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Garnet

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About Garnet

  • Birthday December 28

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    https://www.youtube.com/user/KeyEveris

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  • Favorite Fire Emblem Game
    Path of Radiance

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Garnet's Achievements

  1. 79: シュート (SID_SHOOT) - Assigned to archers and snipers. Enables use of ballistae and longbows. I tried to find a way for a bit, but it seems locked to the black knights class and not skills. 80930ED0 is the hex for the regular general, and 80933518 is the hex for the black knight, even though it also says General. I was able to forcefully equip the weapon, but it's still grayed out and not usable. The only way I was able to attack with it was to have his class be the black knight, and then right before the animation plays, switch it away to a different class, but that's not realistic. Maybe if you tried editing the rom directly or used Jespoke's FE9 editor, although I don't think it has that feature. The only other way I can imagine figuring this out would be to switch between the general classes and repeatedly search and test every changed bit of memory, but without knowing what value you are searching for, that's very effortful. Or you could just texture edit ragnell and change it's name to alondite, if you wanted to give up ragnell for the specific playthrough.
  2. Using the debug menu you can add these skills to characters 0: 主人公 (SID_HERO) - Assigned to Ike. Enables Order, Direct, and use of Ragnell and the regal sword. 7: ラスボス (SID_FINAL) - Assigned to Ashnard. Enables use of Gurgurant, and disables the awarding of experience points for player units who fight them. 87: 専用B (SID_EQ_B) - Assigned to Elincia. Enables use of Amiti. 88: 専用C (SID_EQ_C) - Assigned to Giffca, Tibarn and Naesala. Enables use of the laguz band. 91: 鍵無料 (SID_KEY0) - Assigned to all thieves except Volke. Enables free unlocking of doors and chests. 93: 専用D (SID_EQ_D) - Assigned to all soldiers, halberdiers, knights, generals, sword knights, lance knights, axe knights, bow knights, and paladins. Enables use of the knight ward. Alondite is actually locked to the Black Knight class, not a skill. At least from my testing. Taking the black knight and changing his class to General also locks his weapon.
  3. on the shortcut to Dolphin, rick click and open properties, then type "-d" in the comment section or at the end of the target link type -d "C:\Users\User\Documents\Dolphin Emulator\Dolphin\Dolphin.exe" -d
  4. If you open Dolphin in Debug Mode, and go view/memory, you can enter 80929524 into the text box below "Search Address" just above the Set Value button, then hit Search and it should jump down to where Ashnards character hex address is. Then replace 80929524 with 8092F0F0 and press Set Value. This should change your current Ashnard into Berserk Ashnard. Try to do it when your in the base though, and you might have to save and reload. Or you can try and open up the debug menu during the level, after Ashnard turns evil you can set him to an ally with the regular ar codes and then end the chapter early through the debug menu. Then you could try and also use a code to change to an earlier chapter. https://tcrf.net/Fire_Emblem:_Path_of_Radiance/Debug_Menu
  5. I don't think Ashnard can learn an occult scroll. According to the hex data, King Daein is an extra promotion after Wyvern Lord. Princess Crimea also counts as an extra promotion after Falcon Knight, but you were meant to be able to use her. You can try using the Debug Menu to edit his skills during a chapter. This way you can put any skill on anyone. https://tcrf.net/Fire_Emblem:_Path_of_Radiance/Debug_Menu
  6. I completely didn't think of that, I have not really ever looked into transferring data considering I only have a gamecube irl, but it seems like a cool feature. The function I used was https://wiki.openoffice.org/wiki/Documentation/How_Tos/Calc:_BINOMDIST_function First, I will say that I'm not very familiar with either function, but I've read that... The B function in OpenOffice Calc is used to calculate the binomial coefficient, which represents the number of ways to choose k successes out of n trials. This is also known as a combination or "n choose k." It's typically used in scenarios where you need to know how many different ways a certain number of successes can occur in a given number of trials, without considering the probability of these successes. The BINOMDIST function calculates the binomial distribution, which is the probability of a specific number of successes in a given number of trials, with a specified constant probability of success in each trial. This function is used when dealing with scenarios where you have a fixed number of independent trials, each with the same probability of success, and you want to know the probability of a certain number of successes. So I felt like BINOMDIST was the better choice. It does seem like the data for the main site is a rounded version of your data. I also did not consider that stats could cap early though, and I don't know the effect that would have. Either function, almost all of them are within 5% accurate, with only a few outliers like Soren having a 58% chance to cap res instead of 78%, or Boyd having a 92% chance to cap health instead of 66%, so the two functions must be very similar in this scenario.
