,1 # Add 1 to luck
cmpwi r17,1040 # Check for Z+X
bne- 0x08 # If not pressed, skip nex
subi r15,r15,1 # Subtract 1 from luck
cmpwi r15,773 # If equal to 773
bne- 0x08 # If not skip next
li r15,0 # Roll back to 0
cmpwi r15,-1 # If equal to -1
bne- 0x08 # If not skip next
li r15,772 # Roll up to 772
stw r15,0(r14) # Store back to lucklha r8,18(r30) # ORIGINAL instruction
[/spoiler]
I prefer spoilers to code tags; code tags require scroll bars and are tiny print. One problem is bolded; you did a 16-bit read and a 32-bit write.
Oh, I thought you meant only to have it roll, and not scroll. That makes much more sense now!
And the ASM instruction makes sense. I need to change stw to sth.
You might be able to use an analog stick for scrolling, which would give you variable speed scrolling. Look at the source for my affection roller as an example, although it uses the left analog stick instead of the c-stick. One issue with the c-stick is that at least mine does not center properly, so you may have to add a dead zone if you use it.
[spoiler]
Affection is at name + 0x58
displays int, hijack for display affection while holding X
72(r30) = int, 90(r30) = affection
hook 800A3DA4: A95E0048 lha r10,72(r30)
affection roller
# =========================================
.set BTN_ADDR,0x802CAED8
.set BTN_X,0x0400
.set AFF_MAX,9999
.set AFF_MIN,0
lha r10,72(r30) # original instruction loads int
lis r12,BTN_ADDR@ha # r12 = button pointer
lhz r11,BTN_ADDR@l(r12) # r11 = buttons
andi. r11,r11,BTN_X # is X pressed?
beq- _END # if not, do nothing
lha r10,90(r30) # load affection
lbz r11,BTN_ADDR@l+3(r12) # get left analog stick x axis
extsb r11,r11 # sign extend
srawi r11,r11,3 # divide by 8 to slow the scrolling down
add r10,r10,r11 # add to affection
cmpwi r10,AFF_MAX # wrap if we go greater than max affection
ble- 0f
li r10,AFF_MIN
0:
cmpwi r10,AFF_MIN # wrap if we go less than min affection
bge- 0f
li r10,AFF_MAX
0:
sth r10,90(r30) # store new affection
_END:
[/spoiler]
Yeah, I think the analog sticks would be better for this sort of thing. Unfortunately, I'm far too lazy to try and add it into the code.
Also, did you notice that when you use the button activators in this game, they change with the analog stick, too? Which means when/if anyone uses the encounter modifier, and tried to roll the Luck value to force a certain encounter, and hold the analog stick in a direction, it wouldn't work.
Either way, I addressed the problems with rolling over to not force an "illegal" encounter, and now you have to hold L+R+Z in order for the code to force the next encounter.
Encounter Scroller v.2 [goemon_guy]
C20A39E8 0000000B
3DC0805B 61CE6BBA
3E00802C 6210AED6
82300000 A1EE0000
2C110810 40820008
39EF0001 2C110410
40820008 39EFFFFF
2C0F0304 40820008
39E00000 2C0FFFFF
40820008 39E00304
B1EE0000 A91E0012
60000000 00000000
C2028210 00000005
3DC0805B 61CE6BBA
3E00802C 6210AF11
8A300000 2C110070
40820008 A06E0000
906A0004 00000000
C200B748 00000005
3DC0805B 61CE6BBA
3E00802C 6210AF11
8A300000 2C110070
40820008 A1EE0000
91E80004 00000000
L+Y in Lloyd's status menu to roll the encounter up (displayed with Luck)
L+X in Lloyd's status menu to roll the encounter down (displayed with Luck)
L+R+Z to force the next encounter to be the one you have selected. (Hold when engaging the enemy!)
*Special thanks to dcx2
I may consider adding in Analog sticks and a roll +1. But when I feel like it xD.
Yes, when the analog stick is pressed far enough it looks like a button is pressed. In the following variables, SRIGHT is right on the analog stick, etc. Note that SUP is not beside the others, oddly.
.set BTN_SRIGHT,0x8000
.set BTN_SLEFT,0x4000
.set BTN_SDOWN,0x2000
.set BTN_START,0x1000
.set BTN_Y,0x0800
.set BTN_X,0x0400
.set BTN_B,0x0200
.set BTN_A,0x0100
.set BTN_SUP,0x0080
.set BTN_L,0x0040
.set BTN_R,0x0020
.set BTN_Z,0x0010
.set BTN_DUP,0x0008
.set BTN_DDOWN,0x0004
.set BTN_DRIGHT,0x0002
.set BTN_DLEFT,0x0001
The analog stick will interfere if you use cmpwi. It does a direct comparison (i.e. a 28 code with MMMM = 0000) However, you can use andi. to mask off the bit you're interested in as if MMMM != 0. (note the . at the end of andi.. A . at the end of an instruction means you get a free cmpwi rD, 0) See the following chunk of my code
lis r12,BTN_ADDR@ha # r12 = button pointer
lhz r11,BTN_ADDR@l(r12) # r11 = buttons
andi. r11,r11,BTN_X # is X pressed?
beq- _END # if not, do nothing
Quote from: dcx2 on July 24, 2011, 04:07:21 AM
Yes, when the analog stick is pressed far enough it looks like a button is pressed. In the following variables, SRIGHT is right on the analog stick, etc. Note that SUP is not beside the others, oddly.
[spoiler]
.set BTN_SRIGHT,0x8000
.set BTN_SLEFT,0x4000
.set BTN_SDOWN,0x2000
.set BTN_START,0x1000
.set BTN_Y,0x0800
.set BTN_X,0x0400
.set BTN_B,0x0200
.set BTN_A,0x0100
.set BTN_SUP,0x0080
.set BTN_L,0x0040
.set BTN_R,0x0020
.set BTN_Z,0x0010
.set BTN_DUP,0x0008
.set BTN_DDOWN,0x0004
.set BTN_DRIGHT,0x0002
.set BTN_DLEFT,0x0001
[/spoiler]
The analog stick will interfere if you use cmpwi. It does a direct comparison (i.e. a 28 code with MMMM = 0000) However, you can use andi. to mask off the bit you're interested in as if MMMM != 0. (note the . at the end of andi.. A . at the end of an instruction means you get a free cmpwi rD, 0) See the following chunk of my code
lis r12,BTN_ADDR@ha # r12 = button pointer
lhz r11,BTN_ADDR@l(r12) # r11 = buttons
andi. r11,r11,BTN_X # is X pressed?
beq- _END # if not, do nothing
So, andi. basically ignores whatever the analog stick does, and compares only with the buttons pressed?
Interesting, if so.
I used a simple solution in the second and third C2 codes in mine. Since I set up a compare with L+R+Z, the total was only 0x70. Therefore, I used
lbz to load the button activator as an 8-bit value, (as the analog stick would interfere with it.)
Is what I did a bad thing?
No, what you did is not wrong.
Do you know how a bitwise and works? This post and the ones around it try to describe it, kinda.
http://wiird.l0nk.org/forum/index.php/topic,6517.msg55387.html#msg55387
Unlock all EX Skill Combos for everyone [dcx2]
085B6C88 FFFFFFFF
20080118 00000000
See attached list for all EX Skills and their descriptions, and the other attached list for all EX Skill Combo requirements for each character
Does this activate every possible comound ex-skill for a character (like being
able to have nimble mage and concentrate on Raine at the same time)?
Because that would be amazing.
It unlocks all the compound EX skills so that they are immediately available, but you still need the the base skills to be equipped.
You could always replace the skills you currently have on with Compound EX skills with another code... though I don't know if that would actually work.
That's too bad, but thanks for the quick response.
Quoteinstant spell cast 1p press A+B [somen00b]
7U1X-A0C9-JVR7Y
C5AY-MQZY-9A5Q2
ZP9T-KD5D-0HEHW
Try not to hit that button combo any other time other then casting in battle, stuff might happen but nothing major.
Could anyone, please, convert that to gecko?
Add credit to the code and I will show the wiird version.
OR I'll just ban you for posting a code without credit.
The choice is yours! <3
hey now, there's no need to whip out the banhammer on a first offense. A kind reminder of the rules should suffice until a pattern has emerged.
windfall, credit is serious business for hackers. Please edit your post to include the original hackers' name. Judging by the notes, it will probably need F2'd.
The reason I didn't post credits is because I don't really know who did it. I found it at ShadowX39 post on first page, "http://board.gscentral.org/showthread.php/11251-Tales-of-Symphonia-codes-(The-submision-button-hates-me)", since even he didn't post credits, I wasn't sure if it was his, the OP there (somen00b) or someone else, so I left it uncredited, sorry.
That code should be credited to somen00b. He's the one that made the Party Mod that my Party Roller is based on.
Quote from: windfall on August 23, 2011, 04:36:04 AM
Quoteinstant spell cast 1p press A+B [somen00b]
7U1X-A0C9-JVR7Y
C5AY-MQZY-9A5Q2
ZP9T-KD5D-0HEHW
Try not to hit that button combo any other time other then casting in battle, stuff might happen but nothing major.
Could anyone, please, convert that to gecko?
There you go, sorry for leaving it uncredited.
I'm working on an updated debugger but once that's done I plan on hacking this game a bit more. I'll look into it.
instant spell cast 1p press A+B [somen00b]
282CAED8 00000300
032DE07E 00000000
E2000001 80008000
Thanks James
EX Skill Roller [dcx2]
C20D1B50 0000000B
894400EE 3D80802D
A16CAF08 A18CAED8
71650C00 4082000C
71851000 41820034
71850400 41820014
394A0001 2C0A00A5
40810008 39400000
71850800 41820010
354AFFFF 40800008
394000A5 994400EE
7D445378 00000000
At EX Skill screen for a character, select an EX skill so that you can see it's description. Then press Y and X to roll the EX Skill. Hold Start while holding Y or X to scroll the EX Skill.
If a character isn't supposed to have an EX Skill (i.e. Presea isn't supposed to have Aerial Jump) then giving them that EX skill will do nothing. However, you can give Regal Aerial Jump without having to equip Add Combo and Flash
Here's the EX Skill list.
[spoiler]Dec Hex EX Skill Description
0 0 ƒ_ƒ~Â
1 1 Strong Increases strength. Increases power of physical attacks.
2 2 Tough Increases defense. Decreases damage from physical attacks.
3 3 Taunt Taunt opponents by pressing . Increases U. Attack gauge.
4 4 Sharp-eyed Increases accuracy and physical attack damage on enemies with low evasion.
5 5 Dodge Increases evasion. Decreases physical damage from enemies with low accuracy.
6 6 Dash Increases mobility during battle.
7 7 Vitality Increases max HP.
8 8 Personal Increases mobility in cities and dungeons.
9 9 Eternal Combine with other EX Skills for different effects.
10 A Spirit Increases max TP.
11 B Add Combo Increases basic attack combo by one.
12 C Guard Plus Decreases the amount of damage taken while guarding.
13 D Immunity Occasionally avoid receiving status effects from enemy attacks.
14 E Sky Combo Increases midair basic attack combo by one.
15 F Ability Plus Follow a Special Attack with a second Special Attack.
16 10 Follow-up Increases the amount of time the enemy staggers after a hit.
17 11 ƒGƒAƒŠƒAƒ‹ 2003/05/26 •ÃÂX
18 12 Personal Increases the duration of Holy Bottle effect.
19 13 Lucky Increases Luck.
20 14 Resurrect Occasionally revive automatically.
21 15 Stat Boost Increases the effect of healing and spell-based status boosts.
22 16 Angel Song Decreases the casting time of Angel-type spells.
23 17 Magical Increases intelligence. Increases power of spell attacks.
24 18 Personal Increases the effects of cooking.
25 19 Rhythm Press rapidly while casting spells to decrease casting time.
26 1A E. Guard Increases elemental defense. Decreases damage from elemental attacks.
27 1B Speed Cast Decreases spell casting time.
28 1C Spell Save Decreases casting time of the same spell if the spell is interrupted by an enemy.
29 1D Spell Charge Press while delaying a spell. Spell activates at the end of an attack.
30 1E Neutralizer Occasionally nullifies received damage.
31 1F Personal Decreases non-battle TP consumption to 1 at Save Points.
32 20 Item Pro Decreases the amount of time character is unable to move after using items.
33 21 Happiness Occasionally increases the amount of Gald and Experience earned after battles.
34 22 Personal Slows the reaction time of the enemies in dungeons.
35 23 Prolong Increases the duration of Card-type spell effects.
36 24 ƒfƒBƒtƒFƒÂ"ƒT 2003/05/26 •ÃÂX
37 25 ƒGƒNƒXƒ`ƒFƒÂ"ƒW 2003/05/26 •ÃÂX
38 26 ƒgƒ‰ƒbƒv 2003/05/26 •ÃÂX
39 27 ƒXƒeƒbƒv 2003/05/26 •ÃÂX
40 28 Personal May receive items when Zelos speaks to a female.
41 29 Slasher Increases basic attack combos to six (not linkable to Special Attacks after fourth).
42 2A Super Chain Able to link Level 1, 2, and 3 special attacks in any order.
43 2B Rear Guard Able to guard attacks from the back.
44 2C Personal Able to find food items in dungeons.
45 2D Endure Decrease amount of time needed to recover from a stagger hit.
46 2E P. Charge Hold to temporarily increase attack power.
47 2F Heavy Hit Increases probability of stunning enemies.
48 30 Savior Increases stats when alone in battle.
49 31 Revive Automatically recovers some HP when near death.
50 32 Personal Prices at shops decrease to 90%, and sold items increase to 110%.
51 33 Guilt Increases stats when Presea is on the battlefield.
52 34 Flash Impervious to stagger when hit between combo attacks.
53 35 Personal Recover HP if the character is moving within a town or dungeon.
54 36 EX Attack Increases amount of damage dealt against guarding enemies.
55 37 EX Defend Occasionally avoid staggering when hit with physical attacks (not always effective).
56 38 L. Unison The Unison Attack Gauge occasionally stays full after a Unison Attack.
57 39 Counter Quickly press after blocking an attack to retaliate without any lag time.
58 3A Phys. Status Prevents physical ailments.
59 3B Over Limit Over Limit time is increased.
60 3C Rebound Able to attack after recovering from a midair hit.
61 3D T. Guard Impervious to stagger if hit during a taunt (not always effective).
62 3E Life Up Max HP increases very occasionally.
63 3F Spirit Up Max TP increases very occasionally.
64 40 T. Cancel Able to cancel Taunt by guarding.
65 41 Quick Turn Able to turn around instantly even when dashing.
66 42 B. Guard Avoid staggering if hit during a backstep (not always effective).
67 43 Unison Force Increases Unison Attack power.
68 44 Relax Recover TP during battle if no action is taken for a while.
69 45 Critical Up Increases chances of a Critical Hit.
70 46 Sky Attack Use certain Special Attacks in midair.
71 47 Run Away! Reduces the amount of time needed to escape.
72 48 EXP Plus Increases amount of Experience earned.
73 49 Jump Combo Able to link attacks after landing from a jump attack.
74 4A Aerial Guard Possible to guard in midair.
75 4B Technical Reduces the amount of TP consumed during battle.
76 4C C. Combo Able to link combo attacks to counters.
77 4D Self Cure Recover from status effects automatically.
78 4E ƒyƒlƒgƒŒƒCƒg 2003/05/14 •ÃÂX
79 4F Regenerate Recover HP and TP during battle if no action is taken for a while.
