Fire Emblem Radiant Dawn [RFEE01]

Started by Wooster, February 11, 2009, 01:24:34 AM

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Eiyo

Hmm.. Just a quick question. Has anyone been successful in hacking the skills themselves?

More specifically, I'm looking at removing Nihil from Mantle and reducing/reverting the damage on the mastery skills back to PoR standards.

I think the game would be more fun if Mastery Skills weren't so 'guaranteed kill' moves.

RandomPersonGuy

I have a question regarding a code for this game (Fire Emblem Radiant Dawn -RFEE01- )

I tried to input this code:

Make all Enemies Played Controlled (works in all Chapters and all Difficulties)
Wii Remote g6flavor [ShadowX39]
283D78DA 0000xxxx
2066B828 702E7468
0066B844 00000000
E0000000 80008000
283D78DA 0000XXXX
2066B828 702E7468
0066B844 00000001
E0000000 80008000

However, those XXXX lines seem to make it so the code can't be input via codemanager. What am I supposed to put in place of the XXXX lines? I'd love it if there really was a code that makes it so I could control the enemies as well as my own team, so any help regarding this particular code would be greatly appreciated.

shadowofchaos

#92
Btw, I think I forgot to post it here.

http://www.youtube.com/watch?v=1U1wafZiHPg

For anyone using Dolphin with Radiant Dawn Gecko codes... there's a slight problem.

For Character specific codes, it got shifted in the RAM.

By an offset of +B880

For example, if you want:

Nolan 99EXP [Am3692]
00884E0F 00000063

You'll have to add +B880

For EXP specifically:

Nolan 99EXP [Am3692] [Dolphin Edition]
0089068F 00000063

Nolan: 8089068F
Laura: 80890A7F
Meg: 80890E6F

Etc.

Just for your info, the size of each character's info in the RAM is 0x3F0


Same thing with items... except:

-264B80 = Item Offset

80B5FE4B = Iron Sword Durability Wii
808fb2CB = Iron Sword Durability Dolphin

Like how these:


Provided by: Am3692+ShadowX39
Value:
Swords
80B5FDE0 - Bronze Sword
80B5FE30 - Iron Sword
80B5FE80 - Steel Sword

If you want the Iron Sword viewable in the RAM with all its attributes: 80B5FE4B - 264B80  = 808FB2CB



I think it's safe to assume that the skills and other pointer type values are also shifted.

So I could probably find the "offset" for those things just by looking at... Edward's "Wrath" skill in his character data in the RAM for example in Dolphin's Debug Mode.

It's sure as heck not gonna be 80710100 as listed in the Gecko Database... probably.

Wolfric

Quote from: OceanBlue on January 02, 2010, 04:19:10 PM
I have a problem passing Part III of the Prologue. I had Bless All Items in Convoy + All Items in Convoy, Remove Ike's Non-Promotion Skill [And the other one, although they probably don't work since Nolan and Astrid died], Remove Micaiah's Promotion Skill, and Quick Game Over + GC Controller Button Enabler enabled. Every time I try to start Part III of the Prologue, I get an instant Game Over, even without codes on [So it's not Quick Game Over]. I think it might be because I gave Ike the Ragnell, but I don't know how to change the item modifier codes. I've tried subtracting 3F0 from Ike's item code, but that doesn't work.
I'm sorry for bumping this thread, but I'm having this exact problem.

With or without codes, everytime I start the "match" of a chapter, I get the Game Over screen, and not only with the saved game I'm using, I get it with all of them.

My guess is that I saved after pressing B+A thus triggering the code, but it does so all the time now.

I tried "overlapping it" with the Quick Chapter end but I had no luck.

Please.... I'd really appreciate some help with this.. =/

Here's the code:

Quick Game Over (push B+A on WiiRemote then end move) [g6flavor]
283D78DA 00000C00
003CAFFC 00000002
E0000000 80008000


There must be some way to counter this code...

saison

Hi, I have a question. I have one copy of RD, and whenever I tried codes on it, like skill changing or model edits, they would never work. So I went out and bought a relatively older looking copy, and the codes still don't work... I'm kind of disappointed since I thought it might have been the version of my disc?

