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FE: Awakening Hacking Topic


VincentASM
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I haven't been here in a while, but I figured I'd ask here. A friend's 3DS is on 8.X, is there a way to bump his FW to 9.2ish? Or what game would do that but keep the browser hack intact?

If I remember correctly, some copies of Smash have the 9.2 update, however as far as I know, cart updates only update the core system files, i.e. not the browser. So he'd have 9.0/9.2 but an 8.x browser.

There is a way to update his system to a specific version, but it's currently* rather in-depth unless one of you has either a Gateway card or the game Cubic Ninja.

*You can install the 9.2 firmware as a .cia (.cia is a type of 3ds installable), but if you don't have a Gateway or Cubic Ninja, you need to first get a .cia installer onto your 3ds. This is currently rather complicated, but if your interested you can try this.

However, the good news is: A much simpler way to do this is currently the top priority of the developers of CakesFW, (one of the CFWs for the 3ds), and they already have a proof of concept working, so I imagine it should be out rather soonish.

If you do have a gateway, Cubic Ninja or CakesFW once it's updated, then it should be relatively easy, but I'm not certain on the exact procedure. Gbatemp should have all the info you need though, although it might take some effort to find it -_-

Do note though that this carries a small risk, so make sure to back up your sysNAND first.

Edit: Also, once CakesFW is updated, you should be able to do the same thing with emuNAND, which carries less risk. The FBI injection method mentioned in my first link should also work for emuNAND if you'd rather not wait.

Edited by Bunny5390
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Thanks for the Chrom x Cordelia Support I appreciate it Now that I have Lucina & Severa are sisters and now Codelia is the Queen of Ylisse! Also can you make a code for Completed Support Log for All Characters in Extras?

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fire emblem fates seems to be different. all i can find is the roster order #, followed by level xp and hp. idk how to find the rest and idk how to read japanese either so that doesn't really help.

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I've been working on codes to add Morgan as a neutral unit to Paralogue 12 with essentially the same stats as the existing one, and the result is generic (should work regardless of your offset) codes that (sort of) work for me.

[spoiler=Codes only]B3CF1100 00000000
B000006C 00000000
D9000000 00000018
D4000000 00000110
D6000000 0000001C
D4000000 00000110
D6000000 00000050

D3000000 00000000
B3CF1100 00000000
B000006C 00000000
D9000000 00000018
B0000018 00000000
0000011C 00000000
D6000000 00000118
D4000000 00000110
D6000000 00000008

DC000000 00000017

C0000000 0000000D
DB000000 00000000
D8000000 00000110
D1000000 00000000
DC000000 0000003C

C0000000 00000006
D9000000 00000000
D6000000 00000110
D1000000 00000000

DC000000 00000004
D9000000 00000000
D6000000 00000110
D9000000 00000000
D6000000 00000110

DC000000 00000001
D9000000 00000000
D6000000 00000110
D9000000 00000000
D6000000 00000110
DC000000 0000000B

C0000000 00000009
D9000000 00000000
D6000000 00000110
D1000000 00000000
D9000000 00000040
D6000000 00000110

D3000000 00000000
D9000000 03BF2738
D4000000 000058C8
B3CF1100 00000000
B000006C 00000000
B000001C 00000000
00000090 120B120B
D6000000 00000064
D2000000 00000000


[spoiler=Codes with comments]B3CF1100 00000000 load offset of first unit
B000006C 00000000 load offset of blue team pointer
D9000000 00000018 store first green unit's (aka Morgan's) pointer
D4000000 00000110 add 0x110 to get Morgan-to-be's slot
D6000000 0000001C write Morgan-to-be's slot as end of green team
D4000000 00000110 add 0x110 to get new first empty slot
D6000000 00000050 write new first empty slot

D3000000 00000000 clear offset
B3CF1100 00000000 load offset of first unit
B000006C 00000000 load offset of blue team pointer
D9000000 00000018 store Morgan's pointer
B0000018 00000000 load offset of Morgan's slot
0000011C 00000000 clear Morgan-to-be's next character pointer
D6000000 00000118 write Morgan as Morgan-to-be's previous character
D4000000 00000110 add 0x110 to get Morgan-to-be's slot
D6000000 00000008 write Morgan-to-be as Morgan's next character

