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

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

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dcx2

Use manuscripts on anyone [dcx2]
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dcx2

I made a change to Party Roller.  If you used it on a Monster your game could crash.  So I disabled it for monsters.

dcx2

Okay, I went through the thread and collected what I think are the out-standing requests.  Anyone reading this thread who chimes in can help prioritize the codes to make.

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

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

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

A Title Roller?

An infinite grade code that works in the grade shop

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

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

Level Cap removal

Button activator to finish quest

Re-open all quests

Add steal to other people's attacks

Increase steal rate, rare drop rate, rare monster appearance

Allow access to other player-specific Artes

Battle modifiers: music, background, enemies

GameCube controller support

Symphonian resident

It's just a theory of mine, but I always thought that Richter's Mystic Arte freezes because the game cannot load the correct GFX (in this case, his Mystic Arte cut-in) as party Richter is never able to actually use it.
With a model swap, enemy Richter can use it fine, besides the white screen at the end.

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

For the monster issues, would it be possible to just apply stat codes to a party slot, and not actually an individual character?

dcx2

I remember reading that, but unfortunately you can't put a monster in the first slot, nor can you put Presea.  EDIT: I guess you could use Party Mod to put Presea in the first slot and then Model Swap.

It shouldn't be hard to fix the victory pose problem.  Read breakpoint on the victory poses should get me close enough.

dcx2

I thought you needed to have Marta or Emil in the first slot, except for the Party Mod code.

dcx2

One thing I did not consider when doing my Prevent Stat Changes is that the equipment that they are using may not change as the game progresses.

Symphonian resident


dcx2

Yeah, but I would like to make good, wholesome hacks.  Like the Unison gauge doesn't get cut in half code.  It's not cheap, like inf Unison gauge.

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

It could also make sure that if plot changes would give them a higher level than what they have, they would get the higher level and any EXP necessary to stay 'proportional'.  That would be like a standard RPG.

dcx2

Everyone has level 200 max [dcx2]
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082D60C4 802D5788
20040010 00000000

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

On that note, the experience table can be modified to make the game easier or harder.  For instance, it could be made so that it takes double the EXP to reach a given level.  Or half.

Symphonian resident

With such a high level limit, there really needs to be a difficulty modifier, something that can raise the enemies' stats.

dcx2

Aren't there already higher difficulties?  I thought that Unknown mode was supposed to be super hard.

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

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

frubam

#178
I think an auto-trigger to change chars would be nice =03. Like in ToI and ToG, you simply press a button(Select for ToI and the D-pad for ToG) and you automatically switch to another character, w/o going into the menu.

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

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

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

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

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

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

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

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

As for the method to scale the enemies' level, couldn't you make a comparison to Emil's level and have it equal that? Since I believe that the enemies' level is calculated using 2 one byte values as a range, if you could make it equal Emil's level, it may just balance out(maybe (>.>)).

dcx2

Ah, that's a good idea, switching through the characters without the menu.

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

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

I could probably work out a moon jump type code.

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

I hesitate to use Emil's level directly.  For instance, what happens at the start of the game when his level is low?  I think a better option might be to use Emil's level as a minimum.