80 50 ƒpƒtƒH}ƒÂ"ƒX 2003/05/25 •ÃÂX
81 51 Item Finder Increases chances of finding items after battles.
82 52 Gald Finder Occasionally increases amount of Gald earned after battles.
83 53 Super Guard No damage taken if the special guard is used when the character's HP is low.
84 54 Reflect Occasionally reflect the damage back against the enemy.
85 55 Nullify Occasionally nullifies received damage.
86 56 ƒGƒŠƒAƒ‹ƒ€Âu 2003/05/14 •ÃÂX
87 57 Life Thief Recover HP in relation to the number of successful hits landed in a combination.
88 58 Spirit Thief TP recovers in relation to the number of successful hits landed in a combination.
89 59 Pow Hammer Occasionally counter with Pow Hammer when attacked.
90 5A C. Counter Damage increases when attack hits an attacking enemy.
91 5B Battle Cry Character status increases at the start of the battle.
92 5C EXP Plus A Increases the party's earned EXP (cannot be combined with other EXP EX Skills).
93 5D Angel's Tear Revive automatically once per battle.
94 5E S. Guard Nullifies all physical ailments.
95 5F Resilience Prevent from staggering while casting Angel-type spells.
96 60 Item Getter Guaranteed to steal items when using Item Thief and Item Rover.
97 61 Magic Boost Occasionally increases the effect of spells.
98 62 E. Block Avoid staggering when hit with an elemental attack (not always effective).
99 63 Mag. Status Prevent magical ailments.
100 64 Hard Hit Increases the amount of time the enemy staggers when hit with a basic attack.
101 65 Lucky Soul Occasionally recover TP when the character is knocked to the ground.
102 66 Air Brake Increases the amount of time the enemy staggers when hit with a midair attack.
103 67 Reducer Decreases TP consumption when spell is used twice in a row.
104 68 Randomizer Randomizes spell casting time.
105 69 ƒXƒyƒ‹Â•ƒWƒƒƒÂ"ƒv 2003/05/25 •ÃÂX
106 6A Nimble Mage Able to move around immediately after a spell has been cast.
107 6B Roll Decreases amount of incidental damage taken when knocked to the ground.
108 6C Spell Defense May avoid staggering when hit with an elemental attack during Spell Charge.
109 6D Blood Spirit TP recovers when damaged.
110 6E Spell Revenge Cast a novice spell while knocked away to execute a spell in midair.
111 6F Concentrate Avoid staggering while casting.
112 70 ƒGƒÂ"ƒ`ƒƒƒÂ"ƒeƒbƒh 2003/05/14 •ÃÂX
113 71 Auto Aid Occasionally cast First Aid automatically when damaged.
114 72 Anti-Elem Occasionally reduce elemental damage by half.
115 73 ƒXƒyƒŠƒÂ"ƒOƒ€Âu 2003/05/25 •ÃÂX
116 74 Lucky Magic Occasionally cast magic without consuming TP.
117 75 Quick Spell Occasionally use a spell without any casting time.
118 76 Item Master Increases the effectiveness of items used on Raine during a battle.
119 77 ãÃ,,•Â,, 2003/05/26 •ÃÂX
120 78 M. Guardian Reduces the amount of damage taken while using the special guard.
121 79 —ó•Â,, 2003/05/26 •ÃÂX
122 7A Spirit Healer Increases amount of TP recovered after a battle.
123 7B Â"R–½‰Ø 2003/05/14 •ÃÂX
124 7C —Ã,à y‰Ø 2003/05/14 •ÃÂX
125 7D Œ¶‰e•Â' 2003/05/26 •ÃÂX
126 7E Âu‹ó 2003/05/26 •ÃÂX
127 7F Â"F 2003/05/26 •ÃÂX
128 80 ÂkÂ'n 2003/05/26 •ÃÂX
129 81 E. Plus Increases damage of elemental attacks.
130 82 Â"]¶ 2003/05/26 •ÃÂX
131 83 ƒGƒŒƒÂƒÂ"ƒgƒKh 2003/05/26 •ÃÂX
132 84 Life Drain Increases the amount of HP drained by Life Seal.
133 85 Spirit Drain Increases the amount of TP drained by Spirit Seal.
134 86 Skill Boost Increases effectiveness and TP consumption of skills.
135 87 Solid Guard Decreases amount of damage taken when guarding for a set period of time.
136 88 Reprise Reduce casting time of a spell the second time it is used in a row.
137 89 Landing Decreases amount of time character is unable to move after landing.
138 8A Super Blast Able to connect Special Attacks after sixth hit of Slasher.
139 8B Chivalry Character status increases depending on number of females in battle.
140 8C Healing HP recovers during battle if character stands still.
141 8D ƒ_ƒbƒVƒÂ...ƒtƒ@ƒÂ"ƒO 2003/05/26 •ÃÂX
142 8E Combo Force Increases damage of combo hits.
143 8F Dash Guard Avoid staggering when hit with magic while dashing (not always effective).
144 90 ƒGƒeƒ‹ƒXƒ‰ƒXƒg 2003/06/07 ÂÜ
145 91 Aerial Spell Cast a basic spell immediately after a midair attack.
146 92 Over Charge Increases strength of P. Charge, but sometimes fails.
147 93 P. Defense Avoid staggering when hit with non-elemental attacks during P. Charge.
148 94 Hot Shot Recover HP during taunt.
149 95 Variable Attack power fluctuates depending on HP.
150 96 G. Breaker Guard Break enemy defenses during P. Charge.
151 97 Suppress Nullifies damage proportional to the character's maximum HP.
152 98 EXP Plus ST Increases Experience earned depending on amount of HP left at end of battle.
153 99 Power Dash Avoid staggering while dashing during P. Charge (not always effective).
154 9A Glory Avoid staggering when hit (not always effective).
155 9B Survivor One HP will always remain if the Defensive Special Attack is used.
156 9C Armor Avoid staggering when hit in the first hit of the basic combo (not always effective).
157 9D HP Recover Slowly recover half the amount of the last hit.
158 9E ƒXƒgƒ‰ƒCƒNƒGƒA 2003/05/14 •ÃÂX
159 9F Healer Taunt Recover HP and TP during taunt.
160 A0 Aerial Jump Jump in midair.
161 A1 ƒKƒhƒLƒÂ...ƒA 2003/05/26 •ÃÂX
162 A2 ƒ~ƒ‰ÂWƒÂ...ƒKƒh 2003/05/14 •ÃÂX
163 A3 ƒAƒs‹ƒAƒ^ƒbƒN
164 A4 ƒGƒjƒVƒÂ"ƒOƒKƒh 2003/05/26 •ÃÂX
165 A5 ƒAƒ^ƒbƒNƒ\ƒEƒ‹ 2003/06/07 ÂÜ
[/spoiler]
Keep costume after switching titles (Colette) [dcx2]
C20A2CD4 00000003
887F000F 2C030001
40820008 981F0011
60000000 00000000
Keep costume after switching titles (Others) [dcx2]
C20A2D04 00000003
887F000F 2C030001
40820008 981F0011
60000000 00000000
You probably want to use both codes together. All you have to do is switch to e.g. Little Madam for Presea, then switch to Empty Soul. Presea will then have the Little Madam outfit while getting Empty Soul's stat boots. To get rid of a costume, switch to the very first title.
Multiplayer Camera v3 [dcx2]
F320EB98 7052AD02
38000010 3D808000
900C1844 00000000
22001844 00000000
0520EFA8 38000010
0520F2D8 38000010
F320F310 70A0AB0C
C05F0050 48000015
43300000 80000000
43300000 00000000
3D80802D A14CAED8
71400020 41820030
894CAEDC 7D4A0774
514AE63E 7D8802A6
C80C0000 6D4A8000
914C000C C82C0008
EC210028 EC22082A
D03F0050 28030777
60000000 00000000
E0000000 80008000
8000000F 00000000
Hold R and press C-stick left or right to rotate the camera. Should not freeze any more.
Oh how this game is fun to hack :D
Advanced Encounter Modifier
022CB558 00000000
02AA7C24 0000XXYY
06AA7C28 00000010
00GG00HH 00II00JJ
KKLLMMNN OOPPQQRR
[spoiler]XX - Number of Enemies (Max 8 )
YY - Number of Species (Max 4)
GG - Species 1 (00)
HH - Species 2 (01)
II - Species 3 (02)
JJ - Species 4 (03)
KK - Enemy 1 Species (These determine the different types of enemies using the species you determined with G thru J. Can be 00,01,02 or 03)
LL - Enemy 2 Species
MM - Enemy 3 Species
NN - Enemy 4 Species
OO - Enemy 5 Species
PP - Enemy 6 Species
QQ - Enemy 7 Species
RR - Enemy 8 Species[/spoiler]
Values are attached, courtesy of Ralf of GSCentral.
I'm going to attempt to recreate the Encounter Roller using the newly found encounter modifier. (It'll allow more precise enemy combinations than my previous one.)
[spoiler]
Enemy species IDs (Found by Ralf)
00 - Torent
01 - Orcrot
02 - Marcroid
03 - Minicoid
04 - Tentacle Plant
05 - Mocking Plant
06 - Mandragora
07 - Airaune
08 - Insect Plant
09 - Carnivorous Plant
0A - Bomb Plant
0B - Bomb Seedling
0C - Pumpkin Tree
0D - Bellpepper Head
0E - Boxer Iris
0F - Evil Orchid
10 - Poison Lily
11 - Wolf
12 - Night Raid
13 - Bear
14 - Egg Bear
15 - Rabbit
16 - Hare
17 - Bigfoot
18 - Sidewinder
19 - Violent Viper
1A - Manticore
1B - Chimaera
1C - Lobo
1D - Sasquatch
1E - Boar
1F - Baby Boar
20 - Basilisk
21 - Sewer Rat
22 - Giant Rat
23 - Armaboar
24 - Zombie
25 - Ghoul
26 - Demon
27 - Arch Demon
28 - Skeleton
29 - Gold Skeleton
2A - Undertaker
2B - Coffinmaster
2C - Living Armor
2D - Specter
2E - Phantasm
2F - Death
30 - Grim Reaper
31 - Ghost
32 - Phantom
33 - Lamia
34 - Medusa
35 - Doom Guard
36 - Phantom Knight
37 - Hell Knight
38 - Samael
39 - Pharoah Knight
3A - Golem
3B - Rock Golem
3C - Clay Golem
3D - Gentleman
3E - Living Doll
3F - Evil Teddy
40 - Living Sword
41 - Melting Pot
42 - Brown Pot
43 - Fire Element
44 - Gargoyle
45 - Neviros
46 - Ice Warrior
47 - Fire Warrior
48 - Thunder Sword
49 - Fake
4A - Water Element
4B - Wind Element
4C - Earth Element
4D - Hammer Knuckle
4E - Murder
4F - Perfect Murder
50 - Raybit
51 - Cybit
52 - Thief
53 - Rogue
54 - Soldier
55 - Duelist
56 - Warrior
57 - Heavy Armor
58 - Dragon Rider
59 - Archer
5A - Ranger
5B - Witch
5C - Sorceress
5D - Sorcerer
5E - Druid
5F - Ogre
60 - Beast Ogre
61 - Whip Master
62 - Bowman
63 - Spearman
64 - Foot Soldier
65 - Commander
66 - Cardinal Knight
67 - Commander Knight
68 - Evil Warrior
69 - Convict
6A - Evil Sorcerer
6B - Angel Spearman
6C - Angel Swordian
6D - Angel Commander
6E - Angel Archer
6F - Hawk
70 - Storm Claw
71 - Axe Beak
72 - Dodo
73 - Harpy
74 - Feather Magic
75 - Fire Bird
76 - Lightning Bird
77 - Penguinist
78 - Penguiner
79 - Black Bat
7A - Cockatrice
7B - Red Bat
7C - Giant Bee
7D - Killer Bee
7E - Scorpion
7F - Scarlet Needle
80 - Woods Worm
81 - Tropical Worm
82 - Sand Worm
83 - Sliver
84 - Mantis
85 - Red Mantis
86 - Spider
87 - Arachnid
88 - Giant Beetle
89 - Gold Beetle
8A - Grasshopper
8B - Ice Spider
8C - Deathseeker
8D - Starfish
8E - Super Star
8F - Tortoise
90 - Crush Tortoise
91 - Octoslime
92 - Kraaken
93 - Fish
94 - Seaspin
95 - Float Dragon
96 - Seahorse
97 - Jellyfish
98 - Sea Jelly
99 - Mermaid
9A - Evil Jelly
9B - Sea Dragon
9C - Sea Horror
9D - Slime
9E - Gold Slime
9F - Giant Leech
A0 - Giant Slug
A1 - Roller Snail
A2 - Giant Snail
A3 - Green Roper
A4 - Red Roper
A5 - Bacura
A6 - Cutlass
A7 - Cave Worm
A8 - Man-eater
A9 - Sheldra
AA - Spiked Snail
AB - Wyvern
AC - Drake
AD - Dragon
AE - Gold Dragon
AF - Dark Dragon
B0 - Dragon Knight
B1 - Velocidragon
B2 - Exbelua
B3 - Windmaster
B4 - Ktugach
B5 - Ktugachling
B6 - Adulocia
B7 - Amphitra
B8 - Iapyx
B9 - Iubaris
BA - Kilia
BB - Winged Dragon
BC - Baby Dragon
BD - Guardian: Wind
BE - Guardian: Lightning
BF - Sword Dancer
C0 - Fenrir
C1 - Idun
C2 - Rodyle
C3 - Undine
C4 - Gnome
C5 - Efreet
C6 - Volt
C7 - Celsius
C8 - Luna
C9 - Aska
CA - Shadow
CB - Maxwell
CC - Origin
CD - Sephie
CE - Yutis
CF - Fairess
D0 - The Fugitive
D1 - The Neglected
D2 - The Judged
D3 - Defense System
D4 - Orbit
D5 - Guard Arm
D6 - Auto Repair Unit
D7 - Kratos Aurion (The Final Seal #1)
D8 - Magnius
D9 - Kvar
DA - Energy Stone
DB - Vidarr
DC - Forcystus
DD - Exbone
DE - Pronyma (Fooji Mountains)
DF - Pronyma (Great Seed Chamber)
E0 - Clumsy Assassin
E1 - Resolute Assassin
E2 - Convict
E3 - Kuchinawa
E4 - Botta (Sylvarant Base)
E5 - Botta (Tethe'alla Base)
E6 - Seles
E7 - Garr
E8 - Farah Oersted
E9 - Meredy
EA - Abyssion
EB - Zelos Wilder
EC - Yggdrasill (The Final Seal #1)
ED - Yggdrasill (The Final Seal #2)
EE - Yggdrasill (Great Seed Chamber)
EF - Mithos (Vinhelm #1)
F0 - Mithos (Vinhelm #2)
F1 - Kratos Aurion (The Final Seal #2)
F2 - Kratos Aurion (Torent Forest)
F3 - Yuan
F4 - Remiel
F5 - Gatekeeper
F6 - Plantix
F7 - Dark Spear
F8 - Dark Sword
F9 - Dark Commander
FA - Dark Archer
[/spoiler]
Bastard! I literally *just* found that table yesterday. And finally figured out how it was laid out. I kept increasing X and would only get enemies of the first species.
And then you come along. Punk. ;)
FWIW, the table begins at 80AA7C20 and 80ABF320 is the byte after the last byte of the array. Each entry is 0x60 bytes. Byte +6 controls whether you can escape. I think 2 means you can escape and 3 means you can't. I saw some other values too.