Anything to help me run codes and not have to continue burning $?

shadowofchaos

Quote from: Wolfric on December 20, 2011, 02:30:13 PM
Quote from: OceanBlue on January 02, 2010, 04:19:10 PM
I have a problem passing Part III of the Prologue. I had Bless All Items in Convoy + All Items in Convoy, Remove Ike's Non-Promotion Skill [And the other one, although they probably don't work since Nolan and Astrid died], Remove Micaiah's Promotion Skill, and Quick Game Over + GC Controller Button Enabler enabled. Every time I try to start Part III of the Prologue, I get an instant Game Over, even without codes on [So it's not Quick Game Over]. I think it might be because I gave Ike the Ragnell, but I don't know how to change the item modifier codes. I've tried subtracting 3F0 from Ike's item code, but that doesn't work.
I'm sorry for bumping this thread, but I'm having this exact problem.

With or without codes, everytime I start the "match" of a chapter, I get the Game Over screen, and not only with the saved game I'm using, I get it with all of them.

My guess is that I saved after pressing B+A thus triggering the code, but it does so all the time now.

I tried "overlapping it" with the Quick Chapter end but I had no luck.

Please.... I'd really appreciate some help with this.. =/

Here's the code:

Quick Game Over (push B+A on WiiRemote then end move) [g6flavor]
283D78DA 00000C00
003CAFFC 00000002
E0000000 80008000


There must be some way to counter this code...

Change that 02 to a 00 in the game over code. Activate the code AS SOON as you load your save. Save your game. Test it.


Quote from: saison on December 20, 2011, 08:26:56 PM
Hi, I have a question. I have one copy of RD, and whenever I tried codes on it, like skill changing or model edits, they would never work. So I went out and bought a relatively older looking copy, and the codes still don't work... I'm kind of disappointed since I thought it might have been the version of my disc?

Anything to help me run codes and not have to continue burning $?

Change your Wii to widescreen mode on the Wii options menu before starting the game.

saison

Hmm most seemed to work. But when I started a new game, it froze. And the skills aren't really working, I know I gave a few units the Ashera camera and it didn't work. Glowing sword did though :]

g6flavor

Quote from: saison on December 29, 2011, 02:34:31 AM
Hmm most seemed to work. But when I started a new game, it froze. And the skills aren't really working, I know I gave a few units the Ashera camera and it didn't work. Glowing sword did though :]

If codes freezes the game before the chapter starts, try add a button activator to the code.

How to deploy more than the allowed limit (tutorial for those who need it)
http://www.youtube.com/watch?v=1c5FL5DrHEY

Missing Number

[spoiler]All Weapons have a 255% Critical Rate
08B5FDAF 000000FF
00CA0050 00000000

All Weapons can Attack at Close Range
08B5FDB0 00000001
00CA0050 00000000

All Weapons have 2 Range
08B5FDB1 00000002
00CA0050 00000000

codes seems to affect both Players and Enemies

To make it doesn't affect enemy weapons, manually edit the Stats of Weapons that enemy's doesn't have, like Ragnell?

1. grab the address of the weapon in the cheat database, example: 80B603D0 - ragnell(can't give away) is the Address for Ragnell
2. the 8bit code would be 00B603D0 000000xx
3. add the following hex value to the Address to edit the Stats of Ragnell:
+1C = ATK (example 00B603D0+1C = 00B603EC 000000FF = Max ATK for Ragnell)
+1D = HIT
+1F = CRITICAL
+21 = MAX RANGE
+22 = HP +
+23 = STR +
+24 = MAG +
+25 = SKILL +
+26 = SP +
+27 = LUCK +

Recommend value for HP + --> Luck + is 50 (which adds +80 to Stats)[/spoiler]
this is from the code posting thread........ i can't help but wonder, can't this be combined with the "Forging" codes?
[spoiler]
Quote from: lev on July 22, 2009, 06:45:15 PM
Remember, some starting code locations can change based on game difficulty (i.e. easy, normal, hard) and screen format (4:3 or 16:9).

