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

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

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frubam


dcx2

@arch feline I don't think the Twilight code needs to be tested out that thoroughly, I would say if it works on chapter 2 correctly then it was a success.

As far as a Quest Type to Boss list; anyone can do it, you could even split up bits among multiple people.  It's just a tedious, time consuming process for me, and I would rather try and finish some new hacks.

Using frubam's table, I think I might be able to make an Encounter Roller that can be used to modify what enemies, levels, and amounts.  And then another code might be able to just instantly launch any battle from the menu.

---

@frubam Did you make your own textures, or did you use "alternate" textures?  It looks cool.  I like the darker Marta outfit, and the new portraits.  Is there a guide anywhere on how to do that?

EDIT:

The table begins at 802EDCF8.  Your layout is very close, but not quite on.  I think it's actually like this.  It is 2 bytes too long, which makes for a very confusing read because it's aligned to half-words.  I also think the 0P00 comes at the end, not the beginning, but I'm not 100% sure.

ZZZZYYYY XXXXWWWW N1N2N3N4 00000000 L1L1L2L2 L3L3L4L4 0P00

I think you're right, L1L1 represent a max/min.  I think the max comes first.  I see a min of 0 sometimes; my guess is that means use the max, but I would have to investigate further.

EDIT2:

Yes, P comes at the end, not the beginning.  It determines whether you can escape from battle; probably determines whether you can spellbind too.

frubam

Quote from: dcx2 on May 21, 2011, 08:34:38 PM@frubam Did you make your own textures, or did you use "alternate" textures?  It looks cool.  I like the darker Marta outfit, and the new portraits.  Is there a guide anywhere on how to do that?

EDIT:

The table begins at 802EDCF8.  Your layout is very close, but not quite on.  I think it's actually like this.  It is 2 bytes too long, which makes for a very confusing read because it's aligned to half-words.  I also think the 0P00 comes at the end, not the beginning, but I'm not 100% sure.

ZZZZYYYY XXXXWWWW N1N2N3N4 00000000 L1L1L2L2 L3L3L4L4 0P00

I think you're right, L1L1 represent a max/min.  I think the max comes first.  I see a min of 0 sometimes; my guess is that means use the max, but I would have to investigate further.

EDIT2:

Yes, P comes at the end, not the beginning.  It determines whether you can escape from battle; probably determines whether you can spellbind too.

Those textures I made myself. Unfortunately there is not a guide to do it, and it is probably too complicated for anyone to even want to try (>.>).

I see, thanks for clearing that up =03.

arch feline

#228
I completed Twilight Palace in Chapter 2.

I am going to give this more tests because I expect it to be used a lot. btw there is actually a dialog by Tenebrae at the beginning of the quest if you failed it before.

I think that the Twilight Palace code is solid. (The set up for the quest codes is really convenient).  I tested stuff like running Twilight Palace (THTtT) in Chapter 4 and then repeating it in Chapter 5 and running the first preliminary quest Treasure Hunter's Trophy. The game logic marks opening the final Treasure Hunter's Trophy chest.  Fortunately the game logic assumes that you lost to Album Atrum and are rerunning the quest.  Tenebrae will talk about it before you start off and when you reach the end Album Atrum is there instead of the chest. I only got the skit "A lie" once (I think). I also checked that the Twilight Palace code works with the "short list."


dcx2 The button set is so comfortable. Being able to change anything is so satisfying.

The quest type number requires repositioning by clicking back and forth once it has been used.  Say I go to Visitor in Moonlight, quest type 36; but I saved Visitor in Moonlight, quest type 33:  When I reload my save, I am at ViM, qt 33; so I press - and + to reposition the quest type read out to 33.  


If no one else want to list off the battle bosses in correspondence to the sub quest number, I will do it next Saturday.  Really, doing stuff like this is fun in retrospect even though it may be irritating as you do it.  So I want to share the fun.  I do want to see it get done though. So anyone interested has until Saturday after noon.


* * * * * * * * * * * * * * *

Renaming Monsters (change of subject) back around January 26, 2011 there is a discussion of how the Aesteval code works and a discussion of editing the game save in order to rename monsters.  It was mentioned that the edited save will not work due to encryption. 

dcx2

I don't mean to say that making such a list is irritating.  What I mean is that it's tedious and time consuming.  Any time I spend making such a list is time I won't spend making other codes, like the Encounter Roller.

