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Raivshard

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    Radiant Dawn

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  1. There's a thread about this with exactly what you want.
  2. I've been getting some edit requests for the spreadsheet, but it looks like plenty of folks here don't know about it Attached is a downloadable xlsx file that should be a relatively complete list of codes for the PAL version, tested using Dolphin. All characters, class, level, exp, stats, items held, stats, etc on items held, skills in your skill slots, etc. The list is generated based on offsets Note: a few of the characters and their columns are highlighted in the Char tab. If I recall correctly, this is due to each playthrough switching the offset that some of them use, so make sure to test those ones for your character if the listed one doesn't work. I suggest modifying the experience value in order to quickly verify this. I haven't touched it in years, so if you ask me questions about it, I might not remember all the answers, but I'll try my best, within reason. Finding the specific thing for the other specific thing is up to you. Where stuff is in the file and how to use it? That you can ask. I recommend taking the zip and using the file directly, as google drive is horribly slow and can screw with formatting, etc. Zip is both linked below on GDrive and attached directly to the post. There are two versions: First, the original, which is also attached in a zip: https://docs.google.com/spreadsheets/d/1bgjtsTVe5Giu66MvARN7i915Yj8-INWy/edit?usp=sharing&ouid=100706173635800767882&rtpof=true&sd=true the same but zipped, downloadable from GDrive https://drive.google.com/file/d/0B_cbkID_vCZeVXVWX2ZxenZHdjQ/view?usp=sharing&resourcekey=0-tyicLCZiDyQ4REorw4wlJw Second one has been modified by other people. Not sure what they changed, aside from some formatting: https://docs.google.com/spreadsheets/d/0B_cbkID_vCZeeDRtSkg4MHZudlU/edit?usp=sharing&ouid=100706173635800767882&resourcekey=0-iwGYySdN94O4ouGyLf-Sqw&rtpof=true&sd=true Codes and Info.zip
  3. Been quite a while since I checked in. Never did go back to working on the PAL version for the code creator. Probably never will, sorry guys. I don't check my messages much, but clearly there's still interest here, so I'll keep an eye on it for a while. The post with my spreadsheet is here: http://serenesforest.net/forums/index.php?showtopic=47361&page=4#entry3342186 Someone mentioned that the offsets are different in newer versions of Dolphin. I can't confirm this at the moment, as I don't have a recent version installed and don't have time. Keep in mind that certain characters, particularly those near the end of the list, have their offsets changed in different playthroughs. One way to avoid this is to create a save/save state at the beginning of the game, then never ever ever save over it. Sadly, that removes the option for the multiple playthroughs flag and special characters. Alternative? Download a save game online which has the requisite achievements and use that as a base. That is a very good question, and can be answered by anyone who takes a look at the skill slot addresses in Dolphin's debug mode. Obviously you don't have that access. I don't have the time to look into exactly what you need, so all I can say is: ask around. Short version, many attributes (can equip Florette, Florette Usable) are applied like skills. These "skills" are hidden from the skills screen in-game but take up skill slots in memory. Most characters have slightly different sets of these. Some characters have many hidden skills. There is not currently a list of exactly what these are and which skill slots they occupy. The hidden skills are usually first, but some might not be. Can't be certain without looking at each individual character's skills in debug mode. See the spreadsheet: In the Skills tab, Skill Reference is the base location for each skill. Skill Cost is further down in the same column. Each skill has its own Skill Cost code. Class skill addresses are the skill slots in the Char tab (Skill Slot 1, Skill Slot 2, etc). Each character has 18 skill slots. Many of these are occupied by hidden skills, and yes, I am aware that I already said that. It bears repeating. First row labelled Skill in each Skill Slot section is for the specific skill (skill reference) Following rows labelled Skill are for other properties, but I only discovered the value for skill cost. Free and locked: numbers in parenthesis are the applicable values, 01 and 02. Locked means it cannot be removed, free means there's no skill cost. Note that Ch.4 has it's own values and free/locked are flipped. One possible workaround might be to add skills to slots 12-18. Always test with a visible skill to be sure that it appears after whatever is already on the list. Changing visible skills is easier: just set each skill slot to a visible skill until it shows up in the character's skill list. Reload the save which you made right before editing, and then change the slot which you located.