DC000000 00000017 offset is now Morgan's + 0x04 twice from D6 codes + 0x17 = 0x1F

C0000000 0000000D Now loop and copy all 0x0D skill bytes
DB000000 00000000 load Morgan byte
D8000000 00000110 write to Morgan-to-be
D1000000 00000000 end loop (offset is now +0x1F+0x0D = +0x2C)
DC000000 0000003C offset is now +0x2C + 0x3C = 0x68

C0000000 00000006 copy various pointers, 24 = 0x18 bytes
D9000000 00000000
D6000000 00000110
D1000000 00000000 offset is now 0x80

DC000000 00000004 offset is now 0x84
D9000000 00000000 copy stats pt 1
D6000000 00000110
D9000000 00000000
D6000000 00000110 copy stats pt 2

DC000000 00000001 offset is now +0x8D
D9000000 00000000 copy level/xp/hp
D6000000 00000110
D9000000 00000000
D6000000 00000110 copy status (offset is now +0x95)
DC000000 0000000B offset is now +0xA0

C0000000 00000009 copy inventory/equipped skills/weapon ranks
D9000000 00000000
D6000000 00000110
D1000000 00000000 offset is now +0xA0+0x24 = +0xC4
D9000000 00000040
D6000000 00000110 copy hair color

D3000000 00000000 clear offset
D9000000 03BF2738 get base character pointer
D4000000 000058C8 get FeMorgan character info pointer
B3CF1100 00000000 load offset of first unit
B000006C 00000000 load offset of blue team pointer
B000001C 00000000 load offset of Morgan-to-be's slot
00000090 120B120B set Morgan-to-be's location
D6000000 00000064 make Morgan-to-be into FeMorgan
D2000000 00000000 end



These codes are for the US version (should be easy to port though) and add FeMorgan (which can easily changed to MaMorgan by changing the line D4000000 000058C8 to D4000000 00005690).The codes have to be used in the chapter/at the preparation screen, and in order for the second Morgan to show up, you need to bookmark/battle save and reload, which is where the interesting behavior starts. My game always crashes after bookmarking, and upon loading the bookmark, Morgan appears as a Great Lord (?) with half her stats wrong, which I fixed with more codes. All that's left (assuming the code works at all) is to find and zero out the ev::flagset string, which is easy with a memdump.

[spoiler=hacky fixit codes]B3CF1100 00000000
B000006C 00000000
B0000018 00000000

D9000000 00000068
D6000000 00000178

D9000000 00000074
D6000000 00000184

D9000000 0000007C
D6000000 0000018C

D9000000 0000007C
D6000000 0000018C

D9000000 00000090
D6000000 000001A0

D9000000 00000090
D6000000 000001A0

D9000000 00000090
D6000000 000001A0

D9000000 00000090
D6000000 000001A0

D9000000 00000090
D6000000 000001A0

D9000000 00000090
D6000000 000001A0

D9000000 00000090
D6000000 000001A0

D9000000 00000090
D6000000 000001A0

D9000000 00000090
D6000000 000001A0

D9000000 000000D0
D6000000 000001E0

D3000000 00000000
B3CF1100 00000000
B000006C 00000000
B0000018 00000000

D9000000 0000001F
D6000000 0000012F

D9000000 0000001F
D6000000 0000012F

D9000000 0000001F
D6000000 0000012F

DB000000 0000001F
D6000000 0000012F

D2000000 00000000

I also tried copying more data over from the original Morgan, but that just resulted in instant crashes, and I was too lazy to experiment with which unknown bytes to copy.

Edited by omg
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Adding 0x110 to the green team pointer assumes the empty team is right after it. That is USUALLY the case, but load a bookmark or battle save before applying the code, and your entire code goes out the window.

Also, does anyone have the Awakening DLC, decrypted? I want to see how it makes the past Fe characters talk in the script. They're essentially MUs without static character IDs.