I have all the classes as well and a thing to note is the characters seem to rely on their initial weapon choices for their current class in order for their sprite to animate during the attack phase, e.g. if you change Nephenee from Halberdier to Marshall (Zelgius) only attacking with lances, not swords, will animate as Nephenee's Halberdier class can only use lances.  Conversely, changing Titania from Gold Knight (Axe) to Black Knight will cause her only to animate when using a sword, not a spear.  Remember, you need to add at least 0x01 (E rank) to the character's particular weapon rank for the character to even equip/use it.

On a side note: F22C, which is Ashera's class in normal, appears to crash in Hard mode.  Also, each laguz has two separate classes, one for untransformed and one for transformed.

Anyway, I wanted to add a code to set most--similar to the coverage the move again code has--supports to B, upgradeable to A.  I tested it on Hard and Normal modes and despite changing the repeat length I couldn't get a couple of characters (skrimrir, ulki, pelleas, etc) to register, simlar to the move again code character coverage, but at least it gets the large bulk of them.

Anyway, here is the code, as I cannot post this in the other section either (I will message a moderator/link after the code has been somewhat vetted by others, to see if I can get access):

Push A and Up on the Wii Remote to set all supports to B and able to upgrade to A
283D78DA 00000808
4A000000 80885010
6000003B 00000000
18000000 96969696
20110004 00000000
5A100000 000003F0
62000000 00000000
E0000000 80008000

Post Merge: July 23, 2009, 06:31:47 PM

So I was playing around with item creation (forging) and found that coins only offer their relative value(s) to the secific item.  This makes it relatively easy to change any modified value to an arbitrary unsigned number, instead of only being limited to what the coins could provide, i.e. it's possible to give an item +20 MT, instead of only +8MT (+5 for normal forge and +3 if Two Swords coin used).  I've added my notes I took on the process as well as a code to change all characters--covered by the move again code--first item to be forged with +10 MT +50 Hit +30 Crit -5 WT White Color.  The last code changes Nola's First Item to Blessed Alondite, named "Alondite", +15 MT +75 Hit +50 Crit -5 WT Blue Color.  Feel free to change the item type code or even whose (character's) Item to change as this code allows for more granular control. Note: this will create an item if none is in the slot--not sure if this is a good thing.

Changing a non-weapon to forged seems to have no effect on the item still functioning, i.e. a forged heal staff will still work as a heal staff.

Footnote:
The codes also affect Laguz attacks (as they are the first item every laguz character has), i.e., a cat's claw attack will gain the bonuses and be renamed to "Forged" or whatever one decides to use as the item name.

NOTES
Items start offset 0xCC from Character Class
Forging (Starts after item code, durability, and type) (Ends With 0xFFFF00):
0X80B6ICIC 0xDUTPCHCH 0xCHCHCHCH 0xCHCHCHCH 0xCHCHCHTM 0x00000000 0x0000MTHT 0xCTWTCLCL 0xCLFFFF00
Data Length: 0x0000 Item Code, 0x00 MT, 0x00 Hit, 0x00 Crit, 0x00 WT, 0x000000 Color
Key: IC = Item Code, DU = Durability, TP = Type, CH = Character, TM = Character Terminator
   MT = Might, HT = Hit, CT = Crit, WT =  Weight, CL = Color (RGB)
Types (Bit Mask): 0x10 = Blessed, 0x80 = Equipped, 0x20 = Forged
   e.g., Blessed | Forged = 0x30
   Blessed | Forged | Equipped = 0xB0
Name: If the length of name does not take up all 12 Characters,
   terminate with 0x00 as last char
   Char Hex Codes (See http://www.ascii.cl/htmlcodes.htm):
      0x20 = Space, 0 = 0x30, 9 = 0x39, A = 0x41, Z = 0x57, a = 0x60, z = 0x7A
   NOTE: If you have an item in the slot with more characters than the one that replaces it,
      it only adds the characters to change the name
      Once the Forged bit is set the name, if it doesn't exist will go blank, so
      remember to change the name as well
Color: Default color shade is Gray 0x808080, otherwise set RGB value to desired
   Has no visible effect on non-forgeable (e.g., Alondite) items
Weight: 0x00 means no change to default, 0xFB is -5, 0x05 is +5