I found some codes that were made by NOVICE could someone decrypt these
Over Limits Status For ALL Characters
N3WM-EPGC-MPJRC
GUED-YVMB-CDD4A
NFBT-4XFY-8XM97
HWMT-313N-FQUW3
N5KA-65U3-FU8DF
T7PE-RQJF-H5J9F
X5NB-K9Y7-M02HK
XNCM-J0HB-XU2KW
KQV9-K26N-TWX8N
3559-T33P-FK72Z
Full Monsters List
7P0J-V3E8-T81UQ
6RR3-AH0Z-XD3DP
Quote from: dcx2 on August 30, 2011, 01:49:23 AM
Bastard! I literally *just* found that table yesterday. And finally figured out how it was laid out. I kept increasing X and would only get enemies of the first species.
And then you come along. Punk. ;)
FWIW, the table begins at 80AA7C20 and 80ABF320 is the byte after the last byte of the array. Each entry is 0x60 bytes. Byte +6 controls whether you can escape. I think 2 means you can escape and 3 means you can't. I saw some other values too.
:P
I didn't completely figure out the table yet, but I'll probably look into it tomorrow.
Timing sure can be a bitch, eh? :P
@Frezzere
Here:
Over Limits Status For ALL Characters (NOVICE)
005B6BCE 00000064
005B6CE6 00000064
005B6DFE 00000064
005B6F16 00000064
005B702E 00000064
005B7146 00000064
005B725E 00000064
005B7376 00000064
005B748E 00000064
Full Monsters List (Novice)
005B68D0 0000FAFF
Thanks again
This code gives me so much of a head ache, it's not even worth it...
"Advanced" Encounter Roller (Press L+R+Z to take effect) (goemon_guy)
282CAED8 00000070
042CB558 00000000
E0000000 80008000
C20A39E8 00000024
9421FFB0 BDC10008
3DC0802C 61CEAED8
3DE080AA 61EF7C20
3E00805B 62106BB2
3E80802C 6294AF08
3FE0805B 63FF6B88
A22E0000 A2B40000
824F0008 A2700008
2C110810 40820008
3A730001 2C110410
40820008 3A73FFFF
2C150018 40820008
3A730001 2C150014
40820008 3A73FFFF
2C130100 40820008
3A600000 2C13FFFF
40820008 3A6000FF
B2700008 2C110100
40820018 9A6F0004
3DC00000 61CE0000
89CF0004 B1D00000
2C111000 40820010
9A6F0005 89CF0005
B1D00002 2C110004
40820010 B26F0008
A1CF0008 B1D00004
2C110008 40820010
B26F000A A1CF000A
B1D00006 2C110400
40820010 9A6F0010
89CF0010 B1D0000A
2C110800 40820010
9A6F0011 89CF0011
99D0000C A91E0012
B9C10008 38210050
60000000 00000000
Press Z+X to roll luck down
Press Z+Y to roll luck up
Press A to store the number of enemies from luck (1 or 2)
Press START to store the number of species from luck (again, 1 or 2)
Press D-Down to store the first enemy species. (can be 0 thru FA)
Press D-Up to store the second species. (can be 0 thru FA)
Press X to store the first enemy's species. (0 or 1)
Press Y to store the second enemy's species. (0 or 1)
You can only specify TWO (2) enemies with this code!
I imagine, (more like KNOW) that this code is going to be REALLY buggy, and such. I actually had all the criteria from the original code in the ASM, but it made the code at least 10 lines longer, and just complicated stuff beyond what's necessary.
I'll also keep the original Encounter Scroller up, because it's much safer to use than this one.
I'll repost the original Advanced Encounter Mod, as well, just so they're in one place.
Advanced Encounter Modifier (goemon_guy)
042CB558 00000000
02AA7C24 0000XXYY
06AA7C28 00000010
00GG00HH 00II00JJ
KKLLMMNN OOPPQQRR
[spoiler]XX - Number of Enemies (Max 8 )
YY - Number of Species (Max 4)
GG - Species 1 (00)
HH - Species 2 (01)
II - Species 3 (02)
JJ - Species 4 (03)
KK - Enemy 1 Species (These determine the different types of enemies using the species you determined with G thru J. Can be 00,01,02 or 03)
LL - Enemy 2 Species
MM - Enemy 3 Species
NN - Enemy 4 Species
OO - Enemy 5 Species
PP - Enemy 6 Species
QQ - Enemy 7 Species
RR - Enemy 8 Species[/spoiler]
VALUES:
[spoiler]
Enemy species IDs
00 - Torent
01 - Orcrot
02 - Marcroid
03 - Minicoid
04 - Tentacle Plant
05 - Mocking Plant
06 - Mandragora
07 - Airaune
08 - Insect Plant
09 - Carnivorous Plant
0A - Bomb Plant
0B - Bomb Seedling
0C - Pumpkin Tree
0D - Bellpepper Head
0E - Boxer Iris
0F - Evil Orchid
10 - Poison Lily
11 - Wolf
12 - Night Raid
13 - Bear
14 - Egg Bear
15 - Rabbit
16 - Hare
17 - Bigfoot
18 - Sidewinder
19 - Violent Viper
1A - Manticore
1B - Chimaera
1C - Lobo
1D - Sasquatch
1E - Boar
1F - Baby Boar
20 - Basilisk
21 - Sewer Rat
22 - Giant Rat
23 - Armaboar
24 - Zombie
25 - Ghoul
26 - Demon
27 - Arch Demon
28 - Skeleton
29 - Gold Skeleton
2A - Undertaker
2B - Coffinmaster
2C - Living Armor
2D - Specter
2E - Phantasm
2F - Death
30 - Grim Reaper
31 - Ghost
32 - Phantom
33 - Lamia
34 - Medusa
35 - Doom Guard
36 - Phantom Knight
37 - Hell Knight
38 - Samael
39 - Pharoah Knight
3A - Golem
3B - Rock Golem
3C - Clay Golem
3D - Gentleman
3E - Living Doll
3F - Evil Teddy
40 - Living Sword
41 - Melting Pot
42 - Brown Pot
43 - Fire Element
44 - Gargoyle
45 - Neviros
46 - Ice Warrior
47 - Fire Warrior
48 - Thunder Sword
49 - Fake
4A - Water Element
4B - Wind Element
4C - Earth Element
4D - Hammer Knuckle
4E - Murder
4F - Perfect Murder
50 - Raybit
51 - Cybit
52 - Thief
53 - Rogue
54 - Soldier
55 - Duelist
56 - Warrior
57 - Heavy Armor
58 - Dragon Rider
59 - Archer
5A - Ranger
5B - Witch
5C - Sorceress
5D - Sorcerer
5E - Druid
5F - Ogre
60 - Beast Ogre
61 - Whip Master
62 - Bowman
63 - Spearman
64 - Foot Soldier
65 - Commander
66 - Cardinal Knight
67 - Commander Knight
68 - Evil Warrior
69 - Convict
6A - Evil Sorcerer
6B - Angel Spearman
6C - Angel Swordian
6D - Angel Commander
6E - Angel Archer
6F - Hawk
70 - Storm Claw
71 - Axe Beak
72 - Dodo
73 - Harpy
74 - Feather Magic
75 - Fire Bird
76 - Lightning Bird
77 - Penguinist
78 - Penguiner
79 - Black Bat
7A - Cockatrice
7B - Red Bat
7C - Giant Bee
7D - Killer Bee
7E - Scorpion
7F - Scarlet Needle
80 - Woods Worm
81 - Tropical Worm
82 - Sand Worm
83 - Sliver
84 - Mantis
85 - Red Mantis
86 - Spider
87 - Arachnid
88 - Giant Beetle
89 - Gold Beetle
8A - Grasshopper
8B - Ice Spider
8C - Deathseeker
8D - Starfish
8E - Super Star
8F - Tortoise
90 - Crush Tortoise
91 - Octoslime
92 - Kraaken
93 - Fish
94 - Seaspin
95 - Float Dragon
96 - Seahorse
97 - Jellyfish
98 - Sea Jelly
99 - Mermaid
9A - Evil Jelly
9B - Sea Dragon
9C - Sea Horror
9D - Slime
9E - Gold Slime
9F - Giant Leech
A0 - Giant Slug
A1 - Roller Snail
A2 - Giant Snail
A3 - Green Roper
A4 - Red Roper
A5 - Bacura
A6 - Cutlass
A7 - Cave Worm
A8 - Man-eater
A9 - Sheldra
AA - Spiked Snail
AB - Wyvern
AC - Drake
AD - Dragon
AE - Gold Dragon
AF - Dark Dragon
B0 - Dragon Knight
B1 - Velocidragon
B2 - Exbelua
B3 - Windmaster
B4 - Ktugach
B5 - Ktugachling
B6 - Adulocia
B7 - Amphitra
B8 - Iapyx
B9 - Iubaris
BA - Kilia
BB - Winged Dragon
BC - Baby Dragon
BD - Guardian: Wind
BE - Guardian: Lightning
BF - Sword Dancer
C0 - Fenrir
C1 - Idun
C2 - Rodyle
C3 - Undine
C4 - Gnome
C5 - Efreet
C6 - Volt
C7 - Celsius
C8 - Luna
C9 - Aska
CA - Shadow
CB - Maxwell
CC - Origin
CD - Sephie
CE - Yutis
CF - Fairess
D0 - The Fugitive
D1 - The Neglected
D2 - The Judged
D3 - Defense System
D4 - Orbit
D5 - Guard Arm
D6 - Auto Repair Unit
D7 - Kratos Aurion (The Final Seal #1)
D8 - Magnius
D9 - Kvar
DA - Energy Stone
DB - Vidarr
DC - Forcystus
DD - Exbone
DE - Pronyma (Fooji Mountains)
DF - Pronyma (Great Seed Chamber)
E0 - Clumsy Assassin
E1 - Resolute Assassin
E2 - Convict
E3 - Kuchinawa
E4 - Botta (Sylvarant Base)
E5 - Botta (Tethe'alla Base)
E6 - Seles
E7 - Garr
E8 - Farah Oersted
E9 - Meredy
EA - Abyssion
EB - Zelos Wilder
EC - Yggdrasill (The Final Seal #1)
ED - Yggdrasill (The Final Seal #2)
EE - Yggdrasill (Great Seed Chamber)
EF - Mithos (Vinhelm #1)
F0 - Mithos (Vinhelm #2)
F1 - Kratos Aurion (The Final Seal #2)
F2 - Kratos Aurion (Torent Forest)
F3 - Yuan
F4 - Remiel
F5 - Gatekeeper
F6 - Plantix
F7 - Dark Spear
F8 - Dark Sword
F9 - Dark Commander
FA - Dark Archer
[/spoiler]
ALSO, @ dcx2
I tried your Multiplayer camera v3 code, and it worked for the first battle I fought. But the next one froze before getting into the battle! :(
MOD EDIT: fixed code
omg it's just great! such an awesome job!
I never stop geting amazed at those codes you all make in this forum.
I would like to ask for some help regarding goemon_guy Advanced Encounter Modifier code
I somewhat get the point of how it works, however I just make a mess with the "Species" and "enemy species"
So lets say I want to fight 3 abyssions, the code would look like this?
042CB558 00000000
02AA7C24 00000301
06AA7C28 00000010
00010001 00010001
EAEAEA00 00000000
Obviously I'm doing it wrong, so help would be much appreciated :)
MOD EDIT: fixed code
Fighting 3 Abyssions might be suicide. :P
Either way, you were close - You mixed the last two lines up.
But, the code would be something like this. (I'll include the example with the code so that it will hopefully aid others as well.)
Fight Three Abyssions
042CB558 00000000
02AA7C24 00000301
06AA7C28 00000010
00EA0000 00000000
00000000 00000000
my instructions weren't very clear. But if you want multiple of a species, (i.e. multiple Abyssions) then you only need to specify 1 species.
The last line determines the types of enemies.
Fight Abyssion, Zelos and Kratos
042CB558 00000000
02AA7C24 00000303 # 3 enemies and 3 species
06AA7C28 00000010
00EA00EB 00D70000 # Species set as Abyssion, Zelos and Kratos
00010200 00000000 # 00 sets the first enemy to be the first species set, 01 sets it to the second one, and 02 sets it to the third one.
* Note this code would *probably* crash the game because I combined three battle cutscenes.
Kinda clear? Yes? No?
MOD EDIT: fixed code
Thanks it's clear now, however I yet can't try it since I guess this code won't work on AR (too bad the one that Ralph did works for AR but only on german PAL version lol)
Fight Three Abyssions (goemon_guy)
042CB558 00000000
02AA7C24 00000301
06AA7C28 00000010
00EA0000 00000000
00000000 00000000
Hidden, because it was old, smelly, outdated and useless!
[spoiler]Forgot you use AR!
It'll be a little longer than this code ^, but it'll work.
Try this first. They're both the same codes, but the first is shorter.
BROKEN CODES aka don't work:
[spoiler]Fight Three Abyssions -shorter- (goemon_guy)
1GJT-ATJ8-C40T7
N7FU-F2PM-E7Q5D
TMMH-C5W8-A0PXY
C286-4BTG-93EZM
If that doesn't work, try this code:
Fight Three Abyssions (goemon_guy)
EKU3-2ZVW-8DGX1
N7FU-F2PM-E7Q5D
TMMH-C5W8-A0PXY
C286-4BTG-93EZM
BEAN-H497-GPM2J
WE6G-JZ43-M7GXU
ZEUJ-6TJ9-YMMQ5[/spoiler]*EDIT*
Advanced Encounter Modifier [ACTION REPLAY version] (goemon_guy)
022CB558 00000000
02AA7C24 0000XXYY
04AA7C28 00GG00HH
04AA7C2C 00II00JJ
04AA7C30 KKLLMMNN
04AA7C34 OOPPQQRR
This version can be edited and used in the AR.[/spoiler]
NTSC-U GameID for GCNcrypt is 2D0 (Thanks to Law of Judgment for pointing this out!)
Added for those who would like to use this code on the Action Replay.
Fixed the GameIDs in the encrypted AR codes uploaded.
(Even though they don't work... ? :/)
MOD EDIT: fixed code
Thank you very much for this! Wish I could do these things on my own, but I'm so hopeles lol
EDIT:
the AR codes you posted dont work, AR says that they are for a different game.
So I decrypted them and they are Region PAL codes and the Game ID is 50A (NTSC ToS is 2D0)
However I took the decrypted version I got and encrypted it again (deleting the extra top line before encrypting) using the proper Game ID and Region, and the AR accepted it but it doesn't work ingame.
What could be wrong?
Also the decrypted code I got, just in case:
0A140192 18000000 <- Extra line I deleted when encrypting again the code, if I'm not mistaken I did right deleting it lol
042CB558 00000000
02AA7C24 00000301
04AA7C28 00EA0000
04AA7C2C 00000000
04AA7C30 00000000
04AA7C34 00000000
Look just like it's supossed to look so I don't know whats going on.
MOD EDIT: fixed code
Quote from: Law of Judgment on August 31, 2011, 11:34:01 PM
Also the decrypted code I got, just in case:
0A140192 18000000 <- Extra line I deleted when encrypting again the code, if I'm not mistaken I did right deleting it lol
022CB558 00000000
02AA7C24 00000301
04AA7C28 00EA0000
04AA7C2C 00000000
04AA7C30 00000000
04AA7C34 00000000
Look just like it's supossed to look so I don't know whats going on.
You were right to delete the code line that you did. It's a check for the Action Replay to verify that it's for the right game, and is randomly generated as far as I know.