Edited by shadowofchaos
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I've not really made much use of bookmarks/battle saves, so you're probably right there. If my assumption of a fixed offset between the team pointers is right, it's still possible to get the address, but you'd need ASM to deal with the offset between slots since ARDS code types are too limited. Though really, that fixed offset assumption is pretty worrying too.

The interesting crash behavior is that for me the game crashes after successfully making a bookmark, but the bookmark still works. IIRC when I tried only adjusting the team pointers, previous/next character pointers, and the new unit's character pointer, there was no crash after making the bookmark but loading the bookmark caused a crash.

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Does anyone know yet how or where reclass sets are stored?

I want to look into creating an MU with a custom reclass set that could be retained through StreetPass if possible, but I don't know how feasible that would be. Just getting for myself and having it maybe be retained within my copy of the game would be enough, though.

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Does anyone know how to completely delete a slot 1 character? I was playing around by changing a guest MU to different characters but I'd like to get rid of it now. I'm on a casual file so I can't simply kill it off.

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Hey everyone, I'm a bit new to RAM hacking but I've been lurking here for a while now.

I've figured out a few things with the help of previous posts on this thread (thank you all) but I still need a little more help.


I've been wondering how to use a code that will modify a character's class.


I've been beating around the bush with this one, mainly because I couldn't find exactly how to do it in the thread. I've been using the Slot 1 Character Modifier Code by shadowofchaos to change class sets and then reclass into the desired class, then change the character again (back into the original or a different one). This method messes around with the stats, I believe, but it gives me access to Lodestar and Conqueror when I didn't have them.


To avoid stat changes and hacked character data overriding the legit character (my game froze once in the Barracks, it was probably a hacked Chrom supporting with the real one), I tried to change classes directly. Now, I know about pointers' existence, but I'm not too confident about how to work with them. With the help of the thread, I know that reading a pointer (ex. 08 32 37 15) is just reversing the bytes and subtracting 0x14000000 from them (therefore, that pointer would point to 0x1373208). But reading class pointers just pits me in the middle of a bunch of random RAM data. ;_; I tried modifying the bytes that the pointer points to, but that yields nothing.


So, instead of trying to read the pointers, I just changed the pointers directly. I found the class pointer of the desired class in a different character's block and replaced the class pointer of the desired character's block. I haven't done this much, but it seems to work for me. Sometimes I get the wrong classes, although that might be because I'm not using an updated RAM.


tl;dr - My methods don't give me access to any of the classes that I didn't originally have access to, like the enemy-only classes. Can anyone please help me with a code that can modify classes into ones like Entombed, Grima, Merchant and maybe even Dread Fighter?


Also, what is this and how can I use it? My game is US by the way.

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How did VincentASM do it in the Impossible Class Roll video?

He used pointers SPECIFIC to his 3DS. That is... you have to dump RAM to find the values every time.

The character modifier I did and the class modifier I had originally planned on making works for anyone of the proper region.

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He used pointers SPECIFIC to his 3DS. That is... you have to dump RAM to find the values every time.

The character modifier I did and the class modifier I had originally planned on making works for anyone of the proper region.

So, instead of trying to read the pointers, I just changed the pointers directly. I found the class pointer of the desired class in a different character's block and replaced the class pointer of the desired character's block. I haven't done this much, but it seems to work for me. Sometimes I get the wrong classes, although that might be because I'm not using an updated RAM.

That's what I did too, but it has limitations. I can only change into classes that I originally had somewhere on my roster.

What are the pointers for enemy-only classes? Where are they stored and how can I find them? Do they vary between 3DS's as well?

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They're all separated by 0x80's.

Just keep adding onto it.

Here's the list for Vincent for reference

0xE80A Lord M

0x680B Lord F

0xE80B Great Lord M ?

0x680C Great Lord F ?

0xE80C Tactician M ?

0x680D Tactician F

0xE80D Grandmaster M

0x680E Grandmaster F

0xE80E Cavalier M

0x680F Cavalier F ?