  4. Hmm, looks like interest is rising around here. Also, I've been busy with Other Things. It's been gently requested that I attach a file of what I have--something I should have done months ago. I'm going to supply links to an excel file and a shared version of the file on google docs. Be warned, the google docs version may be sluggish due to the size of the file. Google Docs link: https://docs.google.com/spreadsheets/d/1U9E6GksIrbkTqk3NmCn9L143j10YB6uzd5HR3Hclca4/edit?usp=sharing Original file: MS Excel XLSX file (Use Excel 2007 or up, or OpenOffice, a free, powerful alternative to MS Office) https://drive.google.com/file/d/0B_cbkID_vCZeeDRtSkg4MHZudlU/edit?usp=sharing Notes: The top section of the "Values" tab contains reference values for skill ranks, damage types, forge types, weapon effectiveness vs, and gold codes. The "Formulae" tab is where I figure stuff out. There are a few pertinent data bits, but the notable one is for the item names Down on the bottom right of the Formulae sheet is a section labeled "Names, from first letter". The hex location is for that first letter. "Space Allocated" is the total number of letters you can use for a particular item. Each bit is 00-FF --- Fire = 46697265 in hex. Each line of the code should be four letters only. All remaining unused space should be filled with 00, otherwise you'll see letters and symbols where you don't want them. For instance, to change the Name of "Killing Edge", We would start at 006CDCE8. By checking the allocation, we know that it has 16 spaces available to use. The new name will be "Boba Fett's Gun". 12 letters right? WRONG! Don't think letters, think spaces; punctuation and space between words counts--both have values which are separate from null space (00). There are fifteen spaces in use for this name, so it will need four codes Boba: 006CDCE8 426f6261 Fet: 006CDCEC 20466574 t's : 006CDCF0 74277320 Gun : 006CDCF4 47756e00 How you implement them is up to you, but each four letters get their own line of code separate and distinct from the others. Note the spaces between words use value 20 whereas the value after the last "n" is 00, which tells the game "stop here, no more space". Don't mix these up. More Notes: Most of the stuff which I indexed is in the Characters and Items tabs, but there are a couple of things on the Class and Skills tabs which can be changed (Base move, Skill Capacity, Skill Cost). For Items, Skills, and Classes, the main ID which other codes need for reference is the very top code in a given column. All base codes are for these things are present Skill Slots: The first few skill slots for each character belong to skills like Female Unit, Command Units, Laguz Transform Gauge, Boss Unit, Climb, Can Equip Bows/Swords/Knives, etc. There are a lot of these. Some characters only have 2 or 3; other characters have 5 or more. None of these skills have a cost and none or very few of them show up on the skills list in the game, so don't add/change skills with PAR codes in-game unless you know EXACTLY which hex location to use. The most effective way to mod this section during play is to use the memory viewer in Dolphin Debug, which you can have open at the same time as regular Dolphin. Make a save state, pause emulation, load state in Debug. Make your changes, save state in a different slot, pause debug. Resume emulation in normal Dolphin, load state number that you save in Debug: voilĂ ! Final Note: The BEXP codes are worthless (unless one of you has figured it out--I didn't actually read the other pages) The work-around takes slightly more time: locate the experience code for the character you want to level, and set the value to 63 (that's hex for 99) The gold codes are flawless relative to all of the other codes. If the gold codes included in the sheet work for you, then the other codes will also be fine. Some characters exist at different hex locations on different play-throughs. If a character code does not work even after you exit the screen and re-enter it, then you'll need to do some manual cheat-searching. Alternatively, the characters whose hex locations change are usually near the end of the list and switched with a nearby character, so you can try the codes for nearby characters if this occurs. Just don't save anything until you're certain you have it right. Each character/item/skill/class, etc. gets one column, no overflow. This keeps things simple. If you have discovered and posted things which are not in the spreadsheet, it's because it's late and I'm tired and haven't read all the other posts yet since my last visit. Modifying items in a character's inventory: the Might, Hit, Crit, and Weight mods are Forge mods, so you must set a forgetype in order to use them. See the Values tab for forgetypes. Base item values are located in the Items tab. For relevant questions, PM me and post your question here as well if no one has already done so--that way people know it's been asked. Now, go forth ye all and rename thine Bronze Dagger to "Bunny Snuffer".
  5. Haven't looked at the python script much thus far, but yeah, it looks like it should be pretty straightforward for adding/changing sections once I wrap my mind around the coding. I've mostly just been going through this playthrough with some tweaks and minor changes, so I likely won't do much more building/modding for a good bit. I am curious about adding a PAL option to the version selector dropdown menu, though. I also added a few character locations -- referenced from the geckocodes page: The space between Fiona and Geoffrey: Sigrun, Tanith, Sanaki, Naesala, Bastian, Oliver, Volke, Caineghis, Giffca, Kurthnaga, Ena, Renning.
