Tales of Symphonia [GQSEAF] (USA)

Started by dcx2, June 12, 2011, 03:00:53 AM

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Frezzere

well you can add text using it wouldn't files work?

Symphonian resident

I don't think you understand what that particular file does.

Frezzere

well i thought it was a good idea at the time but i guess more like adding data without
changing the original source would be better

goemon_guy

You're referring to the add description and increase tech name, etc that I made for Indignation Judgment?

This particular code works because the game has a pointer in the tech data that points to the tech name, and tech description.
My code uses seemingly (and should be) empty space in RAM to keep the text there. Then, I replaced the pointer. This has absolutely nothing to do with replacing files.

Either way, this code is almost useless. It was just to make the tech look presentable, and like it belongs.

Making a code for Sacred Light is, right now out of anyone's leagues here for now.
As epic as it would be, I don't have the time / patience to work with something like that.
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dcx2

Quote from: goemon_guy on September 14, 2011, 12:49:14 AM
My code uses seemingly (and should be) empty space in RAM to keep the text there.

Ah, this reminds me of something that Stuff did for MH3.

http://wiird.l0nk.org/forum/index.php/topic,5476.msg71810/topicseen.html#msg71810

You can use the gosub 682 code type to get a pointer to your string where it resides in the code handler.  This eliminates the need to find unused areas of RAM to write to.

goemon_guy

#126
Yeah, that would probably work better.

There may or may not be a point in the game that would overwrite that, and then my code would screw it all up.

I'll give that a try later! ;)

EDIT:

I'm not sure I understand exactly how the 682 codetype works... XD

And I know it's been awhile, but the fix you offered for the "Cast Holy Judgment instead of Holy Song" worked!

Cast Holy Judgment instead of Holy Song [goemon_guy]
F3239B48 12834503
3D808123 618C9B8C
7D8903A6 4E800420
60000000 00000000
*fixed by dcx2
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goemon_guy

#127
A somewhat start to the code.
It seems very weak, from what I have seen, but it works for now.

Sacred Light does Damage [goemon_guy]
F32859E8 1072E401
38036E18 00000000

Overlimit Status (L+Left Analog) [goemon_guy]
21239000 881A01B1
282CAED8 00004040
032DEF68 000003E8
282CAED9 000000C0
032E0B08 000003E8
282CAED9 00008040
032E26A8 000003E8
282CAED9 00002040
032E4248 000003E8
E0000000 80008000
L+Left to make Player 1 activate Overlimit
L+Up to make Player 2 activate Overlimit
L+Right to make Player 3 activate Overlimit
L+Down to make Player 4 activate Overlimit
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Symphonian resident

Quote from: goemon_guy on September 14, 2011, 12:49:14 AM
Making a code for Sacred Light is, right now out of anyone's leagues here for now.
As epic as it would be, I don't have the time / patience to work with something like that.

Quote from: goemon_guy on September 17, 2011, 09:11:43 PM
Sacred Light does Damage [goemon_guy]
F32859E8 1072E401
38036E18 00000000

What.

At least about half the cast have usable Secret Techs Now.

goemon_guy

XD.

I know, two contradicting posts.
It'd be nice to have it do slightly more damage for the TP it uses, but meh...

Yeah, and technically Sheena can use all of hers... Because weren't her Secret Techs her summons, (or at least Maxwell/Birth?) in the PS2 version?

Clearly they had planned Shining Bind, (a tech called "Holy Binds" exists in the data.) But it crashes the game upon finishing casting.

I'm pretty sure Regal and Presea don't have any data for either of their Secret Techs.
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Frezzere

do you think data for the characters portraits when using their specials are in the game or was it only added
in the ps2 version?

goemon_guy

#131
Only Lloyd, Genis and Colette's cut-ins are present.

If anything I *could* theoretically believe that Raine's could be in the game, somewhere.
But then again, it's highly unlikely.

Improved Fire Ball Tech
F3260CB0 10761D01
2C1C00C8 00000000
more fireballs appear

Improved Air Thrust Tech
F327BDBC 10B86601
60000000 00000000
quicker - more damage

EDIT:

@symphonian resident

Genis all 34 techs (and Indignation Judg.) [NOVICE]
045B6E10 00000010
045B6E14 FFFFFFFF
045B6E18 00000010
045B6E1C FFFFFFFF
045B6E20 00000010
045B6E24 FFFFFFFF

Colette all 22 techs (and -????-) [NOVICE]
045B6CFC 4F8FAFFF
045B6D04 4F8FAFFF
045B6D0C 4F8FAFFF

Those codes allow you to have their Secret Techs in your party. (I think you wanted them...?)
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Symphonian resident

#132
Indeed I did.

Thanks.

EDIT: I'm not sure if I asked this before, but would it be possible to add alternate versions of Techs into a character's Tech list?
Like, adding Rising Phoenix as an alternate Tech for Lloyd, Ice Hammer for Colette, and stuff like that.

goemon_guy

#133
Possibly. I don't recall seeing them in the Tech lists, though.

They're not in the 00-FF range of Techs...
So, it'd probably take a bit of effort to get 'em into your party.

I'll give it a go, though.

The closest I could come was Cast *insert elemental tech* instead of... codes:

Hammer Rain (Hammer Modifier)
F325BE3C 103F2501
2C1EXXXX 00000000
XXXX determines how many hammers come out
Higher makes more, less makes less - simple!
-Default is 000A.

Toss Toss Hammer instead of Pow Pow Hammer
F3264F10 10907501
60000000 00000000
F3264F40 106DC901
60000000 00000000

Ice Ice Hammer instead of Pow Pow Hammer
F3264F10 10907501
60000000 00000000
F3264F40 106DC901
60000000 00000000
F3264F44 107E0D01
3BC00001 00000000

Toss Hammer instead of Pow Hammer
F3264DF8 108F3C01
60000000 00000000
F3264E00 10B3C701
60000000 00000000

Rising Phoenix instead of Rising Falcon
F32729B0 10867A01
60000000 00000000
F32729C4 101B0801
38600003 00000000
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goemon_guy

#134
-CODE REMOVED, because it didn't function as desired.-

EDIT:
I've been playing the PS2 version lately, and it occurred to me that Ray needs to be casted 100+ times. (And that Holy Lance can cast it as well.)
I'll update the code with these changes, and also try and find a new overlimit counter.
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