Notes: To get added bonuses, item type must have the Forged bit set
   If the item is originally a non-forged item,
   setting the Forged bit will reset the displayed name to nothing

Also, Item will retain it's requisite rank for usage

Examples:
0519 0FFB8080 80 - No Coin Used, +5 MT, +25 Hit, +15 Crit, -5 WT, Default Color
0619 0FFB2060 20 - Coin (+1 MT), +5 MT, +25 Hit, +15 Crit, -5 WT, Dk Green
0623 0FFB2030 9B - Coin (+1 MT, +10 Hit), +5 MT, +25 Hit, +15 Crit, -5 WT, Blue
0623 14FB9898 98 - Coin (+1 MT, +10 Hit, +5 Crit), +5 MT, +25 Hit, +15 Crit, -5 WT, White
0719 0FFB9898 98 - Coin (+2 MT), +5 MT, +25 Hit, +15 Crit, -5 WT, White
0819 0FFB9898 98 - Coin (+3 MT), +5 MT, +25 Hit, +15 Crit, -5 WT, White
0A32 1E00FFCC 00 - (+5 MT, +25 Hit, +15 Crit), +5 MT, +25 Hit, +15 Crit, 0 WT, Bright Gold



CODES (Normal and Hard mode NTSC 16:9 aspect)

Push A and Down on the Wii Remote I to set characters' first item to Forged +10 MT, +50 Hit, +30 Crit, -5 WT, White Color
283D78DA 00000804
4A000000 80884ED0
6000003B 00000000
16000000 00000024
3220466F 72676564
00000000 00000000
00000000 00000000
00000A32 1EFBC0C0
C0FFFF00 00000000
5A100000 000003F0
62000000 00000000
E0000000 80008000

Set Nolan's First Item to Blessed Forged Alondite +15 MT, +75 Hit, +50 Crit, -5 WT, Blue Color
06884ECC 00000028
80B60420 3230416C
6F6E6469 74650000
00000000 00000000
00000000 00000F4B
32FB2020 80FFFF00
[/spoiler]

g6flavor

it's a little different
the first one is the for modifying the actual Weapon values for the game which affects all characters that are holding that Weapon, no memory viewing is needed (all you need to know is the Weapon's Value)

forging need to be given a name to the Weapon? and you can't add HP+Luck+,Weapon Attack Range, etc...you might need memory viewing if you want to forge a weapon to a certain character since their address could change

Missing Number

ah was worth a shot, wouldn't mind a lucky blade

also... there was this code but i can't remember where i got it... it was to let laguz attack when they aren't in beastmode... but it doesn't seem to work for anything other than tigers like mordecai, i wanna give my angel crew attack capabilities, how can i do that?

g6flavor

not quite sure, maybe ShadowX39 might know something about that

shadowofchaos

Here's the question, you ARE using the Wii Widescreen mode right?

I mean it would make sense that if you got some characters shifted around, that those specific codes wouldn't work... that there would be another character in their place, but if your item codes aren't working, that means the table was shifted elsewhere. One of the reasons could be that you're in standard 4:3 ratio.

Missing Number

i dont know what screen size im using but i doubt its wide.... i think im on normal mode and i have 2 more problems

the forged item code which gives everyone forged gear is excluding most of elincia's party in chapter 3 and the "support B - A" by the same guy is also excluding those, plus Ulki n Janaff

makes me wonder if it would be possible to build codes that effect just the highlighted unit so i can pinpoint who i want to give all supports to, forge their weapons and best of all, alter skills

course... this game kinda does memory in a weird way, i dunno if its possible

shadowofchaos

Quote from: Missing Number on December 31, 2011, 07:21:32 PM
i dont know what screen size im using but i doubt its wide.... i think im on normal mode and i have 2 more problems

Go on the Wii Menu. "Wii Options". "Wii Settings". "Screen". "Widescreen Settings". "Widescreen (16:9)". If it was "Standard (4:3)", then that explains why your codes weren't working. Confirm. Run Gecko OS as usual.

If it was standard, it explains ALL the problems you're having. If it is on normal, then I'm surprised your game hasn't crashed every time you started the game.