0xE80F Knight M

0x6811 Knight F ?

0xE811 Great Knight M

0x6812 Great Knight F ?

0xE812 General M ?

0x6813 General F

0xE813 Barbarian

0x6814 Fighter

0xE814 Mercenary M

0x6815 Mercenary F ?

0xE815 Archer M ?

0x6816 Archer F

0xE816 Berserker ?

0x6817 Warrior

0xE817 Hero M

0x6818 Hero F

0xE818 Bow Knight M

0x6819 Bow Knight F ?

0xE819 Sniper M ?

0x681A Sniper F ?

0xE81A Myrmidon M

0x681B Myrmidon F

0xE81B Thief M

0x681C Thief F ?

0xE81C Swordmaster M ?

0x681D Swordmaster F

0xE81D Assassin M ?

0x681E Assassin F

0xE81E Trickster M ?

0x681F Trickster F

0xE81F Pegasus Knight ?

0x6820 Falcoknight

0xE820 Dark Flier

0x6821 Wyvern Rider M ?

0XE821 Wyvern Rider F

0x6822 Wyvern Lord M ?

0xE822 Wyvern Lord F

0x6823 Griffon Rider M ?

0xE823 Griffon Rider F ?

0x6824 Troubadour

0xE824 Priest ?

0x6825 Cleric

0xE825 Mage M

0x6826 Mage F ?

0xE826 Dark Mage M

0x6827 Dark Mage F

0XE827 Valkyrie ?

0x6828 War Monk

0xE828 War Cleric ?

0x6829 Sage M ?

0xE829 Sage F ?

0x682A Dark Knight M ?

0xE82A Dark Knight F ?

0x682B Sorcerer M

0xE82B Sorcerer F

0x682C Dancer

0xE82C Manakete

0x682D Taguel M ?

0xE82D Taguel F

0x682E Soldier

0xE82E Villager

0x682F Merchant

0xE82F Revenant

0x6830 Entombed

0xE830 Conqueror

0x6831 Lodestar

0xE831 Grima

0x6832 Mirage

0xE832 Dread Fighter

0x6833 Bride

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@Tragonight

Or you could be me, a little boy who has too much time on his hands and figure out all 4 bytes for every class........

