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

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

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yessirsir

ok thanks, ill try that code.  i bought the game but i dont have a wii yet. still out of stock here :(

dcx2

"Here"?  If you're using a PAL or JPN image, my codes won't work.

yessirsir

no im using usa version (im in canada)  and i can confirm now that always spellbind 040B1000 38600001 works in the emu. i just had the last digit wrong last time i tried hehe.

dcx2

Quote from: Angelic Lawyer on December 03, 2009, 09:42:26 AM
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....

Enemies stutter when they see you [DCX2]
04030860 38000000
04030864 90150080
If you've ever held out the Sorcerer's Ring while an enemy is trying to run into you, you may have noticed that they stutter.  Enemies now always stutter when they see you, so they essentially cannot give chase.  If they don't see you, they walk like normal.  I can try to freeze enemies all the time if the community would like that instead but I'm afraid some enemies might get stuck in your way.

BTW, Symphonian Resident, I don't think I'll be able to make that custom battle modifier.  There's just too much stuff going on at the start of a battle.  Sorry.

Symphonian resident

#64
Quote from: dcx2 on March 06, 2010, 09:11:42 PM
Quote from: Angelic Lawyer on December 03, 2009, 09:42:26 AM
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....

Enemies stutter when they see you [DCX2]
04030860 38000000
04030864 90150080
If you've ever held out the Sorcerer's Ring while an enemy is trying to run into you, you may have noticed that they stutter.  Enemies now always stutter when they see you, so they essentially cannot give chase.  If they don't see you, they walk like normal.  I can try to freeze enemies all the time if the community would like that instead but I'm afraid some enemies might get stuck in your way.

BTW, Symphonian Resident, I don't think I'll be able to make that custom battle modifier.  There's just too much stuff going on at the start of a battle.  Sorry.

It's fine. Thanks for trying, though :)
EDIT: Do you think it might be possible to remove the level limitations on the original cast (I know that sounds rather off-putting...), or at least allow them to be freely switched in and out of the first slot?

Symphonian resident

My apologies for bumping, but I had another request, though it's highly dependent on how to game... err, sees the data, if my meaning is clear.

You mentioned that a battle customizer code was nigh on impossible (or at least, incredibly difficult to work with). I can understand that, seeing as it's always randomized.
But how about the Coliseum (or any event) battles? They're always set in a prespecified order. Are they not more easily modified, or are they the same as other random battles?

dcx2

Your suggestion to watch the Coliseum is in fact a great idea.  But the problem isn't really the randomness.  It's that the monsters are written to different parts of memory each time, and I need to know who is writing the monster-type.  Without knowing ahead of time where the monster's data will be written, I can't set any write breakpoints to see who is writing the monster type.

Now, there are other ways to get near this code.  For instance, when I did "always surprise attack enemies", I used hawkeye's "cracks color modifier" to see who made the cracks red or green.  That got me "near" the code which decided who is surprised.

If I had something "near" the enemy monster decision code that I could watch, then I could look around near that for something that looked interesting.  The surprise state is about as close as I get, though, and I'm pretty sure that decision is made after the monsters exist in memory, because otherwise it couldn't set the monster's status.

Symphonian resident

Been a while but...,

any news on the Arte Mod code? There is a spell mod code out and I figured artes would only be a few steps away (but what do I know).
I want my Richter to be able to use Alvitr and Levateinn (his 2 ultimate attacks when you fight him the last time).

And a Mystic Arte mod wouldn't hurt either (let him use his uselss MA for all it's worth).

dcx2

When you say Arte mod, do you mean unlocking all of everyone's Artes?  Or letting anyone use any Arte?

Symphonian resident


Mega-Zelda

thx dcx2 4 those awesome codes

plz can u make these codes if possible
1. allow Emil to steal by using Marta's or a monster arte
(or make his arte have the effect of Marta's or a monster arte)
2. increase successful steal rate
3. increase rare item drop rate
4. increase rare monster group appearance rate (black wolf/peepit/etc...)
5. add button activator for infinite item code

thx in advance

dcx2

Quote from: Mega-Zelda on May 08, 2010, 12:18:53 AM
5. add button activator for infinite item code

The others make sense, but I don't understand this one.  Why do you want to disable the infinite item code?  And it's not really infinite items, it's more like...unlimited items.  You still have the same amount of the item after you use it, so you have to get at least one of an item before you can use it.

...fortunately, there's the item menu modifier, which can create new items from nothing...

Mega-Zelda

#72
Quote from: dcx2 on May 08, 2010, 01:00:16 AM
Quote from: Mega-Zelda on May 08, 2010, 12:18:53 AM
5. add button activator for infinite item code

The others make sense, but I don't understand this one.  Why do you want to disable the infinite item code?  And it's not really infinite items, it's more like...unlimited items.  You still have the same amount of the item after you use it, so you have to get at least one of an item before you can use it.

...fortunately, there's the item menu modifier, which can create new items from nothing...

i didn't know it creates items from nothing
i thought it replaces an item you already have
wow that's awesome thx again

dcx2

It can create items from nothing.  Use it on an accessory slot that's blank.  The other equipment slots (weapon, armor, etc) aren't 'removable', but the accessories can be de-equipped with C.

Symphonian resident

#74
While awaiting an Arte Mod code, I am in need of assistance.

ShadowX39 released (about a month ago, but I just found out yesterday) his model-swap... thingie. I personally cannot make out heads or tails of it. How should I work the code to make Character A's model swap with Character B (I'm not looking for the code, but instructions on how to so I could do it myself).

EDIT: What a moron I was. I came back after school, took a good look at it and figured out how it worked (it was so blatantly obvious, too...). I'm still curious though as to why Emil has only 4 lines. I can't replace him in battle if he only has 4 lines.
And... just a note, Alice trying to use Steel makes her use Fimbelvetr, with no damage and a white screen until battle ends. But I love how I could run around as Alice. (I still want Decus over Emil, like many others...)
Arte Mod will make this model swap... thing perfect.