I think there might be a problem with this code all together, then!
I'll check it again, and post an update. I think I know what's wrong with it, though.
EDIT:
XD!
Uber-fail with the first codeline!
The *fixed* code is:
Advanced Encounter Modifier [Action Replay version] (goemon_guy)
042CB558 00000000
02AA7C24 0000XXYY
04AA7C28 00GG00HH
04AA7C2C 00II00JJ
04AA7C30 KKLLMMNN
04AA7C34 OOPPQQRR
NTSC-U GameID for GCNcrypt is 2D0 (Thanks to Law of Judgment for pointing this out!)
Advanced Encounter Modifier [Gecko] (goemon_guy)
042CB558 00000000
02AA7C24 0000XXYY
06AA7C28 00000010
00GG00HH 00II00JJ
KKLLMMNN OOPPQQRR
Values:
[spoiler]
XX - Number of Enemies (Max 8 )
YY - Number of Species (Max 4)
GG - Species 1 (00)
HH - Species 2 (01)
II - Species 3 (02)
JJ - Species 4 (03)
KK - Enemy 1 Species (These determine the different types of enemies using the species you determined with G thru J. Can be 00,01,02 or 03)
LL - Enemy 2 Species
MM - Enemy 3 Species
NN - Enemy 4 Species
OO - Enemy 5 Species
PP - Enemy 6 Species
QQ - Enemy 7 Species
RR - Enemy 8 Species[/spoiler]
And finally, for 3 Abyssions:
Fight Three Abyssions (goemon_guy)
NDJ5-EP64-1VKZQ
FT0J-2VQY-0TXEA
TMMH-C5W8-A0PXY
C286-4BTG-93EZM
*Shortened for easier input
Tested and working! Thanks! :D
I'm being owned by 3 Abyssions right now YAY!
Have you tried fighting 3 Abyssions on Mania? :D
Anyways, good to hear that it's working! ;)
Unfortunately I don't have Mania Mode unlocked since I use this version only to mess with codes and I just played the story for 3 hours, however I will look for a code to unlock it (and to get max stats lol) so I can enjoy being raped by Abyssions and many others in a more grade of epicness haha
Unlock Game Record At Main Menu & Have Battle Difficulty: Mania Rank (Novice)
VX9D-1PWX-K2V6Y
BDBB-F35N-RKZM1
That, and many more codes can be found here, (including Max Stats codes for all characters!)
http://gscentral.org/codelist.php?sys=59&dev=59&game=2552487
Thanks for the Mania mode code ^^ and for the max stats code I just realized that they come already with the AR wich is handy for me right now.
Also I would like to point that mixing more than one enemy that has a battle intro cutscene freezes the game as expected, so my plans for a battle of wingless kratos and zelos against winged kratos and zelos will go back to the shelter lol
I found that mixing three or more boss battles crashed the game... (I did the same battle as you to test the code in the first place. :P)
Either way, that's to be expected :(
Unless someone can make a code to remove the opening to the battle...
Also, @dcx2.
Two of your codes don't seem to work (correctly.)
These two in particular:
[spoiler]
Multiplayer Camera v3 [dcx2]
F320EB98 7052AD02
38000010 3D808000
900C1844 00000000
22001844 00000000
0520EFA8 38000010
0520F2D8 38000010
F320F310 70A0AB0C
C05F0050 48000015
43300000 80000000
43300000 00000000
3D80802D A14CAED8
71400020 41820030
894CAEDC 7D4A0774
514AE63E 7D8802A6
C80C0000 6D4A8000
914C000C C82C0008
EC210028 EC22082A
D03F0050 28030777
60000000 00000000
E0000000 80008000
8000000F 00000000
Hold R and press C-stick left or right to rotate the camera. Should not freeze any more.
[/spoiler]
The swap analog sticks code worked for me last night, but today, when I tried it, it didn't seem to work anymore.
NEVER MIND that one... I was using Gecko OS Mod today.
As for the multiplayer camera, it froze before entering a battle. (After it working for a couple battles.)
I used NeoGamma with this one.
hmm, do you recall what potential fight? Is it consistently on the same fight, and if so could you provide a save for me to look at?
If you're using 0.66.8, you should get a notification when it detects a crash (it won't come up until you try to do something). It will offer to switch to the BP tab and get the crash info. What comes up?
I can provide you with my save file.
(I have a whole bunch, so I gotta sort through them on my Memory Card first XD)
It isn't a crash that Gecko.NET even recognizes. The whole game just stops, no buzzing or anything...
I'm still using an older version of Gecko.NET, as well. (I'll update that now, as well.)
EDIT:
About a save file, is there anyway to get the save file off of my memory card using a USB Gecko, (I could've sworn that I could.)
because GCMM doesn't support Official branded Memory cards.
Five saves I had on my computer. (There should be one that has a Level 150 Lloyd - This file was the one that had the crash)
http://www.mediafire.com/?dk1fo86wtfbwgj9
Yeah, more recent versions of Gecko.NET install extra breakpoint handlers so that they can catch other crashes.
As far as GC saves...er...that's actually a really good question. I don't know how you would get it to me. There must be some homebrew app.
If you have a Mad Catz, Hip Gear or some other branded Memory Card, you can use GCMM.
GCMM: http://wiibrew.org/wiki/GCMM
It worked for me to get some saves off my memory cards before. (Only with non-Nintendo branded cards...)
Five saves I had on my computer. (There should be one that has a Level 150 Lloyd - This file was the one that had the crash)
http://www.mediafire.com/?dk1fo86wtfbwgj9
New codes coming:
Teleport (Cities and Dungeons) [goemon_guy]
C205F30C 00000008
3DE0802C 61EFAED8
A20F0000 2C100201
40820010 C1C80004
C1E80008 C208000C
2C100202 40820010
D1C80004 D1E80008
D208000C C0280004
60000000 00000000
B+Left to save location
B+Right to teleport to saved location
Field Camera Modifier [goemon_guy]
20C151B0 C0056898
80000000 80D0FD18
282CAED8 00000014
86910000 40000000
E0000000 80008000
282CAED9 00000018
86910000 C0000000
E0000000 80008000
Z+Up to zoom in
Z+Down to zoom out
Improved Devils Arms Activated [goemon_guy]
2120D50C 4AE73AC9
C320D510 00000002
38600001 2C030000
60000000 00000000
E0000000 80008000
Walk Through Walls [goemon_guy]
282CAED8 00000401
0402F1A0 38600001
282CAED9 00000402
0402F1A0 7F23DB78
E0000000 80008000
X+left activates it
X+right deactivates
Advanced Teleport (Cities and Dungeons)
C205F30C 0000000A
3DE0802C 61EFAED8
3E20805B 62317990
A20F0000 2C100201
40820014 C1C80004
C1E80008 C208000C
8A510003 2C100202
40820014 D1C80004
D1E80008 D208000C
9A510003 C0280004
60000000 00000000
B+left saves coordinates + room you're in
B+right teleports to saved coordinates + room you were in
Enable Colette's Beta Costume
0817E2A8 00000034
00040010 00000000
Camera Modifier (Cities and Dungeons)
04002FD0 3FC00000
0605F720 00000014
3C608000 C0232FCC
C0632FD0 60000000
D0232FCC 00000000
282CAED8 FFDF0020
0405F72C EC21182A
282CAED9 FFBF0040
0405F72C EC211828
20002FCD 80000000
04002FCC 43B3F000
20002FCD 43B40000
04002FCC 00000000
E0000000 80008000
Press L and R to rotate the camera
Flat Camera
042C8EC0 3F800000
Replaces the top-down camera
Devils Arms code is fixed.
EDIT:
No it's not -.-
@goemon_guy: you said the multiplayer camera code was crashing. Were you using any codes that used grF, by chance?
EDIT:
I tried on my save battling for about 15 minutes in various places on Disc 2 (i.e. level 150+). I had no crashes. I haven't had a chance to test boss battles or anything like that yet.
I'm not sure I know what grF is...
But, I just realized something - It *may* have frozen when I combined a specific group of enemies with the Advanced Enemy Modifier.
It probably wasn't your code that crashed, now that I think about it - but the game froze before it reads from the encounter tables... So I'm not too sure.
The Gecko Registers. gr0, gr1, gr2...grF, because there are sixteen of them. I use one of the Gecko Registers as a flag to indicate when we have made it past the "freezing point" in the battle.
I think you should avoid sending codes during a battle. The multiplayer camera code may cause freezing in such cases, because the F2 code's back-branch hasn't been written yet once the codes were sent again. This problem shouldn't affect cheaters.
You also said that multiple cutscene battles are bad. But I was able to fight Clumsy Assassin and Convict at the same time. The cut scene was given to species 0.
Then I tried a multi-battle with Abyssion and it exploded.
EDIT:
Ah, I think it can do two enemies with cut scenes, but not 3+.
I wasn't using any Gecko Register codes.
Also, on the topic of my encounter modifier, you got it. You can have up to two enemies with cutscenes (with exceptions.)
If you combine 3+, it's most likely going to crash. However, you CAN mix 3 Abyssions and such in 1 battle. (You're asking for suicide, though :P)
For the record, this made me laugh:
Quote from: dcx2 on September 03, 2011, 06:57:19 PM
Then I tried a multi-battle with Abyssion and it exploded.
EDIT:
New wave of codes.
All/Most out of battle EX Skills active
04082AE0 38600001
04082BD0 38600001
Encounters are somewhat hard to enter
Most In-Battle EX Skills active
2121C9DC 388600EE
0521C948 38600001
E0000000 80008000
Several aren't active
Have Guard Plus, Slasher and Dash in-battle
2121C9DC 388600EE
0521C9E8 4800002C
0521CA28 4800001C
0521CA54 60000000
0521CA08 38800029
E0000000 80008000
No EX Gems required
Most 05 ASM patches are actually supposed to be F3 codes. Most of the time if a game loads ASM in the 81000000+ region, it's a code overlay.
Look at e.g. 8121C9E8 in memview with autoupdate while going into and out of a fight. I bet you'll see things changing.
I think you know this already because you tried to protect them with 21 codes. But you forgot to end those if codes with a terminator.
The 21 codes only check to see if a given word of memory is correct. However, sometimes fragments of the old code are left behind. That's why the F3 code is nice because it can checksum many words of memory together.
You can use the F2 XOR calculator in Gecko.NET. Go to disassembly, right click your hook, hit the X key. Then select the end of the memory range you want to checksum and hit the Y key; if you're hooking 8121CA28, make sure your Y doesn't include 8121CA54 (forward) or 8121CA08 (backward) the F2 checksum should not include anything that will be changed (i.e. another hook). When you press Y it will automatically take you to the Tools tab, auto-populated with the correct values for the F2 code, and it even puts those values in the clipboard so you can paste them.
I know, but the F2/F3 codetype kinda confused me. I actually had no idea that Gecko.NET had an XOR calculator. I've been trying to get it to work by doing XOR calculations manually. And afterwards, they didn't work, anyways.
I'll have to give the XOR Calculator a go, here, then!
Thanks for the tip!
Also, I forgot that all the IF codetypes require an end-if. I only used the 28 codetype for those up until now, so out of habit, didn't use it. Again, thanks for the reminder!
EDIT:
It doesn't look like any of my codes for this game can use the F2 codetype.
Quote from: goemon_guy on September 03, 2011, 07:21:31 PM
Most In-Battle EX Skills active
2121C9DC 388600EE
0521C948 38600001
E0000000 80008000
Several aren't active
This can be F3'd. I was a bit off about how it works; right-click the hook and hit the X key; it auto-switches to Tools tab. Switch back to disasm; right-click 8121C8F4 and then hit the Y key. It auto-switches tabs again. Now click XOR and it will generate the hash and place the contents of the first code line into the clipboard.
Most In-Battle EX Skills active [goemon_guy]
F321C948 D62AF701
38600001 00000000
F3'd by dcx2
EDIT:
What ex skills aren't active? I made a derivative of your code and I'm wondering if it has other skills.
Most in-battle EX skills v2 [dcx2]
F321C838 20B13B02
38600001 4E800020
60000000 00000000
based on goemon_guy's code, may or may not have additional skills
I'm pretty sure the only ones that were missing were Guard Plus, Dash and Slasher. Which was what the other code did.
Does your code add those? (I'd check but I can't at the moment)
EDIT:
More codes...
Infinite Basic Attack Combos [goemon_guy]
F3263F0C 02B0DE01
60000000 00000000
Devils Arms Activated (fixed) [goemon_guy]
F2081010 024EA001
38600001 00000000
Size Modifier [goemon_guy]
C201C634 0000000F
3DC0802C 61CEAED8
A1EE0000 3E60802C
62737EFC 82130000
82330004 82530008
2C0F0408 40820010
3A104000 3A314000
3A524000 2C0F0404
40820010 3A10C000
3A31C000 3A52C000
92130000 92330004
92530008 2C0F0060
40820014 3E803F80
92930000 92930004
92930008 801F0060
60000000 00000000
Press X+Up to increase size
Press X+Down to decrease size
Press L+R to revert to normal
Field Teleport [goemon_guy]
C2C229A8 00000009
3DC0802C 61CEAED8
3DE080C8 61EF9484
A20E0000 2C100011
40820010 822F0000
824F0004 826F0008
2C100012 40820010
922F0000 924F0004
926F0008 C0450000
60000000 00000000
Press Z+Left to save location and Z+Right to return to that location
EDIT:
Fixed a bug with the Size Modifier not increasing size proportionally
This is the original function. There are two places that return 0 = "I don't have this EX Skill"
[spoiler]
8121C838: 9421FFF0 stwu r1,-16(r1)
8121C83C: 93E1000C stw r31,12(r1)
8121C840: 81830000 lwz r12,0(r3)
8121C844: 280C0000 cmplwi r12,0
8121C848: 4082000C bne- 0x8121c854
8121C84C: 38600000 li r3,0
8121C850: 480000FC b 0x8121c94c
8121C854: 3CA08021 lis r5,-32735
8121C858: 7C8A0734 extsh r10,r4
8121C85C: 38A58E60 subi r5,r5,29088
8121C860: 3BE00000 li r31,0
8121C864: 39200000 li r9,0
8121C868: 8883107E lbz r4,4222(r3)
8121C86C: 38090004 addi r0,r9,4
8121C870: 5484E73E rlwinm r4,r4,28,28,31
8121C874: 3884FFFF subi r4,r4,1
8121C878: 1C8400C4 mulli r4,r4,196
8121C87C: 7D652214 add r11,r5,r4
8121C880: 7C0B022E lhzx r0,r11,r0
8121C884: 7C005000 cmpw r0,r10
8121C888: 408200B0 bne- 0x8121c938
8121C88C: 7FE00734 extsh r0,r31
8121C890: 38E00000 li r7,0
8121C894: 54041838 rlwinm r4,r0,3,0,28
8121C898: 39040004 addi r8,r4,4
8121C89C: 7CE63B78 mr r6,r7
8121C8A0: 7D0B4214 add r8,r11,r8
8121C8A4: A1680002 lhz r11,2(r8)
8121C8A8: 7D6903A6 mtctr r11
8121C8AC: 2C0B0000 cmpwi r11,0
8121C8B0: 40810060 ble- 0x8121c910
8121C8B4: 38060004 addi r0,r6,4
8121C8B8: 888C00EE lbz r4,238(r12)
8121C8BC: 7C0800AE lbzx r0,r8,r0
8121C8C0: 7C040040 cmplw r4,r0
8121C8C4: 4082000C bne- 0x8121c8d0
8121C8C8: 38E70001 addi r7,r7,1
8121C8CC: 4800003C b 0x8121c908
8121C8D0: 888C00EF lbz r4,239(r12)
8121C8D4: 7C040040 cmplw r4,r0
8121C8D8: 4082000C bne- 0x8121c8e4
8121C8DC: 38E70001 addi r7,r7,1
8121C8E0: 48000028 b 0x8121c908
8121C8E4: 888C00F0 lbz r4,240(r12)
8121C8E8: 7C040040 cmplw r4,r0
8121C8EC: 4082000C bne- 0x8121c8f8
8121C8F0: 38E70001 addi r7,r7,1
8121C8F4: 48000014 b 0x8121c908
8121C8F8: 888C00F1 lbz r4,241(r12)
8121C8FC: 7C040040 cmplw r4,r0
8121C900: 40820008 bne- 0x8121c908
8121C904: 38E70001 addi r7,r7,1
8121C908: 38C60001 addi r6,r6,1
8121C90C: 4200FFA8 bdnz+ 0x8121c8b4
8121C910: 54E0063E rlwinm r0,r7,0,24,31
8121C914: 7C005800 cmpw r0,r11
8121C918: 4080000C bge- 0x8121c924
8121C91C: 38000000 li r0,0
8121C920: 48000008 b 0x8121c928
8121C924: A0080000 lhz r0,0(r8)
8121C928: 2C000000 cmpwi r0,0
8121C92C: 4182000C beq- 0x8121c938
8121C930: 38600001 li r3,1
8121C934: 48000018 b 0x8121c94c
8121C938: 3BFF0001 addi r31,r31,1
8121C93C: 39290008 addi r9,r9,8
8121C940: 2C1F0018 cmpwi r31,24
8121C944: 4180FF24 blt+ 0x8121c868
8121C948: 38600000 li r3,0
8121C94C: 83E1000C lwz r31,12(r1)
8121C950: 38210010 addi r1,r1,16
8121C954: 4E800020 blr
[/spoiler]
You hooked the last one but not the first one. The first part is checking if some pointer is 0 and returning false if it is. I don't even bother with the check, I just return true immediately. This may give you more abilities or it might not.