  7. Thanks for liking my video! Sorry it's been about a week without an answer to this topic. I've not been very active online and have mostly been playing FE for fun. Make enemies player-controlled on/off (Z+D-pad Left/Right) 0A2EF408 00000011 402B1674 00001400 0A2EF408 00000012 402B1674 00001401 Make enemies/others player-controlled on/off (Z+D-pad Left/Right) 4A2EF408 00000011 402B1674 00001400 402B1674 00002000 4A2EF408 00000012 402B1674 00001401 402B1674 00002002 Make others/partners player-controlled on/off (Z+D-pad Left/Right) 8A2EF408 00000011 402B1674 00002000 402B1674 00002C00 00000000 40000000 8A2EF408 00000012 402B1674 00002002 402B1674 00002C03 00000000 40000000 Make everyone player-controlled on/off (Z+D-pad Left/Right) 8A2EF408 00000011 402B1674 00001400 402B1674 00002000 402B1674 00002C00 00000000 40000000 8A2EF408 00000012 402B1674 00001401 402B1674 00002002 402B1674 00002C03 00000000 40000000 Swap enemies and allies on/off (Z+D-pad Left/Right) 0A2EF408 00000011 402B1674 00000801 0A2EF408 00000012 402B1674 00000800 0A2EF408 00000011 402B1674 00001400 0A2EF408 00000012 402B1674 00001401 Make enemies other-controlled on/off (Z+D-pad Left/Right) 0A2EF408 00000011 402B1674 00001400 0A2EF408 00000012 402B1674 00001402 Make enemies partner-controlled on/off (Z+D-pad Left/Right) 0A2EF408 00000011 402B1674 00001400 0A2EF408 00000012 402B1674 00001403 Make partners enemy-controlled on/off (Z+D-pad Left/Right) 8A2EF408 00000011 402B1674 00002C01 00000000 40000000 8A2EF408 00000012 402B1674 00002C03 00000000 40000000 Always player's turn 00330719 00000000 For changes to take a more permanent effect you need to clear the chapter or suspend and resume the chapter. Be careful with setting enemies to allies and the suspending the chapter because some chapters will break. It's also funny to swap enemies and allies but that's usually broken too. You might notice that you can reinforce and the unit will look yellow, and will only change to their red color when suspended and resumed, but if you have the code turned on and then reinforce they will look red but not truly be red until you suspend and resume. Also the codes often use the numbers 0, 1, 2, and 3 which represent player, enemy, other, and partners. But if you set a unit to 4 they will disappear from the map. Character data stored elsewhere does save if the unit is an ally or not, but it's overwritten by this main data so changing individual characters mid-chapter is pointless.