---

Whew!  This was an adventure.  I needed new techniques to do it right.  I'm pretty sure this works.  However, I'm not done with it yet... ^_^

Experimental Encounter Roller v1.1 [dcx2]
C201C088 00000018
A0841C1C 48000009
00000000 7D2802A6
3D80804D A14C755A
A10C755E A0E900C2
3CA0802E 60A5DCF8
71402000 4182008C
7C8700D0 71001310
4082000C 71404000
41820058 280A2200
4182004C 28078000
40800050 280A2010
4182000C 280A6010
40820014 38E70001
2C0704EA 40810008
38E00001 280A3000
4182000C 280A7000
40820010 34E7FFFF
41810008 38E004EA
7CE43B78 B08900C2
28078000 41800014
808D89A8 34E40000
40800008 38E00000
1C07001A 7C050214
90090000 00000000
C20BB9B4 00000003
3800FFFF 2C000000
41800008 90030000
80030000 00000000
Huge thanks to Frubam for pointing me at the encounter table!  This code is a bit complicated.  Go to the menu screen (Artes, Equip, Item, Status, etc).  Hold Z.  Look at the Encounters; you will see the number for the last encounter you had (if you have not had an encounter yet, it shows -1, which can be confusing).  While holding Z, pressing 1 will toggle the Encounter Roller.  When the Encounter Roller is enabled, the Encounters number will be negative, and it will force you to enter that encounter.  If you press 1 while holding Z again, it will disable the encounter roller, and the number will be positive once again, which shows you the last encounter you had, and allows you to enter encounters normally.

While the Encounter Roller is enabled, you can hold Z and press + or - to roll the encounter number.  You can choose any encounter from 1 to 1258, which is the last encounter I could find.  If you hold both C and Z, the + or - will make it scroll quickly.  If the number doesn't roll, then the code is disabled.

v1.1: one line longer (29 now), but it also wraps around at the extremes.

arch feline

#230
The Encounter Code is awesome. Thank you dcx2, frubam
You start with Lucrezia (-1) and there are many boss encounters but the last half seem to be regular encounters.  Singular Igniter boss (-366). Singular Thinker boss (-367) The encounters at the very end are the Ninth Floor Seal Guardians (A_Doorknob's encounter guide).  I like dial up a Phoenix (-1256) or an Anthesterion (-1255)

Once the Encounter Code is loaded but the roll function if off, you can check the encounter number after each normal encounter.  So once you get an encounter and see the number, then you can dial it at will.  Say you finally get the Lamia group in Gladsheim to give you a Ruby Dear.  Open the menu. Press Z see the number N. Turn on the roll by holding Z and pressing 1.  Dial up N and you get a Ruby Dear when you want.


About the battle quest type matched with its boss.

Let me try again 'cause I did not say that well. I mean maybe there are people now in this topic who would like to get involved.  So here is a chance for them. Anyone out there who thinks he/she cannot hack.  Here is your chance.

Put the code of DCx2's quest type roller into your game.

Having a super weak party works as well as a super strong party
Go to the worker Katz open up quests -Iselia is best - and roll the type to one of

Mysterious Disappearance
Visitor in Moonlight
Doppleganger Street
Monster Forest
Protect Our Town

save your game

hold down the C button and you see the type number in the text balloon below the list. It is called level but it is the type 'cause you hold the C button.

For our example we take Visitor in Moonlight.  The left most Visitor in Moonlight is 33, run the quest and the boss is a Manticore. Reload your save. Roll right to 34, take the quest, record the boss. Reload the save.  Roll right twice to 35 repeat.

At the end you have a list. and you are a hacker!


dcx2

Quote from: arch feline on May 21, 2011, 11:55:33 PM
Renaming Monsters (change of subject) back around January 26, 2011 there is a discussion of how the Aesteval code works and a discussion of editing the game save in order to rename monsters.  It was mentioned that the edited save will not work due to encryption. 
Save files are located in the Wii's NAND flash memory, unencrypted.  When you go through the System Menu and copy a save from the Wii to the SD Card, it is encrypted.

Symphonian Resident used a homebrew app that copied the unencrypted save file from NAND.  He was then able to hex edit and load it back.

My name roller works on the game's memory, so when you save the new name it gets written to the NAND.  There's never any encryption to worry about.

---

I'm going to throw the Twilight Palace code up on the database.  Once again, I really appreciate the testing and feedback.  I only have so many hours to work on hacks, and I rather enjoy getting help.  By the way, if you can make a reasoned argument for changing the button configurations for any of the codes, feel free to offer it.  I can easily recompile the code with different buttons, but I take a lot of time to contemplate what is a good config.

---

Regarding the Quest Roller, if you use "don't consume quests" then you don't need to re-load a save.  However, it looks like that code is incomplete, because failures consume quests.  I'll get on that.

I can also make an Can Always Escape code, which could speed things up, too.  Escaping from a quest battle leads to failure.  I wonder what happens if you escape from boss battles...