Interesting... I'll give it a try sometime, and have a look later.
Anyways, more codes to come. :D
Cast Indignation Judgment instead of Indignation [goemon_guy]
F3239C08 02B08201
60000000 00000000
Cast Holy Judgment instead of Holy Song [goemon_guy]
F3239B7C 0EC9A401
60000000 00000000
Field Super Speed (Walk and Rheairds) [goemon_guy]
20C088CC C0036984
04D0FE04 41000000
282CAED8 FEFF0100
04D0FE04 40000000
E0000000 80008000
Hold A to take effect
Size Modifier (Field) [goemon_guy]
F206E498 12005D11
9421FFB0 BDC10008
3DC0802C 61CEAED8
3DE080C8 61EF9554
A20E0000 822F0000
824F0004 826F0008
2C100018 40820010
3A314000 3A524000
3A734000 2C100014
40820010 3A31C000
3A52C000 3A73C000
922F0000 924F0004
926F0008 2C100060
40820014 3E803F80
928F0000 928F0004
928F0008 C03D0034
B9C10008 38210050
60000000 00000000
Z+Up and Down to increase and decrease size.
L+R resets.
Quote from: dcx2 on June 12, 2011, 03:00:53 AM
This should be version 1, dunno if there's more than one version. Looks like there were a few versions for PAL...
can learn S/T techs without forgetting opposites v1.1 [dcx2]
F322840C 90337B01
38600000 00000000
F322845C 70F70301
38600000 00000000
...does work for healing?
Is it possible to "Un- F3" this Code. tried searching if there was version 1 rather than 1.1 with no luck.
Also great Work goemon_guy reviving this thread xD
Why would you need the code to have no F3 codetype?
can learn S/T techs without forgetting opposites [dcx2]
2122840C 7CC32038
0522840C 38600000
2122845D 7CC32038
0522845C 38600000
E0000000 80008000
un-F3'd by goemon_guy
Codes starting with F3 their addresses cant be read by the "system" that i use. (Dem Rules)
but tyvm i Frackin love you :D it works now.
Summon without Overlimit [goemon_guy]
F322549C 0AD4A302
3C00FFFF 6000FFFF
90060084 00000000
F32254A4 0C7EA102
3C00FFFF 6000FFFF
90060080 00000000
No problem! But the love should be going to dcx2 for making the code. ;)
If you need anything else converted, just ask!
F3 only works with Ossleepthread and VBI hook right? Just asking...
I'm pretty sure F2 and F3 work on all Hooktypes, Deathwolf!
Instant spellcast (All players) [goemon_guy]
F3239770 10E2A101
38000000 00000000
Enemies can also spellcast instantly...
Cast Holy Judgment instead of Holy Song v2 [goemon_guy]
21239B44 2C000032
05239B48 48000044
E0000000 80008000
The last code could not be F2'd, as setting any ASM codetype (C2, F2, etc) to that area crashes the game upon casting Holy Song.
Are you sure you C2'd correctly? You're writing a branch, but all branches are relative, so if your C2/F2 code was composed of "48000044 00000000" then it would crash. To do an absolute branch, you'll need to load the destination address into CTR or LR and then use bctr or blr to get there.
EDIT:
Another option: if you're hooking a conditional branch (e.g. beq), then you can instead hook the cmp and modify it so that it always returns true (e.g. cmpw r0,r0 to force beq- always true)
I'm not sure what the first thing I understood the first part you posted. (I haven't the foggiest idea how to use CTR or LR XD)
I'll give the second thing a try...
Kratos All 26 Techs (Excluding Secret Tech)NOVICE
KKGY-QDR3-U3MDX
5MZH-9BMU-V0D0H
FDUR-4Q1A-H1YTA
NPVZ-VNDX-KNYQB
Zelos All 25+1 Techs (Excluding Secret Tech)NOVICE
YYKB-J3GN-YPDJX
2PUJ-3QN4-QYUHC
FAX5-F1FT-EV4J5
W484-DPKC-NR0H5
Sorry to ask again but can someone port these or if possible a code to give zelos and kratos judgement so you don't have to choose between them
You can use Party Roller to have both Zelos and Kratos.
---
When I get a chance I will look at the instruction you're hooking and I'll make an example that shows you how to use it. CTR and LR are registers, and they can be used for absolute branching.
All other branches are relative. So, if you make the instruction [81239B48] = 48000008, it will say "b 0x81239B50" (i.e. +8 relative to the current instruction's address). If you then try to put "48000008" in a C2 code, and your C2 code's instruction exists at e.g. 800028C8, then you will see "b 0x800028D0" (i.e. +8 relative to the current instruction's address)
All relative branches mean "add x to the current instruction's address to obtain the next instruction address". That's why we need bctr or blr to take us to an absolute address, or "x becomes the next instruction address"
@Frezzere
Kratos All 26 Techs (Excluding Secret Tech) [Novice]
045B74A4 17FF9FFF
045B74AC 17FF9FFF
045B74B4 17FF9FFF
Zelos All 25+1 Techs (Excluding Secret Tech) [Novice]
045B715C 17FF9FFF
045B7164 17FF9FFF
045B716C 17FF9FFF
Not sure if excluding secret tech means whether they get Judgment or not, so give these a try.
@dcx2
I get the concept, but I just don't really know how I would go about writing the code for it.
I think an example would be helpful. :)
EDIT:
Max out Devil's Arms power [goemon_guy]
025B873E 00076000
81239B44: 2C000032 cmpwi r0,50
81239B48: 41800070 blt- 0x81239bb8
You changed the blt to b 0x81239B8C. Therefore, we have two options.
1) Hook the cmpwi with
li r0,50
cmpwi r0,50
Problem is you changed the displacement from 0x70 to 0x44. So this approach doesn't work here.
2) Hook the blt with
lis r12,0x8123
ori r12,r12,0x9B8C
mtctr r12
bctr
Quote from: goemon_guy on September 06, 2011, 08:18:22 PM
I'm pretty sure F2 and F3 work on all Hooktypes, Deathwolf!
Instant spellcast (All players) [goemon_guy]
F3239770 10E2A101
38000000 00000000
Enemies can also spellcast instantly...
Um not sure if this link is within the rules but as for Instant Spell casting, it's been done without the Enemies also spellcasting in case u wanted that option.
it says untested but i use them and they work perfectly. Except for 2 mid or adv spells cant be executed at the same time. the other caster just hangs/waits until you stop insta-casting everything but thats probably a symphonia mechanic rather than code.
I just tried them and they both work thanks goemon_guy
@dcx2
I wanted them to have judgement because even if i use the party mod they would only have
the skills they had when they left my party
Yeah, I heard about those, and have seen them - This one's just more convenient, as it works for all players and its all one code.
I'm sure I could find a way to not allow enemies to instantly cast any spells.
Can use Falcon's Crest more than once per battle
F3286128 0A205701
38000000 00000000
Summon without Overlimit [goemon_guy]
F322549C 0AD4A302
3C00FFFF 6000FFFF
90060084 00000000
F32254A4 0C7EA102
3C00FFFF 6000FFFF
90060080 00000000
Cast Indignation Judgment instead of Indignation [goemon_guy]
F3239C08 02B08201
60000000 00000000
F3239BE4 0ECF3601
60000000 00000000
Cast Holy Judgment instead of Holy Song [goemon_guy]
21239B44 2C000032
05239B48 48000044
E0000000 80008000
Whats the diffrence between the f3 codes and the others the f3 ones are not working for me but the holy song i just got to work
So, Summon w/o Overlimit and Cast Indignation Judgment don't work?
Strange... They worked for me when I tested them yesterday.
You're probably sure that you had Genis casting Indignation, right?
One thing you could do, is to try to somehow get Indignation's cast number above 50. (I thought that the updated code would have fixed that, but I can't be too sure ATM.)
As for the summon without overlimit, I'll probably take a look later.
F3 codes require a recent code handler. They aren't supported by Gecko OS Mod. You can use NeoGamma to load retail GC games with a recent code handler.
F3 codes are safer than the non-F3 counterparts. The ASM that is being patched by the F3 codes is swapped into and out of memory. When it is swapped out, some pieces are left behind. The F3 code makes sure that more of memory around the hook is set to the right value (e.g. Summon without overlimit tests 20 bytes). The non-F3 codes only check 4 bytes, so there is a greater risk that something could go wrong.
*EDIT*
dcx2 you were right i wasn't using a recent code handler nothing is wrong with the codes
Strange. I can use a bunch of those codes together:
Falcon's Crest Unlimited times
Summon Without Overlimit
Cast Ind. Judg. instead of Indignation
Cast Holy Judg. instead of Holy Song
Infinite Basic Attack Combos
Devils Arms Active
Encounter Mod
Lloyd All Techs
And they all work fine, (except for the random freeze, but what'd I expect while Summoning, and using Lloyd, Colette and Genis' special techs XD)
Are you using the latest version of NeoGamma? Maybe the hooktype is incompatible? Try using VBI - I use that one.
Sorry about the problem everything's working fine now
No problem! ;)
New code(s) coming.
Size Modifier (In-Battle)
F32527F0 10123901
3C60XXXX 00000000
F32527F4 101A8401
3C00ZZZZ 00000000
F3252800 101AE001
3C00YYYY 00000000
XXXX - Size of X Axis
YYYY - Size of Y Axis
ZZZZ - Size of Z Axis
3F00=0.5
3F80=1.0
4000=2.0
Any luck on that free run code (~*,*)~?
I haven't tried lately. I've had other projects that have been taking precedence over hacking.
I wasn't too eager about the chances to begin with. The idea I had involved finding the ASM which reads the location of the enemy you're currently targeting. Then, if you press the free run button activator, I would sleight-of-hand so the enemy's location was rotated such that the analog stick would now be pointing at a "phantom enemy's location". Your character would then act like they were aimed at that phantom enemy, and would start running in that direction, attacking in that direction, etc.
Make Indignation Judgment work [goemon_guy]
02208506 00000193
(When you have the tech in your list)
Make Holy Judgment (-? ? ? ?-) work [goemon_guy]
0020860F 00000093
(When you have the tech in your list)
All Techs cost 0 TP [goemon_guy]
08202FF0 00000000
10FC0058 00000000
No Recoil Time after Tech [goemon_guy]
08203022 00000000
10FC002C 00000000
Make Indignation Judgment more... Real... [goemon_guy]
042084E0 817FFF40
077FFF40 00000014
496E6469 676E6174
696F6E20 4A756467
6D656E74 00000000
042084DC 817FFF70
077FFF70 0000004E
4C696768 746E696E
67202873 65637265
74293A20 616E6765
6C696320 6C696768
746E696E 670A7069
65726365 73207468
65207461 72676574
2C20666F 6C6C6F77
65642062 79206120
626C6173 742E0000
02208506 00000193
Adds a tech description, changes the name and makes the tech standalone.
(You still need a way to get the tech into your list.)
^The last code was just for fun, and it was just to make the tech look... better and more complete when looking at it.
I also didn't like how the tech showed up as "Indignation Judg."
What.
At last, a way for Colette and Genis to do what Lloyd does.
...Though I'm not sure how to put Indignation Judgement onto Genis's Tech list.
SSJ2 Dark (from GameFAQs) gave instructions on how to give a character whatever tech from their respective Tech list, but the list didn't have "hidden Techs", like Rising Phoenix, Grave Blade, or Indignation Judgement.
Would you mind sharing how to?
EDIT: Would it also be possible to let Sacred Light actually do damage? Like somehow point it so it has Photon's or Holy Lance's hitboxes (or whatever they're called)?
Lol, using a code that will give a character "All Techs" should do it.
As for Sacred Light doing damage.
I imagine it *would* theoretically be possible to somehow do it.
(However, this is COMPLETELY out of my reach)
Another way that I can think of, would require actually modifying the game and implementing it manually. (Of course, then it becomes piracy...)
I'm pretty sure that this would be difficult as well, (or even impossible:)
It goes with ISO hacking, but somehow taking the data from the PS2 version and again, implementing it manually. (Possibly including everyone elses Secret techs as well...)
It's really a shame (and a kicker) that they left so much data in the game for it, but the one thing it doesn't do is damage... :/
There's even a sound clip for her when she casts it... XD
The "Have All Techs" for Genis excludes Indignation Judgement. :(
I'm aware that forcing Sacred Light to do damage is probably really REALLY difficult. Editing the actual game files also occurred to me, but the vast no. of times people would download the game just for a few attack to be implemented/do damage is absurd.
And I would think implementing everyone else's Secret Tech to be practically impossible.
... INDIGNATION JUDGEMENT FOR EVERYONE. :D
Really?
I could've sworn there was a code that did that... I'll have a look later.
I was modifying Indignation Judgment's table to make it so that Genis would learn it at level 50 or a few levels after Indignation... but it never worked correctly.
And correct.
Few people would download the game. (One thing could be to patch the file on the disc with GC-Tool or something, assuming that you somehow legally obtained the game and ripped it yourself.)
Either way, I doubt it will happen anytime soon.
Wouldn't using a dol file work?
How?
well you can add text using it wouldn't files work?
I don't think you understand what that particular file does.
well i thought it was a good idea at the time but i guess more like adding data without
changing the original source would be better
You're referring to the add description and increase tech name, etc that I made for Indignation Judgment?
This particular code works because the game has a pointer in the tech data that points to the tech name, and tech description.
My code uses seemingly (and should be) empty space in RAM to keep the text there. Then, I replaced the pointer. This has absolutely nothing to do with replacing files.