  8. I was looking at https://serenesforest.net/path-of-radiance/characters/chance-to-cap/ I didn't like how many zeroes there were. Credits were given to Fire Emblem Averages, as far as I can see they only list the average stat and not the chance to cap, so I can't tell what formula was used. The average stat isn't too hard to calculate, it's just the base stat + promotion bonus + level ups * growth rate. However, calculating the chance of hitting the stat cap is a binomial distribution using the equation P(X=k)=(kn)×pk×(1−p)n−k, where each level up is an independent event with a fixed probability of increasing the stat. Those are complex calculations with varying results depending on the number of decimal places used. Comparing spreadsheet of results I created which calculates up to 10 decimal places, it looks like the table currently listed only calculates with 2 decimal places and then rounds the result. In the table below, I listed the results for Ike calculated with ten decimals and then rounded to two decimal places compared to the current chance to cap listed on the webpage. For Ike: HP Str Mag Skl Spd Lck Def Res 0.02% 70.39% 0.05% 58.81% 79.07% 0% 35.21% 2.08% vs 0% 59% 0% 56% 78% 0% 46% 8% That's not too different, and after calculating all characters myself there's only a margin of error of about 10% on any character for any stat, which is honestly kind of nitpicking and I'm glad the results on the site are accurate enough. Also, given that Path of Radiance doesn't have split promotion lines, the chance to cap a stat doesn't really matter as much because the characters classes are always the same. So all in all, this was a pretty pointless post which I was inspired to make when I somehow max out Ike's HP and thought that was impossible. It turns out there's a less than 1% chance, and either way it's very likely I forgot I used a Seraph Robe in an earlier chapter. I wonder what each characters chance to cap would be if the available stat boosting items were included in the results? Well anyway, I think Path of Radiance would be pretty fun if split promotions were a thing. I mean first of all, you have to remove the whole sage dagger skill thing. What a mistake. Ike as a great lord? He's always been OP anyway, maybe one of the easiest lords to solo a game with. Sothe would make a good Rogue though. Mia as an Assassin doesn't really match her personality but I would probably use her more often. I would totally turn Boyd into a Pirate, and I'm sure that would lead to some funny added support conversations considering all the bandits they used to fight, but him as a Hero makes a lot of sense too. I would probably make Rolf a Ranger, after all Oscar is also a mounted unit. I think it would be a really fun mod, not that people are putting much effort into making mods for PoR. Maybe a De-make of Path of Radiance will get finished someday and then split promotion lines could be added to a version of that.
  9. The process would be pretty much the same, except when replacing a boss it's easier to find their data because you can search for the character value. Rikard is 8092A8AC, so you need to load the chapter and use dolphin in debug mode to search 8092A8AC, replace it with 80929A38 to change him to Caineghis. I don't think it's possible to change the range of weapons, but maybe someone has figured it out. To remove the blessing from characters you need to remove skill 95 from them, the easiest way would be to use the built in debug menu https://tcrf.net/Fire_Emblem:_Path_of_Radiance/Debug_Menu AR codes for replacing that bandit might be possible because the data would probably be in the same spot on a fresh save file, even then sometimes it might be off by a few. Where the memory is stored changes as the game goes on, it basically chooses whatever memory is convenient to use, so it's never the same.
  10. I apologize for being inactive but life is life, things get busy. I'll do my best to answer any questions when I can. No, but FE10 is very similar in the way it is set up, so you can search for data in a similar way. For instance, 80b5feb0 is an Iron Sword, 80B600E0 is a Brave Sword, 80b642d0 is a Vulnerary, and 08000000 means something has 8 uses. I think there's actually more support for FE10 and there is FE9, including a few Discord Servers, so I hope you find what you need elsewhere. I have experimented with FE10, but I kind of just stick to FE9. Long story short, you can't successfully change Zihark to a Soldier unless you mod and patch the iso file, and there is a useful tool for that on the web somewhere which has been used for randomizations. The reason for this is because Zihark doesn't have an animation for equipping lances. He only has animations for swords. If you try, he'll turn into a black version of Ike, which is some kind of default model. The animation for him attacking will also be a generic soldier as well. That said, instead of grabbing Ike's character value and then repeatedly adding until you end up on Zihark, you could search for 80928AFC which is Ziharks character value. After that, I find having a spreadsheet which calculates all the other values based off of the character value to be pretty convenient for finding other data you want to change. I certainly wish FE9 was as easy to mod as GBA games, I'm sure we'd have some great fan games out there already. The way it is, I bet it would be easier to program a new game from scratch rather than mod FE9 for an entirely new story. For this I made a new file and just experimented a bit. I changed the Bandit in front of the house to Caineghis. First you have to find the data for the bandit, which is a bit harder because there are plenty of "Bandit" characters stored in the memory, so I searched for Iron Sword instead. 809335B0 is an Iron Sword, so I put that into the search and looked it up 5 times because the first 4 were all the Iron Swords Ike was holding. The 5th sword was the bandits, which I use to find the character data which was stored in 002B22EC. Changing that to 80929A38 turned him into Caineghis, but he's not really fully functional at all. Here are the next values I changed to finish off his character. 002B22F0 80932AF0 to change his class to Lion 002b2330 809346D8 for the Lion Claw 002b2320 00000304 Gives the skills 2, 8, and 9 002b2328 01000050 Gives the skills 68, 70, and 88 002B2350 809369b8 Have the Laguz Band 002b2354 00800000 Equip the Laguz Band Finally, you just have to suspend the chapter and reload and he should be a fully functional Caineghis. He might be level 2, and his current health is less than his max health, but the rest of his stats are pretty high so be careful trying to beat that chapter. Sorry these aren't straight AR Codes, but if you are lucky, all the addresses should be the same if you edit them in debug mode yourself. Also, I find changing skills through the in-game debug menu to be easier if you are looking to edit other characters skills.