---

Regarding the Encounter Roller, I plan on adding a chunk that changes the names of the four party members to reflect the four monster types you will fight.  That way you can see what you're going to fight.

Then...I plan on making an Encounter Roller Roller, so that you can modify encounters to make entirely different ones.  Imagine changing the semi-final boss fight to be against two Richters and two Album Atrums.

arch feline

#232
Regarding the Quest Roller, if you use "don't consume quests" then you don't need to re-load a save.  However, it looks like that code is incomplete, because failures consume quests.  I'll get on that.

I believe that the codes are all right as is because the do not consume ends with a page of the same quest and you roll it and there you are, more quests.  For what my opinion is worth leave it as is.  The don't consume quests and the randomized quest roller should be used together.


Thank you again.

I have a table of the alpha encounters 285 to 381.  382 is where boss encounters begin.  655, 656 are  also a bosses  but there are normal encounters again at 838.  284 is a non alpha encounter. Here is what I have for alpha encounters

285  Top Vanguard Rogue X2, Aepyornis, Lunantisidhe
286  Top Vanguard Archer X2, Top Vanguard Rogue X2
287  Top Vanguard Archer X2, Sphinx, Pied Piper
288  Top Vanguard Archer, Top Vanguard Rogue, Top Vanguard Pugilist
289  Top Vanguard Pugilist X2, Lunantisidhe, Puck
290  Top Vanguard Witch X2, Top Vanguard Pugilist X2
291  Top Vanguard Witch X2, Aepyornis, Vouivre
292  Top Vanguard Pugilist, Top Vanguard Rogue, Top Vanguard Witch
293  Puck X3, Aepyornis X2
294  Top Vanguard Pugilist X2, Lunantisidhe, Puck
295  Aepyornis X3, Sphinx
296  Pied Piper X2, Aepyornis X3
297  Top Vanguard Witch X2, Sphinx, Puck
298  Vouivre, Sphinx x2
299  Lunantisidhe x2, Sphinx x2
300 Top Vanguard Archer, Top Vanguard Rogue, Lunantisidhe X2  
301  Vouivre X2, Puck, Pied Piper
302  Top Vanguard Archer, Top Vanguard Witch, Vouivre X2
303  Pied Piper X5
304  Vouivre, Puck, Pied Piper X2
305  Girtablili X2, Slime Mold X3
306  Crusader, Gorgon, Slime Mold X3
307  Firbolg X2, Simurgh
308  Seiren, Firbolg, Slime Mold X2
309  Seiren X2, Slime Mold X3
310  Crusader X2, Seiren X2
311  Firbolg X2, Crusader X2
312  Simurgh, Girtablili, Crusader X2
313  Girtablili X2, Gorgon, Seiren
314  Girtablili X2, Crusader X2
315  Firbolg X2, Gorgon X2
316  Simurgh, Slime Mold X2, Gorgon X2
317  Gorgon X4, Echidna
318  Simurgh, Firbolg X2
319  Simurgh X2, Seiren, Girtablili
320  Carbuncle X3, Cerberus
321  Carbuncle X3, Phoenix X2
322  Basilisk X2, Nereis, Carbuncle
323  Basilisk X3, Shape Shifter
324 Cerberus, Carbuncle X2, Nereis X2
325  Dark Rider X2, Nereis X2
326  Phoenix X2, Nereis, Shape Shifter
327  Dark Rider, Carbuncle X2, Shape Shifter
328  Phoenix, Basilisk, Nereis, Shape Shifter
329  Phoenix X4
330  Cerberus, Dark Rider X2
331  Shape Shifter, Basilisk X2, Dark Rider X2
332  Dark Rider X4, Pale Rider
333  Cerberus X2, Basilisk X2
334  Cerberus X2, Phoenix X2
335  Chirpee X2, Filifolia X2, Bear, Puck
336  Wild Rabbit X3, Vorpal Bunny
337  Wolf X2, Spider, Gremlin, Cave Bear
338  Black Bat X4, Liberator
339  Gremlin, Spider, Polwigle X2, Jasconius  
340  Ghost X2, Clay Golem, Skeleton, Blood Sucker X2
341  Poltergeist, Axe Beak, Serpent, Aepyornis X2
342  Axe Beak X2, Aepyornis X2, Dodo
343  Gamat X4, Purger
344  Clay Golem X2, Ghost, Skeleton, Roc X2
345  Leech X2, Killer Fish X2, Merrow, Island Worm
346  Bullfrog, Sea Monk X2, Sea Bishop X2, Charybdis
347  Sea Wyvern x3, Thinker
348  Sea Monk, Leech, Merrow X2, Hydra
349  Mandragora, Chimera X2, Korrigan
350  Harpy, Furie, Vouivre X2
351  Ogre x3, Were Bear
352  Bumble Bee X2, Etheliana X2, Truncata
353  Sphinx x2, Jabber x3
354  Fire Drake, Tarantula, Salamander X2
355  Stone Eater x3, Igniter
356  Automaton, Light Wing X2, Jabber X2, Tiamat
357  Fungus X2, Shallow Grave X2, Lunantisidhe X2
358  Anemone, Crawler X2, Killer Bee X2, Hornet
359  Marcoid, Killer Mantis, Lumber Jack X2
360  Poison Leech X2, Tortoise, Zaratan
361   Selkie, Remora X2, Caerurea X2, Haunt
362  Yeti, Grisley, Banshee X2
363  Grindylow X4, Muzzler
364  Fenrir X2, Wolf Heddin
365  Cacodemon X2, Dullahan X2, Dark Steel
366  Alraune, Lamia, Pied Piper X2
367  Colossus X3, Punisher
368  Pandora X2, Undertaker, Grave Digger
369  Gargoyle X2, Mimic, Corpse X2
370  Mythril Golem, Cotton Tail X3, Orcrot
371  Mimic, Dire Bat X3, Ghoul
372  Hell Hound X2, Padfoot, Shadow Dragon
373  Were Bat X3, Embryo X2, Peallaidh
374  Wyvern X2, Graeae, Baal X2
375  Griffin x3, Awakner
376  Moirae X2, Embryo, Fafnir
377  Ooze, Toadstool, Hamadryad X2
378  Viper, Pit Spider, Pit Fiend X3, Wyrm
379  Megalith X3, Enforcer
380  Cockatrice X2, Viper, Rock Eater, Earth Eater