Either way, this code is almost useless. It was just to make the tech look presentable, and like it belongs.
Making a code for Sacred Light is, right now out of anyone's leagues here for now.
As epic as it would be, I don't have the time / patience to work with something like that.
Quote from: goemon_guy on September 14, 2011, 12:49:14 AM
My code uses seemingly (and should be) empty space in RAM to keep the text there.
Ah, this reminds me of something that Stuff did for MH3.
http://wiird.l0nk.org/forum/index.php/topic,5476.msg71810/topicseen.html#msg71810
You can use the gosub 682 code type to get a pointer to your string where it resides in the code handler. This eliminates the need to find unused areas of RAM to write to.
Yeah, that would probably work better.
There may or may not be a point in the game that would overwrite that, and then my code would screw it all up.
I'll give that a try later! ;)
EDIT:
I'm not sure I understand exactly how the 682 codetype works... XD
And I know it's been awhile, but the fix you offered for the "Cast Holy Judgment instead of Holy Song" worked!
Cast Holy Judgment instead of Holy Song [goemon_guy]
F3239B48 12834503
3D808123 618C9B8C
7D8903A6 4E800420
60000000 00000000
*fixed by dcx2
A somewhat start to the code.
It seems very weak, from what I have seen, but it works for now.
Sacred Light does Damage [goemon_guy]
F32859E8 1072E401
38036E18 00000000
Overlimit Status (L+Left Analog) [goemon_guy]
21239000 881A01B1
282CAED8 00004040
032DEF68 000003E8
282CAED9 000000C0
032E0B08 000003E8
282CAED9 00008040
032E26A8 000003E8
282CAED9 00002040
032E4248 000003E8
E0000000 80008000
L+Left to make Player 1 activate Overlimit
L+Up to make Player 2 activate Overlimit
L+Right to make Player 3 activate Overlimit
L+Down to make Player 4 activate Overlimit
Quote from: goemon_guy on September 14, 2011, 12:49:14 AM
Making a code for Sacred Light is, right now out of anyone's leagues here for now.
As epic as it would be, I don't have the time / patience to work with something like that.
Quote from: goemon_guy on September 17, 2011, 09:11:43 PM
Sacred Light does Damage [goemon_guy]
F32859E8 1072E401
38036E18 00000000
What.
At least about half the cast have usable Secret Techs Now.
XD.
I know, two contradicting posts.
It'd be nice to have it do slightly more damage for the TP it uses, but meh...
Yeah, and technically Sheena can use all of hers... Because weren't her Secret Techs her summons, (or at least Maxwell/Birth?) in the PS2 version?
Clearly they had planned Shining Bind, (a tech called "Holy Binds" exists in the data.) But it crashes the game upon finishing casting.
I'm pretty sure Regal and Presea don't have any data for either of their Secret Techs.
do you think data for the characters portraits when using their specials are in the game or was it only added
in the ps2 version?
Only Lloyd, Genis and Colette's cut-ins are present.
If anything I *could* theoretically believe that Raine's could be in the game, somewhere.
But then again, it's highly unlikely.
Improved Fire Ball Tech
F3260CB0 10761D01
2C1C00C8 00000000
more fireballs appear
Improved Air Thrust Tech
F327BDBC 10B86601
60000000 00000000
quicker - more damage
EDIT:
@symphonian resident
Genis all 34 techs (and Indignation Judg.) [NOVICE]
045B6E10 00000010
045B6E14 FFFFFFFF
045B6E18 00000010
045B6E1C FFFFFFFF
045B6E20 00000010
045B6E24 FFFFFFFF
Colette all 22 techs (and -????-) [NOVICE]
045B6CFC 4F8FAFFF
045B6D04 4F8FAFFF
045B6D0C 4F8FAFFF
Those codes allow you to have their Secret Techs in your party. (I think you wanted them...?)
Indeed I did.
Thanks.
EDIT: I'm not sure if I asked this before, but would it be possible to add alternate versions of Techs into a character's Tech list?
Like, adding Rising Phoenix as an alternate Tech for Lloyd, Ice Hammer for Colette, and stuff like that.
Possibly. I don't recall seeing them in the Tech lists, though.
They're not in the 00-FF range of Techs...
So, it'd probably take a bit of effort to get 'em into your party.
I'll give it a go, though.
The closest I could come was Cast *insert elemental tech* instead of... codes:
Hammer Rain (Hammer Modifier)
F325BE3C 103F2501
2C1EXXXX 00000000
XXXX determines how many hammers come out
Higher makes more, less makes less - simple!
-Default is 000A.
Toss Toss Hammer instead of Pow Pow Hammer
F3264F10 10907501
60000000 00000000
F3264F40 106DC901
60000000 00000000
Ice Ice Hammer instead of Pow Pow Hammer
F3264F10 10907501
60000000 00000000
F3264F40 106DC901
60000000 00000000
F3264F44 107E0D01
3BC00001 00000000
Toss Hammer instead of Pow Hammer
F3264DF8 108F3C01
60000000 00000000
F3264E00 10B3C701
60000000 00000000
Rising Phoenix instead of Rising Falcon
F32729B0 10867A01
60000000 00000000
F32729C4 101B0801
38600003 00000000
-CODE REMOVED, because it didn't function as desired.-
EDIT:
I've been playing the PS2 version lately, and it occurred to me that Ray needs to be casted 100+ times. (And that Holy Lance can cast it as well.)
I'll update the code with these changes, and also try and find a new overlimit counter.
A god you are.
Can't test now but I really want to. :D
I just tested it and it works
You said you tested it, and it works, but I think there is one bug.
The Overlimit counter that I used increases until 0x3E8 (1000) each time you get hit, and then it decreases.
When it hits 0, you're out of Overlimit.
(Raine also has to be in slot 1 at the moment.)
I check to see if the value is 0, and if it is, then don't use Sacred Light.
This means, that if you haven't been hit since the last overlimit, it won't cast.
BUT, if you are hit once, or more then you will be able to cast it, regardless of whether you're in OL or not.
Until you're out of OL again.
Therefore, it kind of does its job.
I`m going to try to improve this tomorrow.
oh i checked in a random battle and raine was in slot 1 so i didn't notice that i also used the overlimit code
*Edit*
nvm
Got the new Mystic Arte code for Raine up. ^_^
Raine gets a Mystic Arte [goemon_guy]
F3232D68 FE5E940B
3DC0812E 61CE31A0
3DE0805B 61EF6F74
3E008133 62106482
AAC400D8 A1900000
2C0C0096 4180002C
2C160072 40820024
818E107C 558CA67E
280C0044 40820014
818F0000 280C0064
41800008 3AC000DE
60000000 00000000
F32859E8 1072E401
38036E18 00000000
REQUIREMENTS:
Ray used 100+ times
Be in overlimit
TP is greater, or equal to 150.
Cast Ray in Overlimit.
^dcx2 helped fix this code, (and shortened it alot) so, many thanks!
EDIT:
ALL CODES I'VE HACKED FOR THIS GAME ARE NOW AVAILABLE UP ON THE DATABASE (UNTIL THIS POINT.)
I was wondering if anyone had a list of addresses for character data, mainly Lloyd. I'm trying to make a code that will set his Int to a certain value, and not be lost when the code is not in effect. I have two locations identified already (805B6BC0), courtesy of SSJ2 Dark's Excel Spreadsheet, and I was also able to discover a second (805B6BAC) by using some logic to determine its location. However, when I use a code to set the value to say 500, save the game, reload without the code, and modify equipment, the value reverts to the initial value, which is why I assume there is some other address that functions as the base for the stat. If I am completely off on this, please let me know.
EDIT: Oh, I forgot, another reason I suspect there is another address besides the two mentioned previously is due to the fact that even when I had a code activated to set Lloyd's Int to 500 at both of those addresses, when in the Equip screen, the Int value displayed there is still the base.
Hi bluehawk, welcome to wiird.
To set Lloyd's intelligence to 500, use the following code.
025B6BC0 000001F4
Specifically, his int is the 16-bits at 805B6BC0.
Quote from: dcx2 on October 11, 2011, 01:50:56 AM
Hi bluehawk, welcome to wiird.
To set Lloyd's intelligence to 500, use the following code.
025B6BC0 000001F4
Specifically, his int is the 16-bits at 805B6BC0.
Thanks for the reply dcx2. What I'm wondering is if I modify the int to 500, then save, will it retain that value when I restart the game without the code activated. I just have this thing about getting Lloyd's int up so it's closer to everyone else's. And yes, I'm using an GCNCrypt to convert the code to AR. If it's not possible to make the change to int permanent, I'll just have to go with my backup plan of using Raine's Wisewoman title to get the most out of level ups.
Oh, I see what you're saying. At first, I thought you just didn't know how to use code types (you had only one post, heh). But now it kinda makes sense, as when you have a weapon, it would change some stats, so there must be a base stat somewhere.
I'll take a look again tonight to see if I can find it. I have a suspicion about where it is. It's probably like 8 or 10 bytes before the "total", I'm just not sure how much.
Thanks, I appreciate it. Like I said in my first post, I did find a second address that modifies Int in some places (80586BAC) but it also doesn't seem to be the base value.
Ah, I think I've found it. I saved and loaded and the value stayed. Note that if you change these values in the debugger, they won't necessarily update unless you go to the equipment screen, or load a save. Leveling up probably works too.
Each value is 16 bits. These must be 10x what you want it to be (for int 500, use 5000).
[805B6BA2] = str
[805B6BA4] = def
[805B6BA6] = luck
[805B6BA8] = acc
[805B6BAA] = evade
[805B6BAC] = int
Alright, let me convert these to AR (Yes, I know, I haven't been brave enough to mod my Wii yet), and try them out. Will you be on for a bit? I think I tried that 805B6BAC address. But we shall see.
Quote from: dcx2 on October 12, 2011, 04:20:23 AM
Each value is 16 bits. These must be 10x what you want it to be (for int 500, use 5000).
Forgive me if this is a n00bish question, but do you mean convert 5000 to Hex, or use 5000 as the Hex value?
Only addresses and codes are implicitly hex. So you would want
025B6BAC 00001388
Mind you, that's wiird code types, I think AR is the same.
EDIT:
@goemon_guy, how do you use the Colette beta costume code?
Interesting, I encrypted that code verbatim, and when I loaded a game, it displayed the base Int as being 31... On a good note, the value of 31 seems to have stuck, even after saving and reloading without the code active. Was even properly updated by gear that had Int on it. In the process of gaining a level with him, to see if it updates properly there too.
EDIT: Well, the new values you provided for Lloyd's stat addresses seem to be the base one. Nice. Now I, along with anyone else can set everyone's stats to whatever we want, and have them stick. Not that this couldn't have been done with Herbs before, but the important one, Int, that has no Herb, can be permanently modified.
Oh, btw dcx2, it was an input error on my part that caused the 31 value, code works perfectly.
Also, if it isn't too much trouble, do you think it would be possible to modify your Affection roller into codes for each separate character, since I don't believe that C2 rollers work on AR, and I would need to create a separate code to view affection for each character. If it's a lot of work, could you give me the bare bones on how you transposed the affection value to the Int value, and maybe I could work it out myself.
Affection Roller (ACTION REPLAY) [dcx2]
Q202-G9Z3-KFKED
UUZE-8UW6-424UB
V6VQ-RPKM-YRF4B
EUNE-GN2Z-TX400
7XQA-GWZ6-2Z03J
EQ17-7XFX-F4G4E
F656-7V6Z-RH63Q
F5EW-RN4G-69RYK
G05U-GN6T-G6QAY
R71D-BEQQ-8MK7X
3915-552H-EUK15
6BF8-DEQV-0ZJ7C
03EV-QTVV-3K0RU
WHHJ-6QP6-1BPHT
RWDZ-AR0C-MPTG0
BVCY-F3MF-6BKTJ
E751-X5MZ-B7EFD
28U6-3CZ5-9QZV2
H7X2-TG0V-KAM7X
4WYK-5BWP-JH8KR
Press X to see Int. as Affection. Move the left analog stick up, or down to make it roll.
Good stuff.
C2 codes can be ported to AR. You have to basically do the C2 by hand. Write the injected ASM to some unused area of memory (typically around 80002F00-ish), write a branch at the end to the address after the hook address, and then over-write the hook address with a branch to the beginning of the injected ASM.
Although it's pretty easy to softmod a Wii, especially now that letterbomb is out. All you need is an SD card and some time.
---
@goemon_guy, you might have missed it earlier, but I asked how one uses the Colette beta costume code. I tried to use it but then I didn't know how to make her costume change to the beta outfit. Is there a specific title you have to wear?
It should be replacing ALL her costumes with the beta costume.
(The Filesystem has an extra file with a costume for her, and it makes all costumes load that extra one.)
It looks pretty similar to normal Colette, anyways.
You should just have to turn on the code, and it takes effect o.o.
---
It's also EXTREMELY easy to convert C2 codes with GCN ASM GUI. Just feed the C2 code into ASMWiiRd/PyiiASMh, and take the opcodes and give it to the GCN tool, and it converts it to an AR code. (You still need to make a branch to the ASM, though, and back to the next instruction.)
---
All Characters have Colette's wings [goemon_guy]
2121FEFC 7C600734
05204470 60000000
05204530 60000000
E0000000 80008000
Cast Pow Pow Item Thief/Rover Instead of Item Thief/Rover [goemon_guy]
F325FEF8 04575E01
60000000 00000000
F325FF04 043DF001
60000000 00000000
F325FF28 04D0DC01
3BC30004 00000000
Cast Pow Item Thief/Rover Instead of Item Thief/Rover [goemon_guy]
F325FEF8 04575E01
60000000 00000000
F325FF04 043DF001
60000000 00000000
Cast Item Thief/Rover to get 'Little Pickpocket' title [goemon_guy]
F326018C 0401F201
60000000 00000000
Cast Lightning Tiger instead of Tiger Blade [goemon_guy]
F326018C 10069201
60000000 00000000
F32602EC 1048AA01
38600005 00000000
Cast Lightning Thrust instead of Sonic Thrust [goemon_guy]
F3264C40 10E3ED01
60000000 00000000
F3264C54 1048AA01
38600005 00000000
Hourglass & Time Stop Last Forever[goemon_guy]
F3201EF8 FE41AA01
38000001 00000000
Always have Magic Lens effect [goemon_guy]
F32680C8 FE7CB901
60000000 00000000
Repeat Unison Attack (Hold L) [goemon_guy]
21218350 540006F7
05218354 408200A0
282CAED8 00000040
05218354 60000000
E0000000 80008000
Thanks to both of you. I may have to go pick up an SD card and try this out in the near future. I finally finished a playthrough of getting Sheena Treasure Hunter, and I think this time I'd like to replay the game a little differently.
Looks like "all chars have Colette's wings" is missing a terminator.
That it is.
Fixed :)
All Characters have Colette's wings [goemon_guy]
2121FEFC 7C600734
05204470 60000000
05204530 60000000
E0000000 80008000
I'd like tot say thanks to all the hackers for the codes. They are awesome. Also, I want to ask if it's possible to have a Arte Roller for this game, like Dawn of The World does.
@dcx2:
The rheairds anytime code doesn't work. (Crashes upon either loading a save, or leaving a town/dungeon, etc.)
I have no other codes active. When it doesn't crash immediately, the code DOES work, however.
EDIT:
I made a modified version of your code, and it crashed with an exception. Your code doesn't crash with any exceptions, however.