  11. That's pretty weird, it hasn't happened to me on a hack yet. Now that I think about it, maybe they forgot to hack her gender and it brought up the male version of her model. Sometimes gender matters with models and sometimes it doesn't, but in case that happens to you then try giving her 1: 女性 (SID_FEMALE) - Assigned to female units though the debug menu. Related to the code I gave, which I probably should have tested first.. It does work, but boyd didn't switch right away so I had to suspend first. He might have lower stats than usual, but at chapter 1 he's almost comparable to Titania.
  12. This is the code listed on the wiki for the us version This is the code I use which I guess might be because I'm using dolphin or maybe at some point I switched the command to B+A instead of B+Z? And here is a screenshot of the menu, the useful parts are in english but some is in japanese Make sure you are selecting nothing, or a character that has already moved Press A on Game Press A on Clear Map If it gives you the regular menu, start over and try again, it'll work the first time or not at all If you are using a physical copy instead of dolphin, I don't know how you can get Gashilama without the debug menu. The address he's located at changes and there's too much variation for me to give you a specific AR code that will work every time. If all else fails, you could see if this code works, which will replace Boyd with Gashilama and his class with Berserker. 042B1B6C 8092A5F0 042B1B70 80932578
  13. Sorry for not replying sooner, I've been a little busy. The short answer to your question is yes. That will only work on chapters with defeat boss victory conditions. It would be better to kill everyone else off and then use the debug menu to clear the map. I think I'm going to give up on a casual mode AR code. I wrote a huge 140 line code to check if allies had joined and if so make them immortal, but unfortunately characters who die in the middle of the chapter survive with 1 hp. That's a little more like god mode and less like casual mode. Here is that ar code, with an explanation, if anyone wants to see if they can improve it. Also, I can't find any documentation for making ar codes with loops for gamecube, that would be helpful for these codes that end up over a hundred lines.
  14. Are there any resources or tools for help making FE9 styled character portraits? Most of the sprite related art I've practiced with has been smaller scale pixel art, not that I'm good at that anyway but the portraits are way out of my league if I want to make something from scratch. At the moment I've been working on a mod for inserting classes or characters to FE9. I'm currently trying to add Tharja, I've had some success with changing the texture of a sage as the model, but her portrait from FE Heroes throws off the vibe.
  15. Enter the Action Replay code for your version, then press B and Z while in a chapter to open the debug menu. Then you can select Game > Clear Map. It'll skip directly to the save menu for beating that chapter. When I said bandit or pirate I meant when you press Start while in a chapter and it brings up a little minimap, some characters are listed as "Pirates" or "Vigilantes". I have tried the immortal command on Gashilama, it's known as Skill 92 or SID_IMMORTAL. Anyone who has the skill will not be removed from the party between cutscenes. Applying the skill to everyone might create a fake casual mode but I have not tested that.
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