awesome Gladsheim encounter ... 1058  Orion, Gunna, Micasa


Coliseum for monsters (monster arena)
Bronze 935, 936, 937
Marcoid, Treant, Manticore

Chrome 938, 939, 940
Selkie, Undertaker, Demon

Silver 941, 942, 943
Peepit, Graeae, Pied Piper

Gold 944, 945, 946
Vorpal Bunny, Grave Digger, Crusader

Special 947, 948, 949
Ishrantu, Kitty Kat, Aramis (Aramis, Porthos, Athos)


1041   Blue Rose x2, Pyanopsion, Mandragora x2
1042   Carbuncle x2, Maimakterion, Night Stalker x2
1043   Seiren x2, Poseidon, Jasconius
1044   Album Atrum (light), Incognito x2, Vroom, Jormungandr ... Nether Traitor dropped


The exciting news is that there is a non boss encounter with Ishrantu.  The dismal news is that the Ishrantu cannot be spellbound.

1224  Kosh x2, Killer Mantis, Aepyornis
1225  Galf Beast x2, Arachne, Cordoroy
1226  Ruby Dear x2, Pale Rider, Fafnir
1227  Dionae x2, Korrigan, Hamadryad
1228  Sword Dancer x2, Blade Rex x2, Fenia
1229  Lailah x2, Micasa, Simurgh
1230  Made in Heaven x2, Liberator, Heqet
1231  Aspidoceleon x2, Hydra, Thinker
  :o  1232  Ishrantu x2, Ravenous, Echidna
1233  Rusalka x2, Vaudeville, Vorpal Bunny

dcx2

While you're here, you should try these out.

Can Always Escape [dcx2]
040BB9AC 38600000
Escape from battle quest fails you.  Escape from boss battle...?

Faster Enemy Respawn [dcx2]
040303F8 3AE0003C
0401E360 3800003C
0x3C = 60 = the number of frames until an enemy respawns.  They won't spawn if you're in the immediate vicinity.  The respawn timer is about 1 second.

Prevent Enemy Respawn (zhome toggle) (off by default) [dcx2]
040304B0 3803FFFF
284D755A 0000A000
CC000000 00000001
040304B0 7C601B78
E0000000 80008000
Like the Orkin Man.  disabled by default.  hold home and then press Z to enable.  Kill them and they stay gone.  Press home and z again to disable.  The home menu will come up; that's okay.  This needs a particularly awkward activator because it is not tied to a menu. 

