Tales of Symphonia: Dawn of the New World [RT4EAF]

Started by Jemindra, January 05, 2009, 09:42:06 PM

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Torian

I need a grade code, as I have just completed the game. I, however, Cannot afford all the things I would like. I am going to buy a USB Gecko soon, However, I need someone else to do the dirty work temporarily. Thanks! :D

TyDoMaster

There are a few topics on this but they are old or not requesting the same thing.
I would like to know if anyone ever cracked the code to allow guess Characters to Level up like normal Characters.
Also has anyone converted the "Model Swap" codes from the JPN version yet?

Thanks! ;D

Tynami

I only found one strange method to make characters level up... using the Party Mod code.
What I did was, that after Emil went ratatosk, I used the mod to add Richter into slot 3, and made a "Dummy" Richter on slot 4, what this dummy had was Richter's character data (AAAA) with Emil's portrait data (BBBB)...interestingly enough, this gave Richter the ability to level up, just as long as the dummy got exp.

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

Maybe it's possible to do this for all characters?

chingi1

With that code you can mix and match data so that one character will be displayed, but they will have the artes, level, stats, title, equipment and skills of other characters. (If you use Marta or Emils data you even retain the ability to swap the other characters equipment, however they will only equip things Emil and marta can normally equip.)

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

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

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

This video started my interest. http://www.youtube.com/watch?v=HLcz9c59eX4
I got help from him and from there was able to modify the code a bit for Marta and ended up with incomplete results w/ the skills code; however, I did run into a weird arte modifier which taught her all the ultimate unison attack spells that cost 0 tp and almost no chant time. Her skill list was odd in that she had all her spells, but the code added Colettes angel spells, her mystic arte, then the ultimate unison spells (final movement or w/e) and then another judgment which if I proceeded further down the list crashed the game.

chingi1

This should probably go in the other thread, but I cant post there so I guess someone else can transfer the info there...
I figured out an all skills code for all the characters. (Skills not artes) You'll need sp to equip them, or you use other codes to increase your sp. This gives you all the skills in the game and even some dummied out skills. Some skills do nothing for some characters. (Even with special, I couldnt get Richter to use his hi ougi/ mystic arte. Add combo + w/e really doesnt work on Colette. Presea can only do 9 hits if you use her down attack and other restrictions like that apply too.) Also DONT set all the values to FFFFFFFF. There are place holder skills at the beginning and end of the list. Equipping them crashes the game. Pressing + or - on the skills screen will also crash the game if you had the place holder skills since the game does not know how to group them. These codes are safe since they do not have the placeholder skills.

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

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

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

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


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


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


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


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


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


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


Regal:

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




saison

BUMP

Is anyone still working on ToS anymore? Seems like it all just abruptly died.

Angelic Lawyer

since it's bumped... if anyone's still hacking codes for the game, is it possible for a no random battle/walk through enemy code? I recently tried to replay the game and I realize how annoying the enemies encounters are....

EclipseSin

#22
Since this one has seemed to go unanswered for a number of months and it's why I came here,  I thought I'd bump it instead.

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

Edit: I would like to note, I'm using the NTSC-U (RT4EAF) version of the game.

Symphonian resident

If it doesn't hurt to bump... :(

If there are still people working on this, may I request a battle modifier? You know... like you run into a battle and instead of the regular enemy, you run into something else (instead of 3 Lamias, 3 Album Atrums, etc). It's not exactly a high priority code or anything... just something that might boost the enjoyment of the game.

dcx2

So I'm not sure where else to put these, but I recently hacked a few codes for Tales.  If anyone's interested, I also have a collection of notes on the game that I'll freely share with any other Tales' hackers.

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

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

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

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


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


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

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


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

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


Massively reduced casting time
0410A7A4 60000000
0410A7A8 3BC0000A

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

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

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

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

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

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

Always surprise enemies
04012BBC 38000002

Change 3800000x to 2 for you always surprise enemies, 1 for enemies always surprise you, and 0 for no one ever surprises anyone.

dcx2

Quote from: EclipseSin on December 06, 2009, 06:40:27 PM
I don't really mind if it's a multiplier or a direct edit to accumulated grade.

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

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

99.99 grade after each battle
04110264 60000000

EclipseSin

Hello dcx2, and thanks for your effort into making a Grade code! :)

I'll test this out as soon as possible. I'm a little busy right now, but perhaps later tonight depending. I have a save right outside the last fights of the game still so it'll only take like 15 minutes or whatever to find out if it gives you the grade correctly (well, correctly as far as being able to use it). In the off chance that someone tests this before me, thank you for your time as well.

yoketah

I'm surprised that no one has made an infanite grade code before, for that is kind of a big one for me.

dcx2

It was actually quite difficult to track down the grade.  I think it's calculated as a float, but then converted to an int at some point before being displayed on the screen.  The question is whether the game stores it in the save file as a float or an int.  Floats are extremely difficult to find.

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

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

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

:o Now you might see why hackers are so stern about getting credit for their codes.  These can take several hours of trial and error, and that's if your lucky!

orangpelupa

#29
hello,
other codes work, but i found this code not working. i tried changing all the "x" to 8. and have no effect. change to 7 also have no effect.

thanks a lot for reading my post.

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