Fire Emblem Radiant Dawn [RFEE01]

Started by Am3692, July 28, 2008, 10:36:16 PM

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g6flavor

#360
Time to revive the thread abit

Make all Enemies Played Controlled (works in all Chapters and all Difficulties)
Wii Remote
283D78DA 0000xxxx
2066B828 702E7468
0066B844 00000000
E0000000 80008000
283D78DA 0000XXXX
2066B828 702E7468
0066B844 00000001
E0000000 80008000

Gamecube Controller
283D78A8 0000xxxx
2066B828 702E7468
0066B844 00000000
E0000000 80008000
283D78A8 0000XXXX
2066B828 702E7468
0066B844 00000001
E0000000 80008000

xxxx = button value to turn code ON
XXXX = button value to turn code OFF

Button value could be found here:
http://wiird.l0nk.org/forum/index.php/topic,53.msg175.html#msg175

Warning: If you want are going to recruit enemy on every chapter, try not to recruit more than 1 or 2 enemy characters per Chapter. Having too many characters while entering Part IV Rebirth could freeze the game.

How to use the code:
1. Defeat all enemies except the one(s) you want to recruit
2. Activate Make Enemy Player Controlled code then activate End Chapter code to end the Chapter
3. The enemy will be on your side when the Chapter ends

Quick End Chapter {Win} (Push B and + on WiiRemote then end move)* [g6flavor]
283D78DA 00000410
003CAFFC 00000004
E0000000 80008000

Here's a video:
http://www.youtube.com/watch?v=icM88p9OrGk

shadowofchaos

Ehh... I don't know why but when I try Goldie's/ShadowX39's codes, they're off by 20 hex when I got to the memory viewer... at least for class and item values >_>

Err... actually item "values" isn't the right word... they point to the location of the item in the item table in memory... (More of an FE GBA hacker than a RAM hacker)

And somehow, my characters are on different addresses... even though this is a "clean" file... I also apologize if these have been hacked before... and if not... I'm surprised ._.
These were the first kinds of Codebreaker codes I knew for the GBA FE games...

Ehh... I'll post the codes anyway:

Ike can move any number of times in one turn [shadowofchaos]
0088B86F 00000000

Boyd can move any number of times in one turn [shadowofchaos]
0088E7AF 00000000

Soren can move any number of times in one turn [shadowofchaos]
0088DBDF 00000000

Mist can move any number of times in one turn [shadowofchaos]
0088DFCF 00000000

Rolf can move any number of times in one turn [shadowofchaos]
0088E3BF 00000000

Oscar can move any number of times in one turn [shadowofchaos]
0088EB9F 00000000

Shinon can move any number of times in one turn [shadowofchaos]
0088EF8F 00000000

Gatrie can move any number of times in one turn [shadowofchaos]
0088F37F 00000000

Rhys can move any number of times in one turn [shadowofchaos]
0088F76F 00000000

Mia can move any number of times in one turn [shadowofchaos]
0089072F 00000000

Titania can move any number of times in one turn [shadowofchaos]
0088D7EF 00000000

shadowofchaos

#362
Goldoa Dragons WILL Attack Ena and Kurthnaga [shadowofchaos]
04723DC4 00000000
04723DCC 00000000
04723DF4 00000000
04723DFC 00000000
04723E24 00000000
04723E2C 00000000
04723E54 00000000
04723E5C 00000000
04723E84 00000000
04723E8C 00000000

http://www.youtube.com/watch?v=l1g0MszjpLg

Deathwolf

#363
nice code^^

you can make it a little bit smaller.

Goldoa Dragons WILL Attack Ena and Kurthnaga [shadowofchaos]
04723DC4 00000000
04723DCC 00000000
04723DF4 00000000
04723DFC 00000000
04723E24 00000000
04723E2C 00000000
04723E54 00000000
04723E5C 00000000
04723E84 00000000
04723E8C 00000000

it's a sting code^^

Goldoa Dragons WILL Attack Ena and Kurthnaga [shadowofchaos]
06723DC4 00000024 <-- size
00000000 00000000
00000000 00000000
00000000 00000000 <-- values
00000000 00000000
00000000
00000000
lolz

shadowofchaos

Wait isn't that only if it's consecutive? There's data in between each of the "two groups" that tell which characters have the "pacifist" data ._.

Deathwolf

like 04 and your code are strings.
---->                          ----->                         ----->                      -->                                         
80723DC4 XXXXXXXX  80723DCC XXXXXXXX  80723DF4 XXXXXXXX  80723DFC XXXXXXXX

80723E24 XXXXXXXX  80723E2C XXXXXXXX  80723E54 XXXXXXXX  80723E5C XXXXXXXX

80723E84 XXXXXXXX  80723E8C XXXXXXXX
lolz

shadowofchaos

#366
*scratches head*



If I get the string codetype right... if I put the string code on... it'll erase the data for the Herons too (Which we don't want them to get attacked) when jumping from Dheginsea to Nasir to Gareth, to the generic Red Dragon, to the Generic White Dragon ._.

Otherwise, can you please explain how it's a string?

Goldoa Dragons WILL Attack Ena and Kurthnaga [shadowofchaos]
04723DC4 00000000
04723DCC 00000000
04723DF4 00000000
04723DFC 00000000
04723E24 00000000
04723E2C 00000000
04723E54 00000000
04723E5C 00000000
04723E84 00000000
04723E8C 00000000

Like the two above... there's heron data between those two..