  6. Fire Emblem: Radiant Dawn PAL codes All values in this post are from the PAL version (except where specified). The offset for PAL character codes from your NTSC item value is 442272 dec / 6BFA0 hex. The offset between characters in the PAL version is still 3F0 / 1008 (so no change there). The offset for PAL item values from your NTSC item values is -2350176 dec / -23DC60 hex (subtract). NTSC Slim Sword: 80B62210 PAL Slim Sword: 809245B0 Found core item names with memory viewer's ascii search. Renamed a couple to verify the correct address. [spoiler=Info re: Item Names (and changing them)]Slim Sword Base Name 006CDC64 536C696D 006CDC68 2053776F 006CDC6C 72640000 Silver Sword 006CDC98 53696C76 006CDC9C 65722053 006CDCA0 776F7264 Note that names can use 4, 8, 12, or 16 spaces, and the distance between the start of one and the start of the next depends on the number of characters used. Also note that in each case, the name length must less than 4, 8,12, or 16 characters, ie: usage of 8 spaces requires a name of 7 characters or less, or 12 spaces requires 11 or less, etc. Nothing uses more than 16. I copied a list and RegEx'ed it into delineated pieces, then tossed it into excel and grabbed the character count of each name with a macro. Double-checked it with the memory viewer at a few random locations down the list. Edit: Mostly successful: I ran into problems with the identical names (different versions of claw and fang, etc). I edited these sections manually, then rechecked the values on the bottom of the list. All good. Glad there's an ASCII view option. Edit: Skill names start right after the items. Cool. Now who wants to change lion fangs to Bunny Ears? Negligible damage, but since they can move separately, you get two attacks. ;-) Oh, wait, there's only space for 7 characters. Hmm: Bny Ear . . . B. Ears . . . SpfTstc. Nah, I'll leave it. Also, in your code creator program, in the section for modifying items, you have a part labelled "(0-8) (???)"; I believe that it may refer to the amount of Weapon Experience you gain for that weapon type. Either that or the location one bit previous, as there's a an extra space between that code and the rank requirement. Your thoughts? For example: NTSC 1.01 values from Code Creator: Silver Sword Rank Requirement 02B62368 000000B5 empty location? 02B62369 0000000? <---------------- (0-8) (???) 00B6236A 0000000? <---------------- WExp? I'll double-check this later, but the Silver Sword has in it's base item stats a value of 05 between the rank req. value and the max uses value. The wiki states that 5 is the WExp given by this weapon, so I think that's it. Edit: In the PAL version, the Rank Requirement is location 9. Location 8 is always empty, and location A always has the same number as displayed by the wiki for WExp Edit: Found the switch for damage types on a weapon. It was listed on http://geckocodes.org/?c=RFEE01; I just referenced the location by comparing it to the location of their weapon range code. - the location is 10 hex / 16 dec less than the min range of the weapon. [spoiler=Damage Type Reference:] For Florete: code from the site: 04B60340 00C80009 converted to PAL: 00924B60 00C80009 converted to NTSC 1.01: 00B626D0 00C80009 Note: the 09 at the end is it. For swords, it's normally 00. The 09 changes damage output to light magic. - it's on the tail end of the value string, which of course means that you need to add 03 to get the specific location. Don't know what the C8 references. Damage Type Values: Sword 0 00 Lance 1 01 Axe 2 02 Bow 3 03 Knife 4 04 Strike 5 05 Fire 6 06 Thunder 7 07 Wind 8 08 Light 9 09 Dark 10 0A Staff 11 0B Functional: - Item slots: blessing, forge-types, forging modifiers, item lock, force equip, uses remaining - Items: items and item names -- everything works - Level, Experience, and Stat codes - Gold codes Offset not found yet: (haven't looked) - Skills: adding, removing, modifying Untested: (likely have different offsets) - Model codes - Class codes Won't bother with class and model codes any time soon unless I get curious about something. Currently, everything is in a 2MB Excel file. Not exactly ready for public consumption, but useful. If there's interest, I can attach the file. Eventually, I'll put a bunch of stuff up in spoiler tags, also.
  7. Very nicely made, Haiyukin. I have the PAL version, so of course these codes don't work out of the box, but that's where Dolphin comes in handy. A little searching sorted that out, and a handy-dandy spreadsheet with numerical offsets and formulae copy-pasted handled the rest. Seems to be based on v.1.01 Edit: this post is outdated. See my next post further down for more complete and recent information. For the PAL version, add 6BFA0 for most character codes. The offset between characters in the PAL version is still 3F0 / 1008 (so no change there). I've verified that the following work: - Level, Experience, and Stat codes - Gold codes Buggy: - Bonus Exp code not so much, although a buggy version can be found on a french site. Randomly works, but usually zeroes out your BExp. Issues: The code for Fiona didn't work so I checked and found that her codes are offset by 2 extra slots (+ 7E0 / +2016), whilst Maurim and Vika are both shifted back one slot each (-3F0 / -1008). Codes that don't function: - Skill codes for free/locked status Untested: - The rest of the skill codes - Equipment
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