Edit: The class bytes are to the right :D

0xE80A Lord M 08 2B 37 15

0x680B Lord F 88 2B 37 15
0xE80B Great Lord M 08 2C 37 15
0x680C Great Lord F 88 2C 37 15
0xE80C Tactician M 08 2D 37 15
0x680D Tactician F 88 2D 37 15
0xE80D Grandmaster M 08 2E 37 15
0x680E Grandmaster F 88 2E 37 15
0xE80E Cavalier M 08 2F 37 15
0x680F Cavalier F 88 2F 37 15
0xE80F Knight M 08 30 37 15
0x6810 Knight F 88 30 37 15
0xE810 Paladin M 08 31 37 15
0x6811 Paladin F 88 31 37 15
0xE811 Great Knight M 08 32 37 15
0x6812 Great Knight F 88 32 37 15
0xE812 General M 08 33 37 15
0x6813 General F 88 33 37 15
0xE813 Barbarian 08 34 37 15
0x6814 Fighter 88 34 37 15
0xE814 Mercenary M 08 35 37 15
0x6815 Mercenary F 88 35 37 15
0xE815 Archer M 08 36 37 15
0x6816 Archer F 88 36 37 15
0xE816 Berserker 08 37 37 15
0x6817 Warrior 88 37 37 15
0xE817 Hero M 08 38 37 15
0x6818 Hero F 88 38 37 15
0xE818 Bow Knight M 08 39 37 15
0x6819 Bow Knight F 88 39 37 15
0xE819 Sniper M 08 3A 37 15
0x681A Sniper F 88 3A 37 15
0xE81A Myrmidon M 08 3B 37 15
0x681B Myrmidon F 88 3B 37 15
0xE81B Thief M 08 3C 37 15
0x681C Thief F 88 3C 37 15
0xE81C Swordmaster M ? 08 3D 37 15
0x681D Swordmaster F 88 3D 37 15
0xE81D Assassin M 08 3E 37 15
0x681E Assassin F 88 3E 37 15
0xE81E Trickster M 08 3F 37 15
0x681F Trickster F 88 3F 37 15
0xE81F Pegasus Knight 08 40 37 15
0x6820 Falcoknight 88 40 37 15
0xE820 Dark Flier 08 41 37 15
0x6821 Wyvern Rider M 88 41 37 15
0XE821 Wyvern Rider F 08 42 37 15
0x6822 Wyvern Lord M 88 42 37 15
0xE822 Wyvern Lord F 08 43 37 15
0x6823 Griffon Rider M 88 43 37 15
0xE823 Griffon Rider F 08 44 37 15
0x6824 Troubadour 88 44 37 15
0xE824 Priest 08 45 37 15
0x6825 Cleric 88 45 37 15
0xE825 Mage M 08 46 37 15
0x6826 Mage F 88 46 37 15
0xE826 Dark Mage M 08 47 37 15
0x6827 Dark Mage F 88 47 37 15
0XE827 Valkyrie 08 48 37 15
0x6828 War Monk 88 48 37 15
0xE828 War Cleric 08 49 37 15
0x6829 Sage M 88 49 37 15
0xE829 Sage F 08 4A 37 15
0x682A Dark Knight M 88 4A 37 15
0xE82A Dark Knight F 08 4B 37 15
0x682B Sorcerer M 88 4B 37 15
0xE82B Sorcerer F 08 4C 37 15
0x682C Dancer 88 4C 37 15
0xE82C Manakete 08 4D 37 15
0x682D Taguel M 88 4D 37 15
0xE82D Taguel F 08 4E 37 15
0x682E Soldier 88 4E 37 15
0xE82E Villager 08 4F 37 15
0x682F Merchant 88 4F 37 15
0xE82F Revenant 08 50 37 15
0x6830 Entombed 88 50 37 15
0xE830 Conqueror 08 51 37 15
0x6831 Lodestar 88 51 37 15
0xE831 Grima 08 52 37 15
0x6832 Mirage 88 52 37 15
0xE832 Dread Fighter 08 53 37 15
0x6833 Bride 88 53 37 15
0xE833 Dummy 08 54 37 15

Edited by TemporalDragon
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@Tragonight

Or you could be me, a little boy who has too much time on his hands and figure out all 4 bytes for every class........

