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

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

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hireplas

Quote from: dcx2 on June 04, 2011, 10:02:33 PM
so does that mean i can use ANY human in slot 1, like alice, decus, hawk, etc?

Swap any human into slot 1 [dcx2]
0401DB00 60000000
0401DB18 60000000


Symphonian resident

Except that all enemies are classified as monsters (I think).

dcx2

I should have been more specific.  I mean "human" in the sense of Aesteval/YCAT's party mod having a "0" instead of a "1" for the first line.  So that means only humans that are normally playable without hacks.

Alice Decus etc are "enemies" and thus are categorized as monsters because their Party Mod bit is 1.  I will try to mess around with it to see if I can put monsters in the first slot, but don't get your hopes up because I can see this leading to a potential crashfest when you go to do some stuff, like set artes and change from auto to semiauto.

EDIT:

I'll look into chingi's arte mod a bit.  It makes me want to create a grimoire roller that can be used to teach any spell to anyone.

Symphonian resident

:) Sweet.

And chingi's Arte Mod works through binary, or something.

For example:
XXXXXXXX 7654 3210
XXXXXXXX FEDC BA98
Each number corresponds to a certain spell set.
Let's start with the 7.

XXXXXXXX 7654 3210
XXXXXXXX FEDC BA98

Let's say we want to give the character every spell in set 7. So the binary value would be 1111 (1 is have spell, 0 is not have spell). Then, convert the value into hex.

So we'd get:
XXXXXXXX F654 3210
XXXXXXXX FEDC BA98

Does that help?

dcx2

It looked suspiciously like a bit mask.  Thanks for confirming.

I might be able to make a code that just gives everyone every spell using this.

frubam

If I could ask, is it possible to make a code that increases the level of all monsters by some number? Not change the encounter itself, but increasing the difficulty by increasing the min/max level. If it could do all 1258 entries at once, that'd be great =03.

dcx2

I could pretty easily make an 08 code that changes the level for all enemies to 255.  I might be able to make one that just adds to the min/max level, but the problem is that most encounters have 0 for their levels.

frubam

Quote from: dcx2 on June 05, 2011, 11:00:46 PM
I could pretty easily make an 08 code that changes the level for all enemies to 255.  I might be able to make one that just adds to the min/max level, but the problem is that most encounters have 0 for their levels.

hmmm, I see =0<. but I think making every monster lv 255 would be near impossible if you are starting a new game, sans cheating. Adding to the min/max level would scale it better I think, but I'll leave it up to you =03.

dcx2

Wow, so it looks like the Regal in the menu is not necessarily the same Regal in battle.  If you go to his status screen, you still see the prisoner outfit.  I made a new one.

Unlock Lloyd etc for leveling v2 [dcx2]
C209FC0C 00000003
88040000 2C000000
4082000C 38000001
98040000 00000000
Unlocks everyone like v1, but this one will also unlock Regal with his suit outfit (which v1 did not).  However, with just this code, in the menu you won't see Regal's Next EXP amount; to see it you'll need v1 of this code.  He still levels with just v2 (I checked both Suit and Prisoner Regal and both leveled with just this code).  Oddly, if you use a manuscript on Regal with this code, you can see his Next EXP amount.  This code is triggered by gaining EXP, whereas the previous code was trigged by the opening the menu.


dcx2

Unlock all spells for everyone [dcx2]
C205BE20 00000004
2C000008 381FFFFE
4082000C 5400003C
48000008 540000FE
90030058 00000000
based on chingi1's Spell Mod.  Works for everyone; all humans and monsters, including both Regals

EDIT:

btw, chingi1 was right, 0 is crash.  It starts counting bits on the right, so the 0 that you can't set corresponds to the E in 0xFFFFFFFE.  But, basically, the spell value must be 1 to 60, inclusive.  There are no hidden spells; I crash-proofed the other bits to check.

Symphonian resident

That's odd. Using the values chingi gave me resulted in a freeze. Guess I must have done something wrong.

dcx2

The bits start counting from the right.  So bit 0 would be 0x00000001.  Bit 1 is 0x00000002.  Bit 2 is 0x00000004.  Bit 3 is 0x00000008.  Bit 4 is 0x00000010.  etc.

By the time you count up to 61, which is where it crashes, you would be on the second word, and it would be 0x20000000.  Hence why it maxes at 0x1FFFFFFFF - the 1 corresponds to bit 60.

Symphonian resident


JamietheFlameUser

Three things that would be awesome:

1. Change the "Prevent being behind more than one level's worth of EXP" code to activate during cutscenes as well as when accessing the menu, and change it to also include SP, since I've had a few glitches with characters being at their level 1 amount of SP when they join.

2. A code to fix Scare Shot so that it targets properly when used by the player.

3. A code to make the game read skit portraits in place of battle portraits. So that their "using artes" portrait becomes their angry portrait, their flinching portrait becomes their flinching portrait for skits, etc. Though I expect this would have to be individualized for each character, and incredibly difficult to make, it would still be really flippin' cool to have.

Oh, and all of you guys have awesome codes. Thanks to dcx2 for being awesome ( :cool: ), and how is progress on the Lloyd and co. stat reset codes?