EXCEPTION:
[spoiler]
[spoiler]
CR:24200088 XER:20000000 CTR:00000000 DSIS:00000000
DAR:00000000 SRR0:80C0C940 SRR1:0008B032 LR:80C0B348
r0:00000000 r1:8036DA58 r2:80362E40 r3:80360000
r4:80C89480 r5:00000000 r6:80C89480 r7:00000000
r8:00000008 r9:802A1AA8 r10:802A1AA8 r11:802A1AA9
r12:802A1AAA r13:80362000 r14:00000000 r15:00000000
r16:00000000 r17:00000000 r18:00000000 r19:00000000
r20:00000000 r21:00000200 r22:00000000 r23:00000200
r24:80C893A8 r25:802CAED8 r26:00000000 r27:00000000
r28:80C89480 r29:00000000 r30:802CAED8 r31:802CB510
f0:00000000 f1:00000000 f2:59800000 f3:59800004
f4:C69DA600 f5:45C80000 f6:45C2C800 f7:40000000
f8:BB124925 f9:3F800000 f10:3ACCCCCD f11:3F800000
f12:3D8CEA7B f13:00000000 f14:00000000 f15:00000000
f16:00000000 f17:00000000 f18:00000000 f19:00000000
f20:00000000 f21:00000000 f22:00000000 f23:00000000
f24:00000000 f25:00000000 f26:00000000 f27:00000000
f28:00000000 f29:00000000 f30:00000000 f31:00000000
[/spoiler]
80C0C918: C0036984 lfs f0,27012(r3)
80C0C91C: EC010024 fdivs f0,f1,f0
80C0C920: EC020032 fmuls f0,f2,f0
80C0C924: FC030040 fcmpo cr0,f3,f0
80C0C928: 40810DC8 ble- 0x80c0d6f0
80C0C92C: D01C0024 stfs f0,36(r28)
80C0C930: 48000DC0 b 0x80c0d6f0
80C0C934: 28170200 cmplwi r23,512
80C0C938: 408208C4 bne- 0x80c0d1fc
80C0C93C: 3C608036 lis r3,-32714
80C0C940: 0000A768 .word 0x0000a768 # Clearly crashed because .word isn't a valid ASM instruction, right?
80C0C944: FFFFFFFF fnmadd. f31,f31,f31,f31
80C0C948: 00000001 .word 0x00000001
80C0C94C: FFFFFFFF fnmadd. f31,f31,f31,f31
80C0C950: 8E26AF28 lbzu r17,-20696(r6)
80C0C954: FFD65B8F .word 0xffd65b8f
80C0C958: 9F47467F stbu r26,18047(r7)
80C0C95C: BFFFFFFF stmw r31,-1(r31)
80C0C960: 41820350 beq- 0x80c0ccb0
80C0C964: 3C6080C9 lis r3,-32567
80C0C968: 848393A8 lwzu r4,-27736(r3)
80C0C96C: 3C840008 addis r4,r4,8
80C0C970: 88046967 lbz r0,26983(r4)
80C0C974: 28000000 cmplwi r0,0
80C0C978: 40820884 bne- 0x80c0d1fc
80C0C97C: 88046968 lbz r0,26984(r4)
80C0C980: 28000000 cmplwi r0,0
80C0C984: 40820878 bne- 0x80c0d1fc
80C0C988: 8004695C lwz r0,26972(r4)
80C0C98C: 3A800001 li r20,1
80C0C990: 54000776 rlwinm r0,r0,0,29,27
80C0C994: 9004695C stw r0,26972(r4)
80C0C998: 80830000 lwz r4,0(r3)
80C0C99C: 3C840008 addis r4,r4,8
80C0C9A0: 8004695C lwz r0,26972(r4)
80C0C9A4: 60000008 ori r0,r0,8
80C0C9A8: 9004695C stw r0,26972(r4)
80C0C9AC: 80830000 lwz r4,0(r3)
80C0C9B0: 3C840008 addis r4,r4,8
80C0C9B4: 9A846968 stb r20,26984(r4)
80C0C9B8: 80830000 lwz r4,0(r3)
80C0C9BC: C01C000C lfs f0,12(r28)
80C0C9C0: 3C840008 addis r4,r4,8
80C0C9C4: D0046948 stfs f0,26952(r4)
80C0C9C8: 80A30000 lwz r5,0(r3)
80C0C9CC: 3CC50008 addis r6,r5,8
80C0C9D0: 8086695C lwz r4,26972(r6)
80C0C9D4: 5480F7FF rlwinm. r0,r4,30,31,31
80C0C9D8: 41820068 beq- 0x80c0ca40
80C0C9DC: 3A6508A0 addi r19,r5,2208
80C0C9E0: 3A400000 li r18,0
80C0C9E4: 80130000 lwz r0,0(r19)
80C0C9E8: 2C0000CA cmpwi r0,202
80C0C9EC: 40820038 bne- 0x80c0ca24
80C0C9F0: 3AA00000 li r21,0
80C0C9F4: 7E769B78 mr r22,r19
80C0C9F8: 387606E0 addi r3,r22,1760
80C0C9FC: 4B4622A5 bl 0x8006eca0
80C0CA00: 3AB50001 addi r21,r21,1
80C0CA04: 3AD60014 addi r22,r22,20
[/spoiler]
Yup, .word is an illegal instruction, which generates an ISI exception. And this is the danger in not using F2 codes.
80C0C934: 28170200 cmplwi r23,512
That's the line I 20 if'd. Note that it's still the same, and yet there's a .word. It's probably a code overlay.
I think I was going to do some hax today. But if you want, you can try to F2 it. Each one will need an F2; the first code should search F2 checksum backwards, and the other should F2 checksum forwards, otherwise one F2 could change the checksum for the other.
rheiards anytime
F2C0C950 90AAA603
3D8080C0 618CC964
7D8903A6 4E800420
60000000 00000000
F2C0C978 400C2903
3D8080C0 618CC988
7D8903A6 4E800420
60000000 00000000
still crashes.
Another thing...
The Japanese ASM address for this particular code was the same, so I came up with this code:
rheairds anytime
F2C0C950 FE280003
3D8080C0 618CC964
7D8903A6 4E800420
60000000 00000000
and it works on the japanese version, but not on the US version.
rheiards anytime
F2C0C950 90AAA603
3D8080C0 618CC964
7D8903A6 4E800420
60000000 00000000
F2C0C978 400C2903
3D8080C0 618CC988
7D8903A6 4E800420
60000000 00000000
still crashes.
Another thing...
The Japanese ASM address for this particular code was the same, so I came up with this code:
rheairds anytime
F2C0C950 FE280003
3D8080C0 618CC964
7D8903A6 4E800420
60000000 00000000
and it works on the japanese version, but not on the US version.
Devil's Arms always active (UNIVERSAL / ALL REGIONS) [goemon_guy]
F6000002 80008010
7C0300D0 7C001B78
54030FFE 4E800020
14000008 38600001
E0000000 80008000
Quote from: dcx2 on August 27, 2011, 06:04:03 PM
EX Skill Roller [dcx2]
C20D1B50 0000000B
894400EE 3D80802D
A16CAF08 A18CAED8
71650C00 4082000C
71851000 41820034
71850400 41820014
394A0001 2C0A00A5
40810008 39400000
71850800 41820010
354AFFFF 40800008
394000A5 994400EE
7D445378 00000000
At EX Skill screen for a character, select an EX skill so that you can see it's description. Then press Y and X to roll the EX Skill. Hold Start while holding Y or X to scroll the EX Skill.
If a character isn't supposed to have an EX Skill (i.e. Presea isn't supposed to have Aerial Jump) then giving them that EX skill will do nothing. However, you can give Regal Aerial Jump without having to equip Add Combo and Flash
Here's the EX Skill list.
[spoiler]Dec Hex EX Skill Description
0 0 ƒ_ƒ~Â
1 1 Strong Increases strength. Increases power of physical attacks.
2 2 Tough Increases defense. Decreases damage from physical attacks.
3 3 Taunt Taunt opponents by pressing . Increases U. Attack gauge.
4 4 Sharp-eyed Increases accuracy and physical attack damage on enemies with low evasion.
5 5 Dodge Increases evasion. Decreases physical damage from enemies with low accuracy.
6 6 Dash Increases mobility during battle.
7 7 Vitality Increases max HP.
8 8 Personal Increases mobility in cities and dungeons.
9 9 Eternal Combine with other EX Skills for different effects.
10 A Spirit Increases max TP.
11 B Add Combo Increases basic attack combo by one.
12 C Guard Plus Decreases the amount of damage taken while guarding.
13 D Immunity Occasionally avoid receiving status effects from enemy attacks.
14 E Sky Combo Increases midair basic attack combo by one.
15 F Ability Plus Follow a Special Attack with a second Special Attack.
16 10 Follow-up Increases the amount of time the enemy staggers after a hit.
17 11 ƒGƒAƒŠƒAƒ‹ 2003/05/26 •ÃÂX
18 12 Personal Increases the duration of Holy Bottle effect.
19 13 Lucky Increases Luck.
20 14 Resurrect Occasionally revive automatically.
21 15 Stat Boost Increases the effect of healing and spell-based status boosts.
22 16 Angel Song Decreases the casting time of Angel-type spells.
23 17 Magical Increases intelligence. Increases power of spell attacks.
24 18 Personal Increases the effects of cooking.
25 19 Rhythm Press rapidly while casting spells to decrease casting time.
26 1A E. Guard Increases elemental defense. Decreases damage from elemental attacks.
27 1B Speed Cast Decreases spell casting time.
28 1C Spell Save Decreases casting time of the same spell if the spell is interrupted by an enemy.
29 1D Spell Charge Press while delaying a spell. Spell activates at the end of an attack.
30 1E Neutralizer Occasionally nullifies received damage.
31 1F Personal Decreases non-battle TP consumption to 1 at Save Points.
32 20 Item Pro Decreases the amount of time character is unable to move after using items.
33 21 Happiness Occasionally increases the amount of Gald and Experience earned after battles.
34 22 Personal Slows the reaction time of the enemies in dungeons.
35 23 Prolong Increases the duration of Card-type spell effects.
36 24 ƒfƒBƒtƒFƒÂ"ƒT 2003/05/26 •ÃÂX
37 25 ƒGƒNƒXƒ`ƒFƒÂ"ƒW 2003/05/26 •ÃÂX
38 26 ƒgƒ‰ƒbƒv 2003/05/26 •ÃÂX
39 27 ƒXƒeƒbƒv 2003/05/26 •ÃÂX
40 28 Personal May receive items when Zelos speaks to a female.
41 29 Slasher Increases basic attack combos to six (not linkable to Special Attacks after fourth).
42 2A Super Chain Able to link Level 1, 2, and 3 special attacks in any order.
43 2B Rear Guard Able to guard attacks from the back.
44 2C Personal Able to find food items in dungeons.
45 2D Endure Decrease amount of time needed to recover from a stagger hit.
46 2E P. Charge Hold to temporarily increase attack power.
47 2F Heavy Hit Increases probability of stunning enemies.
48 30 Savior Increases stats when alone in battle.
49 31 Revive Automatically recovers some HP when near death.
50 32 Personal Prices at shops decrease to 90%, and sold items increase to 110%.
51 33 Guilt Increases stats when Presea is on the battlefield.
52 34 Flash Impervious to stagger when hit between combo attacks.
53 35 Personal Recover HP if the character is moving within a town or dungeon.
54 36 EX Attack Increases amount of damage dealt against guarding enemies.
55 37 EX Defend Occasionally avoid staggering when hit with physical attacks (not always effective).
56 38 L. Unison The Unison Attack Gauge occasionally stays full after a Unison Attack.
57 39 Counter Quickly press after blocking an attack to retaliate without any lag time.
58 3A Phys. Status Prevents physical ailments.
59 3B Over Limit Over Limit time is increased.
60 3C Rebound Able to attack after recovering from a midair hit.
61 3D T. Guard Impervious to stagger if hit during a taunt (not always effective).
62 3E Life Up Max HP increases very occasionally.
63 3F Spirit Up Max TP increases very occasionally.
64 40 T. Cancel Able to cancel Taunt by guarding.
65 41 Quick Turn Able to turn around instantly even when dashing.
66 42 B. Guard Avoid staggering if hit during a backstep (not always effective).
67 43 Unison Force Increases Unison Attack power.
68 44 Relax Recover TP during battle if no action is taken for a while.
69 45 Critical Up Increases chances of a Critical Hit.
70 46 Sky Attack Use certain Special Attacks in midair.
71 47 Run Away! Reduces the amount of time needed to escape.
72 48 EXP Plus Increases amount of Experience earned.
73 49 Jump Combo Able to link attacks after landing from a jump attack.
74 4A Aerial Guard Possible to guard in midair.
75 4B Technical Reduces the amount of TP consumed during battle.
76 4C C. Combo Able to link combo attacks to counters.
77 4D Self Cure Recover from status effects automatically.
78 4E ƒyƒlƒgƒŒƒCƒg 2003/05/14 •ÃÂX
79 4F Regenerate Recover HP and TP during battle if no action is taken for a while.
80 50 ƒpƒtƒH}ƒÂ"ƒX 2003/05/25 •ÃÂX
81 51 Item Finder Increases chances of finding items after battles.
82 52 Gald Finder Occasionally increases amount of Gald earned after battles.
83 53 Super Guard No damage taken if the special guard is used when the character's HP is low.
84 54 Reflect Occasionally reflect the damage back against the enemy.
85 55 Nullify Occasionally nullifies received damage.
86 56 ƒGƒŠƒAƒ‹ƒ€Âu 2003/05/14 •ÃÂX
87 57 Life Thief Recover HP in relation to the number of successful hits landed in a combination.
88 58 Spirit Thief TP recovers in relation to the number of successful hits landed in a combination.
89 59 Pow Hammer Occasionally counter with Pow Hammer when attacked.
90 5A C. Counter Damage increases when attack hits an attacking enemy.
91 5B Battle Cry Character status increases at the start of the battle.
92 5C EXP Plus A Increases the party's earned EXP (cannot be combined with other EXP EX Skills).
93 5D Angel's Tear Revive automatically once per battle.
94 5E S. Guard Nullifies all physical ailments.
95 5F Resilience Prevent from staggering while casting Angel-type spells.
96 60 Item Getter Guaranteed to steal items when using Item Thief and Item Rover.
97 61 Magic Boost Occasionally increases the effect of spells.
98 62 E. Block Avoid staggering when hit with an elemental attack (not always effective).
99 63 Mag. Status Prevent magical ailments.
100 64 Hard Hit Increases the amount of time the enemy staggers when hit with a basic attack.
101 65 Lucky Soul Occasionally recover TP when the character is knocked to the ground.
102 66 Air Brake Increases the amount of time the enemy staggers when hit with a midair attack.
103 67 Reducer Decreases TP consumption when spell is used twice in a row.
104 68 Randomizer Randomizes spell casting time.
105 69 ƒXƒyƒ‹Â•ƒWƒƒƒÂ"ƒv 2003/05/25 •ÃÂX
106 6A Nimble Mage Able to move around immediately after a spell has been cast.
107 6B Roll Decreases amount of incidental damage taken when knocked to the ground.
108 6C Spell Defense May avoid staggering when hit with an elemental attack during Spell Charge.
109 6D Blood Spirit TP recovers when damaged.
110 6E Spell Revenge Cast a novice spell while knocked away to execute a spell in midair.
111 6F Concentrate Avoid staggering while casting.
112 70 ƒGƒÂ"ƒ`ƒƒƒÂ"ƒeƒbƒh 2003/05/14 •ÃÂX
113 71 Auto Aid Occasionally cast First Aid automatically when damaged.