Edit: The class bytes are to the right :D

0xE80A Lord M 08 2B 37 15

0x680B Lord F 88 2B 37 15
0xE80B Great Lord M 08 2C 37 15
0x680C Great Lord F 88 2C 37 15
0xE80C Tactician M 08 2D 37 15
0x680D Tactician F 88 2D 37 15
0xE80D Grandmaster M 08 2E 37 15
0x680E Grandmaster F 88 2E 37 15
0xE80E Cavalier M 08 2F 37 15
0x680F Cavalier F 88 2F 37 15
0xE80F Knight M 08 30 37 15
0x6810 Knight F 88 30 37 15
0xE810 Paladin M 08 31 37 15
0x6811 Paladin F 88 31 37 15
0xE811 Great Knight M 08 32 37 15
0x6812 Great Knight F 88 32 37 15
0xE812 General M 08 33 37 15
0x6813 General F 88 33 37 15
0xE813 Barbarian 08 34 37 15
0x6814 Fighter 88 34 37 15
0xE814 Mercenary M 08 35 37 15
0x6815 Mercenary F 88 35 37 15
0xE815 Archer M 08 36 37 15
0x6816 Archer F 88 36 37 15
0xE816 Berserker 08 37 37 15
0x6817 Warrior 88 37 37 15
0xE817 Hero M 08 38 37 15
0x6818 Hero F 88 38 37 15
0xE818 Bow Knight M 08 39 37 15
0x6819 Bow Knight F 88 39 37 15
0xE819 Sniper M 08 3A 37 15
0x681A Sniper F 88 3A 37 15
0xE81A Myrmidon M 08 3B 37 15
0x681B Myrmidon F 88 3B 37 15
0xE81B Thief M 08 3C 37 15
0x681C Thief F 88 3C 37 15
0xE81C Swordmaster M ? 08 3D 37 15
0x681D Swordmaster F 88 3D 37 15
0xE81D Assassin M 08 3E 37 15
0x681E Assassin F 88 3E 37 15
0xE81E Trickster M 08 3F 37 15
0x681F Trickster F 88 3F 37 15
0xE81F Pegasus Knight 08 40 37 15
0x6820 Falcoknight 88 40 37 15
0xE820 Dark Flier 08 41 37 15
0x6821 Wyvern Rider M 88 41 37 15
0XE821 Wyvern Rider F 08 42 37 15
0x6822 Wyvern Lord M 88 42 37 15
0xE822 Wyvern Lord F 08 43 37 15
0x6823 Griffon Rider M 88 43 37 15
0xE823 Griffon Rider F 08 44 37 15
0x6824 Troubadour 88 44 37 15
0xE824 Priest 08 45 37 15
0x6825 Cleric 88 45 37 15
0xE825 Mage M 08 46 37 15
0x6826 Mage F 88 46 37 15
0xE826 Dark Mage M 08 47 37 15
0x6827 Dark Mage F 88 47 37 15
0XE827 Valkyrie 08 48 37 15
0x6828 War Monk 88 48 37 15
0xE828 War Cleric 08 49 37 15
0x6829 Sage M 88 49 37 15
0xE829 Sage F 08 4A 37 15
0x682A Dark Knight M 88 4A 37 15
0xE82A Dark Knight F 08 4B 37 15
0x682B Sorcerer M 88 4B 37 15
0xE82B Sorcerer F 08 4C 37 15
0x682C Dancer 88 4C 37 15
0xE82C Manakete 08 4D 37 15
0x682D Taguel M 88 4D 37 15
0xE82D Taguel F 08 4E 37 15
0x682E Soldier 88 4E 37 15
0xE82E Villager 08 4F 37 15
0x682F Merchant 88 4F 37 15
0xE82F Revenant 08 50 37 15
0x6830 Entombed 88 50 37 15
0xE830 Conqueror 08 51 37 15
0x6831 Lodestar 88 51 37 15
0xE831 Grima 08 52 37 15
0x6832 Mirage 88 52 37 15
0xE832 Dread Fighter 08 53 37 15
0x6833 Bride 88 53 37 15
0xE833 Dummy 08 54 37 15

Thanks! That's what I've been replacing in the RAM data, and I already had Lodestar, Conqueror, Assassin M,and Barbarian marked.

I was wondering how they related to the previous list. It was confusing me.

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Thanks! That's what I've been replacing in the RAM data, and I already had Lodestar, Conqueror, Assassin M,and Barbarian marked.

I was wondering how they related to the previous list. It was confusing me.

I also never understood the previous list so i just went and experimented.

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This may have been mentioned already, but has anyone figured out what the maximum amount of a single item is? I know the game always shows x99, but you can definitely go over that limit. I have a feeling that it is 9999 (I currently have 3978 Arms Scrolls in my Convoy thanks to ymyn's Unit items = 255 code), and I doubt that it could be higher.

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Yo, I was wondering if there were any tutorials or guides on understanding the more advanced code types for Action Replay. I have experience in hacking games as I've worked on a fan translation project but TBH Action Replay codes confuse me. I guess this may sound dumb but I really don't understand what they're even saying when they're talking about loading registers and all that.

I tried looking at previous codes and cross referenced them with the code types, but I'm really not getting it. Every other guide only talks about the super basic code types and pointer codes, but even then, they use a program to make those pointer codes.

All I really want to do is make Chrom support Lissa, Corderlia (these two are done already I'm sure?), Miriel, Cherche, Tharja, Nowi, and Panne.