Deathwolf

oh sry.
my bad I didn't saw this.
sry

nope 06 will not work.

what happens if u set breakpoint read on this address.
assembly codes are working for all.
pls show me it, I'll assembly it for u^^
lolz

g6flavor

Quote from: ShadowX39 on April 27, 2011, 03:15:01 AM
All Weapons have a 255% Critical Rate
08B5FDAF 000000FF
00CA0050 00000000

All Weapons can Attack at Close Range
08B5FDB0 00000001
00CA0050 00000000

All Weapons have 2 Range
08B5FDB1 00000002
00CA0050 00000000
codes seems to affect both Players and Enemies

g6flavor

Quote from: g6flavor on April 30, 2011, 07:26:17 AM
Quote from: ShadowX39 on April 27, 2011, 03:15:01 AM
All Weapons have a 255% Critical Rate
08B5FDAF 000000FF
00CA0050 00000000

All Weapons can Attack at Close Range
08B5FDB0 00000001
00CA0050 00000000

All Weapons have 2 Range
08B5FDB1 00000002
00CA0050 00000000
codes seems to affect both Players and Enemies

To make it doesn't affect enemy weapons, manually edit the Stats of Weapons that enemy's doesn't have, like Ragnell?

1. grab the address of the weapon in the cheat database, example: 80B603D0 - ragnell(can't give away) is the Address for Ragnell
2. the 8bit code would be 00B603D0 000000xx
3. add the following hex value to the Address to edit the Stats of Ragnell:
+1C = ATK (example 00B603D0+1C = 00B603EC 000000FF = Max ATK for Ragnell)
+1D = HIT
+1F = CRITICAL
+21 = MAX RANGE
+22 = HP +
+23 = STR +
+24 = MAG +
+25 = SKILL +
+26 = SP +
+27 = LUCK +

Recommend value for HP + --> Luck + is 50 (which adds +80 to Stats)

shadowofchaos

#370
Just putting some notes down.

Credits to g6flavor for giving me the address of where the battle animation movements are.

Some stuff you can pull with this:
www.youtube.com/watch?v=rFLt3GPbGfA

He's the one who hacked it, I'm just putting down what I observe.

Battle Animation Modding:

At Address:
803C9BE0 [Very beginning of battle data]

Each value is an action of "Attacker" and "Defender" model for each battle, with the 32 bit value at 803C9BE0 being "active" determining the flow of the battle. As in what command is being currently executed. Most pokes to it will just result in the battle ending.
A wrong COMMAND however, will probably result in freezing in the battle as the character misses during an attack and is just there indefinitely waiting for a command.

Example Format of one "attack":
2M000000 (Determines who moves? M = Attacker: 5 Defender:6 )
7?00000? (Don't Mess with) (74000001 = Moves "Attacker" to Opponent?)(Usually 73000001)
0?0000?? (Example: 0F000062)
75000002 (Usually before a Hit command or HP Absorb/Counter/Aurora command)
SS000000 SS = Skill Values
[0900HHHH] (If health absorbing, Value = 0xHHHH)
1400VVVV (VVVV = 0xFFFF - [Damage displayed during hit]) Note: It's a "09000000" during a Miss.
XX000000 (Hit, Miss, Critical) No Damage: 6D  Hit: 6E Critical: 6F Miss: 70
2A000000 (???) [End attack?]
24000000 (???) [To simply just end the battle, have this as a 00000000]

...
etc. etc.




Skill Values:
0A = Nihil (Beginning of Battle) [Skill value before anything]
15 & 1C = (Defender) Nihil (Beginning of Battle) [Skill value before anything]
3D = Parity (Beginning of Battle) [Skill value before anything]
3E = ???
3F = (Defender) Vantage (Beginning of Battle) [Skill value before anything]
40 = Gamble (Beginning of Battle) [Skill value before anything]
41 = Flourish
42 = Astra
43 = Sol
44 = Aether
45 = Adept
46 = Resolve
47 = (Defender) Resolve
48 = Deadeye
49 = Wrath
4A = Impale
4B = Luna
4C = Eclipse
4D = Flare
4E = Corona
4F = Bane
50 = Lethality
51 = Colossus
52 = Roar
53 = Rend
54 = Savage
55 = Tear
56 = Ire
57 = Howl
58 = Quickclaw
5A = Maelstrom
5B = Corrosion
5C = Disarm
5D = Cancel
5E = Pavise
5F = Miracle
60 = Mercy
6A = Mantle
69 = Aurora (Same format as Sol)

(Example "No Damage" critical with Mantle and no flinch)

6A000000 [Mantle Skill]
6D000000 [No Damage]
75000002 (Required)
14000000 (Required)
6F000000 [Critical]

(Sol, Counter, and Aurora Example)
69000000 [Aurora]
75000002 (Required)
0900DDDD [DDDD = 0xFFFF - (Damage - 1)] (For Sol, it's health gained)
6E000000 (Hit)
2A000000
24000000 (Required wait stuff)


End of Battle Stuff:
0B000000 = Attacker Falls
16000000 = Defender Falls


EXP after Battle Commands:

2D00BBBB [0xBBBB = EXP Before]
2E00AAAA [0xAAAA =EXP Add]
310000SS [0xSS = Level Up To]
UU00GGGG

0xUU: Stat value

32 = HP
33 = Str
34 = Mag
35 = Skl
36 = Spd
37 = Lck
38 = Def

GGGG = Stats to grow

2A000000 00000000 or 2B000000 00000000 = End Battle Animation Data