114 72 Anti-Elem Occasionally reduce elemental damage by half.
115 73 ƒXƒyƒŠƒÂ"ƒOƒ€Âu 2003/05/25 •ÃÂX
116 74 Lucky Magic Occasionally cast magic without consuming TP.
117 75 Quick Spell Occasionally use a spell without any casting time.
118 76 Item Master Increases the effectiveness of items used on Raine during a battle.
119 77 ãÃ,,•Â,, 2003/05/26 •ÃÂX
120 78 M. Guardian Reduces the amount of damage taken while using the special guard.
121 79 —ó•Â,, 2003/05/26 •ÃÂX
122 7A Spirit Healer Increases amount of TP recovered after a battle.
123 7B Â"R–½‰Ø 2003/05/14 •ÃÂX
124 7C —Ã,à y‰Ø 2003/05/14 •ÃÂX
125 7D Œ¶‰e•Â' 2003/05/26 •ÃÂX
126 7E Âu‹ó 2003/05/26 •ÃÂX
127 7F Â"F 2003/05/26 •ÃÂX
128 80 ÂkÂ'n 2003/05/26 •ÃÂX
129 81 E. Plus Increases damage of elemental attacks.
130 82 Â"]¶ 2003/05/26 •ÃÂX
131 83 ƒGƒŒƒÂƒÂ"ƒgƒKh 2003/05/26 •ÃÂX
132 84 Life Drain Increases the amount of HP drained by Life Seal.
133 85 Spirit Drain Increases the amount of TP drained by Spirit Seal.
134 86 Skill Boost Increases effectiveness and TP consumption of skills.
135 87 Solid Guard Decreases amount of damage taken when guarding for a set period of time.
136 88 Reprise Reduce casting time of a spell the second time it is used in a row.
137 89 Landing Decreases amount of time character is unable to move after landing.
138 8A Super Blast Able to connect Special Attacks after sixth hit of Slasher.
139 8B Chivalry Character status increases depending on number of females in battle.
140 8C Healing HP recovers during battle if character stands still.
141 8D ƒ_ƒbƒVƒÂ...ƒtƒ@ƒÂ"ƒO 2003/05/26 •ÃÂX
142 8E Combo Force Increases damage of combo hits.
143 8F Dash Guard Avoid staggering when hit with magic while dashing (not always effective).
144 90 ƒGƒeƒ‹ƒXƒ‰ƒXƒg 2003/06/07 ÂÜ
145 91 Aerial Spell Cast a basic spell immediately after a midair attack.
146 92 Over Charge Increases strength of P. Charge, but sometimes fails.
147 93 P. Defense Avoid staggering when hit with non-elemental attacks during P. Charge.
148 94 Hot Shot Recover HP during taunt.
149 95 Variable Attack power fluctuates depending on HP.
150 96 G. Breaker Guard Break enemy defenses during P. Charge.
151 97 Suppress Nullifies damage proportional to the character's maximum HP.
152 98 EXP Plus ST Increases Experience earned depending on amount of HP left at end of battle.
153 99 Power Dash Avoid staggering while dashing during P. Charge (not always effective).
154 9A Glory Avoid staggering when hit (not always effective).
155 9B Survivor One HP will always remain if the Defensive Special Attack is used.
156 9C Armor Avoid staggering when hit in the first hit of the basic combo (not always effective).
157 9D HP Recover Slowly recover half the amount of the last hit.
158 9E ƒXƒgƒ‰ƒCƒNƒGƒA 2003/05/14 •ÃÂX
159 9F Healer Taunt Recover HP and TP during taunt.
160 A0 Aerial Jump Jump in midair.
161 A1 ƒKƒhƒLƒÂ...ƒA 2003/05/26 •ÃÂX
162 A2 ƒ~ƒ‰ÂWƒÂ...ƒKƒh 2003/05/14 •ÃÂX
163 A3 ƒAƒs‹ƒAƒ^ƒbƒN
164 A4 ƒGƒjƒVƒÂ"ƒOƒKƒh 2003/05/26 •ÃÂX
165 A5 ƒAƒ^ƒbƒNƒ\ƒEƒ‹ 2003/06/07 ÂÜ
[/spoiler]
I know it's been a bit since I've been here, but I was wondering if someone would be so kind as to convert this EX Skill Roller to AR, still haven't gotten an SD Card, a little low on cash at. I think it would be fun to give Lloyd Jump Combo, Sky Attack, and Quick Turn. Thanks again for what you guys do!
EX Skill Roller [dcx2]
MQ9M-T03E-0WH7Q
9ZQ1-6GCB-CFJ71
77PP-9365-50TGF
65NU-2WXW-UJWX2
NBR9-RKWU-3TYCC
ADVD-DB0N-J2ZTQ
BE5C-VYB5-597U8
0CX1-N9ZA-EDFRB
UHHU-GPV4-7BZ5A
U9PM-YD5E-JBHJG
MYXN-9JMT-NHZ4Z
UKJ4-8KWX-R20GR
41T8-YZGH-254XX
R8HV-MJDE-KRW4J
DGX1-QXKU-YP7MW
4HXA-44RE-YH2G3
26ZX-XBX2-G85RH
HK7H-1UAY-N8UJE
7UJZ-U7F4-T8VM3
MNBP-JW5H-DH3GH
5XRV-MA66-N5RNA
FHAF-MGGN-MK8QZ
8FG6-KPF0-W5VDF
3K4B-859B-93M79
At EX Skill screen for a character, select an EX skill so that you can see it's description. Then press Y and X to roll the EX Skill. Hold Start while holding Y or X to scroll the EX Skill.
If a character isn't supposed to have an EX Skill (i.e. Presea isn't supposed to have Aerial Jump) then giving them that EX skill will do nothing. However, you can give Regal Aerial Jump without having to equip Add Combo and Flash
Action Replay version.
Enjoy!
Thank you very much, greatly appreciated!
You know... not all codes seem to work with NeoGamma. I was told to use it because it uses a more recent code handler than what Gecko OS Mod uses.
Gecko OS Mod loads every code except the F2/F6 type code.
NeoGamma doesn't seem to load a majority of the codes I use (like "Camera Modifer", any Tech Modifer codes, the EX-Skill roller).
Is there a special hooktype I need to use for NeoGamma to load these other codes? A lot of good codes only work for one or the other.
Really? NeoGamma doesn't load some of them...?
I used the normal hook, (VI) to make my codes.
You could try recreating the .gct file, and see what that does.
I'm stumped otherwise...
What version are you using? Maybe if I use the same, I won't have this problem.
I use r9beta50, if I recall correctly.
However, it seems there's a r9beta51. That shouldn't be all too different...
hey goemon_guy great codes, but would you mind convert this code to AR?
Summon without Overlimit [goemon_guy]
F322549C 0AD4A302
3C00FFFF 6000FFFF
90060084 00000000
F32254A4 0C7EA102
3C00FFFF 6000FFFF
90060080 00000000
thanks in advance
I'll convert it later today. I just need to set some compares in the code, otherwise it'll crash the game when you enter a battle.
Hey, I use an old action replay for Gamecube. I've tried to use GCNcrypt to convert some of the codes for action replay but it doesn't work, is there something I'm missing?
Some (most) codes in this thread have to be converted specifically to the Action Replay, as it uses an older code handler.
If you want, I'll convert whatever codes in this thread to AR that you want.
I saw some codes that give the characters more spells than what's on their Tech list.
I used GCN AR to WiiRd, but I can't really make heads or tails out of it. The list of Techs I have only include a character's Techs (so it won't show Acid Rain for Raine, etc). However, the code I found would give Raine Acid Rain.
I'M GOING TO ASSUME THESE CODES ARE SSJ2 Dark's. GSCENTRAL DOESN'T SEEM TO CARE ABOUT CODE CREDITS.
Here's the code:
[spoiler]Raine Knows 36 Techs
37XY-1BK1-QK6C3
Q1DG-WYJG-8TKZD
TVB2-Q58M-6WKFJ
BA9E-77ZG-J8AVB
3K88-2NRF-KM6C3
M1P1-RKC6-R0X0V
Y7KP-VT38-04Q5X
R1RY-UZ3N-QCR30
6P81-T4D2-RV8EW
38ZB-PPWW-54UR8[/spoiler]
[spoiler]Decrypted
05A02E23 08000000
00202E43 00000024
00202E5C 000000E2
04202E60 FA40455D
04202E64 393BE1E3
00000000 845B6F28
0000000F 00030002
045B6F2C FFFFFFFF
045B6F34 FFFFFFFF
045B6F3C FFFFFFFF[/spoiler]
[spoiler]Inserted into GCN AR to WiiRd
00202E43 00000024
00202E5C 000000E2
04202E60 FA40455D
04202E64 393BE1E3
085B6F28 0000000F
20030002 00000000
045B6F2C FFFFFFFF
045B6F34 FFFFFFFF
045B6F3C FFFFFFFF[/spoiler]
The code give Raine "25 regular techs + 11 additional techs":
Acid Rain
Sacred Light
Dark Sphere
Bloody Lance
Tidal Wave
Flame Lance
Earth Bite
Holy Song
Sacrifice
Inspect Eye
Time Stop
The last 3 lines are the only ones I can comprehend, as SSJ2 Dark's Excel file has those addresses for Raine's Techs.
I want to modify the code so that she keeps all her regular Techs, but also has Dark Sphere, Bloody Lance, Sacred Light, Acid Rain, Inspect Eye, and Time Stop. A list of where these additional spells came from would be great, since then I could mess around with it and change it if I ever want to myself.
For the record, all the codes that say stuff like, "Character knows XX techniques plus YY techniques" were all made by Ralf, if I remember correctly.
However, I don't know what his code does, to be honest. I'd assume that the first few codelines patch Raine's tech gain list, or something. I'd looked at them, but wasn't sure, though.
Goemon, I've got a small issue about two of your codes.
For the "Make Indignation Judgment more... Real" code:
It does everything the description says, however, there are a few problems.
Though the code specifies that the name is "Indignation Judgment", the actual name in the game is more like "Indignation Judgment======= (can't even see where the = end)" and includes the Tech description in the Tech name.
Is this problem unavoidable? If it is, which part of the code actually allows you to use the spell?
For the "Raine gets a Mystic Arte"/"Sacred Light Functions as Hi-Ougi":
The code doesn't seem to work. Raine has used Ray 999 times, is in Overlimit, and has more than 150 TP. Neither code works. Do I have to use the VI hook or something? I've been using gxdrawdone (or whatever it was called) since some codes didn't seem to work with the VI hook.
For the first code, (the one for the description) I dunno what to tell you.
It wasn't really supposed to be a breakthrough code, it was just for people who wanted it to look better. I probably messed up the text formatting when I wrote it... (Although I thought I remembered the code working...) I'll look at it.
As for the second one, I'm not sure if the hooktype would make a big difference, but give it a try.
I'm pretty sure that this code worked for many people before... Try the VI hook and tell me how it goes.
I'll look at the two codes, regardless and see if there's something I can do about it right now.
were you using this code?
Raine gets a Mystic Arte [goemon_guy]
F3232D68 FE5E940B
3DC0812E 61CE31A0
3DE0805B 61EF6F74
3E008133 62106482
AAC400D8 A1900000
2C0C0096 4180002C
2C160072 40820024
818E107C 558CA67E
280C0044 40820014
818F0000 280C0064
41800008 3AC000DE
60000000 00000000
F32859E8 1072E401
38036E18 00000000
REQUIREMENTS:
Ray used 100+ times
Be in overlimit
TP is greater, or equal to 150.
Cast Ray in Overlimit.
EDIT:
Could you try this for the Indignation Judgment code?
Make Indignation Judgment "Real"
042084E0 817FFF40
077FFF40 00000016
496E6469 676E6174
696F6E20 4A756467
6D656E74 00000000
042084DC 817FFF70
077FFF70 00000050
4C696768 746E696E
67202873 65637265
74293A20 616E6765
6C696320 6C696768
746E696E 670A7069
65726365 73207468
65207461 72676574
2C20666F 6C6C6F77
65642062 79206120
626C6173 742E0000
02208506 00000193
Adds a tech description, changes the name and makes the tech standalone.
(You still need a way to get the tech into your list.)
Weird. I remade the .gct and the Sacred Light code works perfectly. I don't really get it, but OK.
And your code is perfect. The name no longer has the large number of "=" or the Tech description in the name.
Sounds like the problems were both resolved? Good.
If you have any other problems, just post them here! :)
I want to know if there is a way to give raine all spells of the game
and give genis Heal spells
If there is a way please post the code
You want Raine to have all spells... as in all of Genis, Zelos, Kratos, Colette's and Raine's?
Sorry, that won't work... A character's spell-list is unfortunately limited to having 36 techs.
If you just want Raine to have all techs that she can possibly learn, you're in luck!
Raine knows all her techs (+secret techs) [NOVICE]
05A05C47 08000000
045B6F2C 1EFFFFFF
045B6F34 1EFFFFFF
045B6F3C 1EFFFFFF
As for Genis knowing Heal spells; again, I don't think that this would be possible. In addition to the spell-limits, I don't know how to give a character techs that they won't naturally learn.
This is close to what you want: it gives Genis all his possible techniques, with Indignation Judgment and Revitalize (Raine's ultimate healing spell.)
Genis Knows 36 Techs [Ralf]
04202E3C CBF87A00
085B6E10 0000000F
20030002 00000000
045B6E14 FFFFFFFF
045B6E1C FFFFFFFF
045B6E24 FFFFFFFF
34 regular techs + 2 additional techs
Indignation Judgment
Revitalize
Hope this helps!
Thank you so much
And another question
Will it give raine Time stop and inspect eye?
And why the code to give all character colette wings does"nt work I am using Neogamma
I think it will give her both Time Stop and Inspect Eye.
Are you using the latest build of Neogamma?
I think so
It says NeoGamma R9 beta 56
Report about the codes you posted
The raine techs codes crahed before appearing the "accesing memory card" screen
The genis codes gave me an Unlearned Revitalize and a Kanji named spell that looks like the glitch that I made on a video on Youtube
If I put the japanese tech on one of the directions
It will give me a blank spot instead
How to learn Revitalize with Genis?
Unfortunately neither of these codes are mine, so I can't do much more than test them and get back to you on whether or not they work as they're supposed to.
But the strange thing is
I tried on a new game and genis had things reverse he knew Revitalize but did'nt knew the japanese tech
And I have a code here that let Raine have acid rain and other techs alike(look at the previous page)
Raine learn most of it but Inspect eye and Time stop stay unlearned
Is there a fixed free run code?
It would be cool to have it?
I want to make another request
Is there a way to replace one of zelos
Techs example Sonic Thrust with Tiger Blade
(He does the tech all right)
Quote from: goemon_guy on October 13, 2011, 10:44:05 PM
That it is.
Fixed :)
All Characters have Colette's wings [goemon_guy]
2121FEFC 7C600734
05204470 60000000
05204530 60000000
E0000000 80008000
This code still doesn't seem to work for me.
Quote from: goemon_guy on September 02, 2011, 08:59:59 PM
Enable Colette's Beta Costume
0817E2A8 00000034
00040010 00000000
This one seems to lock the game up just before she's supposed to appear in a cutscene, usually a black screen, and after a battle it crashes.
Hate to bump and double post, but I'm still having issues with the above two codes.
I'm using NeoGamma r9 b56 currently.
Yeah, the Collete wings for everyone don't work for me too
And well... it seems hacking for this game has stopped :'( :'( :'( :'( :'( :'( :'(