Don't consume quests v2 [dcx2]
0402474C 4800007C
04024810 4800007C
0402496C 4800007C
Now you can cancel a dungeon quest at the katz, or escape/fail a battle quest, and keep the quest.

dcx2

Encounter Roller v2.1 (with display!) [dcx2]
0401C888 80031B5C
284D755A DFFF2000
0401C888 38000001
E0000000 80008000
C201C088 00000018
A0841C1C 48000009
00000000 7D2802A6
3D80804D A14C755A
A10C755E A0E900C2
3CA0802E 60A5DCF8
71402000 4182008C
7C8700D0 71001310
4082000C 71404000
41820058 280A2200
4182004C 28078000
40800050 280A2010
4182000C 280A6010
40820014 38E70001
2C0704EA 40810008
38E00001 280A3000
4182000C 280A7000
40820010 34E7FFFF
41810008 38E004EA
7CE43B78 B08900C2
28078000 41800014
808D89A8 34E40000
40800008 38E00000
1C07001A 7C050214
90090000 00000000
C20BB9B4 00000003
3800FFFF 2C000000
41800008 90030000
80030000 00000000
C201CC7C 00000003
3734FFFD 4181000D
7F2802A6 8339FF18
2C14000F 00000000
C201CC94 00000002
3F208031 63390528
38600000 00000000
C201C8D8 00000003
A0631B62 28190064
4180000C 1C140002
7C79022E 00000000
Huge thanks to Frubam for pointing me at the encounter table!  This code is a bit complicated.  Go to the menu screen (Artes, Equip, Item, Status, etc).  Hold Z.  Look at the Encounters; you will see the number for the last encounter you had (if you have not had an encounter yet, it shows -1, which can be confusing).  While holding Z, pressing 1 will toggle the Encounter Roller.  When the Encounter Roller is enabled, the Encounters number will be negative, and it will force you to enter that encounter.  If you press 1 while holding Z again, it will disable the encounter roller, and the number will be positive once again, which shows you the last encounter you had, and allows you to enter encounters normally.

While the Encounter Roller is enabled, you can hold Z and press + or - to roll the encounter number.  You can choose any encounter from 1 to 1258, which is the last encounter I could find.  If you hold both C and Z, the + or - will make it scroll quickly.  If the number doesn't roll, then the code is disabled.

v2: When you hold Z, you will also see the types of enemies that you would encounter in that battle

v2.1: Two lines shorter (44 lines now).  Also wraps around at the extremes, like v3.1

frubam

Worked for me like a charm :). The names of the enemies appeared in the char info boxes. That's DAMN clever =03.

Symphonian resident


dcx2

Yeah, I think you wanted something like this once, way back in like page 5 or something.  I must say, this is perhaps one of my finest codes.  And I'm still not done yet.

For v3, I plan on using the level, HP, and TP displays to show the count, max level, and min level for each monster in the encounter.

For v4, I plan on allowing you to roll the monster type/count/max/min.  So you can create your own custom battles.

---

For now, if you want to manually create a custom battle, this will over-write encounter 1

frubam gave the format a few posts back.  Each encounter is 26 bytes.

ZZZZYYYY XXXXWWWW N1N2N3N4 00000000 M1M2M3M4 U1U2U3U4 0P00

Z,Y,X,W represent the half-word hex value of the enemy.
N1,2,3,4 represents the quantity of each enemy respectively(no more than 10 in one battle).
M1,2,3,4 represent enemy's min level (is sometimes 0?)
U1,2,3,4 represent enemy's max level (is sometimes 0?)
P is either 1 or 0. P=0 means you can escape

Encounter 1 modifier [dcx2]
062EDD12 00000018
ZZZZYYYY XXXXWWWW
N1N2N3N4 00000000
L1L1L2L2 L3L3L4L4
based on frubam's work

EDIT:

All the recent codes have been added to the database.  I won't be adding Encounter 1 modifier, though, because I eventually plan in making this roll-able.

EDIT2: switched to shorter 06 code type

Tenkirby

#238
Well... i saw the vid made by frubam and i wanted to know:
1. IF there is a code to do kinda like what he did with the colours
2. IF there is a code to put the skit faces as in battle portraits like he did

VID: http://www.youtube.com/watch?v=-OCLyVkQS7Y

Also... im having trouble swapping alice with marta. I can get alice to appear during cutscenes but in-battle its still marta.... is it possible to do what i want to do?

Hope im not being stupid :P
and thank you

dcx2

I'm going to merge this with the ToS:DotNW support thread once you read the message.

I believe frubam made a texture hack for the portraits and skit faces etc.  He says the process is complicated, though.  It's not like a code.

---

Regarding Shadow's Model Swap code, see these posts.

http://wiird.l0nk.org/forum/index.php/topic,2530.msg51145.html#msg51145

http://wiird.l0nk.org/forum/index.php/topic,2530.msg51372.html#msg51372

http://wiird.l0nk.org/forum/index.php/topic,2530.msg52092.html#msg52092