Another code I wanted to make was a class modifier code. I would work off of SoC character modifier code, but since I'm so new to AR codes I thought I'd just mess it all up. :/

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-EU codes snip-

I haven't been able to test it yet, but am I correct in thinking that the characters pointers have a difference of 8 bytes between US and EU versions, and that was made it not function properly before?

So, MMorgan who's 0x5688 in the US version, would technically be 0x5690 in the EU code?

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Hello again. So, after looking at several pages and trying to understand how previous codes worked, it suddenly clicked in my head and was able to produce this little gem. Here you are my fellow Americans, a class modifier code that works for the NA copy of Awakening, regardless of DLC and Spotpass!

Slot 1 Class Modifier (US)
D9000000 03CF0AF8
D4000000 0000XXXX
B3CF1100 00000000
D6000000 00000068
D2000000 00000000

XXXX:
0000 Lord M
0080 Lord F
0100 Great Lord M ?
0180 Great Lord F ?
0200 Tactician M ?
0280 Tactician F
0300 Grandmaster M
0380 Grandmaster F
0400 Cavalier M
0480 Cavalier F
0500 Knight M
0580 Knight F ?
0600 Paladin M ?
0680 Paladin F ?
0700 Great Knight M
0780 Great Knight F ?
0800 General M ?
0880 General F
0900 Barbarian
0980 Fighter
0A00 Mercenary M
0A80 Mercenary F ?
0B00 Archer M ?
0B80 Archer F
0C00 Berserker ?
0C80 Warrior
0D00 Hero M
0D80 Hero F
0E00 Bow Knight M
0E80 Bow Knight F ?
0F00 Sniper M ?
0F80 Sniper F ?
1000 Myrmidon M
1080 Myrmidon F
1100 Thief M
1180 Thief F ?
1200 Swordmaster M ?
1280 Swordmaster F
1300 Assassin M ?
1380 Assassin F
1400 Trickster M ?
1480 Trickster F
1500 Pegasus Knight ?
1580 Falcoknight
1600 Dark Flier
1680 Wyvern Rider M ?
1700 Wyvern Rider F
1780 Wyvern Lord M ?
1800 Wyvern Lord F
1880 Griffon Rider M ?
1900 Griffon Rider F ?
1980 Troubadour
1A00 Priest ?
1A80 Cleric
1B00 Mage M
1B80 Mage F ?
1C00 Dark Mage M
1C80 Dark Mage F
1D00 Valkyrie ?
1D80 War Monk
1E00 War Cleric ?
1E80 Sage M ?
1F00 Sage F ?
1F80 Dark Knight M ?
2000 Dark Knight F ?
2080 Sorcerer M
2100 Sorcerer F
2180 Dancer
2200 Manakete
2280 Taguel M ?
2300 Taguel F
2380 Soldier
2400 Villager
2480 Merchant
2500 Revenant
2580 Entombed
2600 Conqueror
2680 Lodestar
2700 Grima
2780 Mirage
2800 Dread Fighter
2880 Bride
2900

EDIT: Another quick code I whipped up. Since parent pointers are a pain, and since most people just use it for twin Morgans I made a code that copies Slot 2's parent pointer and pastes it into the Slot 1 character!

Slot 1 Character Has Slot 2 Character's Parents (US)
B3CF1100 00000000
D9000000 00000188
D6000000 00000078
D2000000 00000000

Edited by Silent Hell
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Nice! I tested those codes for a bit and they work for me.

I only did one test for the second code, but I can confirm these work for the first code. You can remove the question marks if you like.

0100 Great Lord M
0180 Great Lord F
0200 Tactician M
0580 Knight F
0600 Paladin M
0680 Paladin F
0700 Great Knight M
0780 Great Knight F
0800 General M
2280 Taguel M

Paladin and Great Knight classes have the same animations and stats for both genders, so I'm not entirely sure, but they work.

Taguel M gives the unit Yarne's untransformed model, but changes to Panne's Taguel model when a Beaststone is equipped. I don't think there is a work around this, I've tried many times modifying characters and my own class pointers, to no avail.

For the second code, I used Slot 1 Lucina and Slot 2 Noire. It worked perfectly, even changing the stat modifiers.

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