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FE: Awakening Hacking Topic


VincentASM
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Questions:

1.) First what is slot 1? It's mean save slot one or character on list

If character, then how change them? Because Chrom always 1st

And second if i'm do this right Slot 1 sibling support level for EU would be:

B3CF2100 00000000

60000078 00000000
B0000078 00000000
20000038 00000005
D2000000 00000000

But is didn't work and what character it's apply?

omg, you do what i want to make) I wanna delete relationship of parents to create extra children characters

But cant do that with your codes and with hex editing because now don't know how. (Or do something wrong)

_____________________________________________________________________

My work:

2.) Still don't get it how to work it...

Here my character hex..

7b2703b81936237187023a484321a6d9.jpg

OFFSET OF MY WEAPON RANK 01387B80 and have 5A 00 00 00 5A 00

in game i have C sword rank and A book rank

How make a code to change C rank to A rank (or add all A rank)

In ar database i found:

B3CF2100 00000000
C0000000 00000044
100000BE 00005A5A
000000C0 5A5A5A5A
6000000C 00000000
B000000C 00000000
D2000000 00000000
But it dont work for me and 5A5A5A5A i thing it's maximum string here
But how make it work for me and how it's calculated?
First B3CF2100 is offset, right?
Second is value 00000000, right?
Am, ar worked now (but not for MU Robin...)
What i need to use from fcram.bin to make code?
I still wanna delete - broke marriage and delete or change parents on children
Edited by ever17
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1) To change slot one, simply do a streetpass/spotpass/risen battle and unselect everyone, then select the one to change. I'm not familiar with support codes (only used a Chrom-Cordelia one once), but a sibling support from slot 1 should have the sibling in slot one to my understanding.

2) VincentASM mapped it earlier in the thread, but I haven't found the values for it. Haven't been focusing on things that you can get through grinding.

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Hmm, interesting thing) Now i know how this ar cheats create!

But now i stack in 2 things..

1st we cant copy our MU-Robin portrait! Am i right?

(But i now know how unlock them from logbook)

2nd is where i find how break marriage!!! BUT it only work for Panne and not for MU-Robin... WHY???!!!

(Looks like system chain children to fathers)

Now i need some help who knows anything about it...

Okay, i read all this post and get it that to add don't exist S support it (or not exist support= genetic code work for this?) need to do manually

But in beginning sow that somehow do hmm,,, incest? thing parents x children marriage, don't get it how it work

How work this code (how to use it?)? Improved MaMU x FeMU support code (EU):

B3BF3724 00000000
0000020C 120D0803
D9000000 00000010
D4000000 00000011
D6000000 00000208
D2000000 00000000
B3BF3724 00000000
D9000000 00000010
DC000000 00000238
0000020C 120D0803
D6000000 00000208
D2000000 00000000

Edited by ever17
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The generic support code was meant to support two characters that have no support data for each other. To edit preexisting supports, you need to go through the process I detailed in http://serenesforest.net/forums/index.php?showtopic=52377&page=28#entry3902981

I managed to reach up until the part with subtracting with 14000000.... >.<

Looks like my dreams of MaMUxGaius is dead for now. D:

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What I've found fun in doing is switching the children's parents around by using ShadowofChaos's slot 1 character modifier and swapping characters. Stat wise and classwise, the characters will become each other, even parent supports. I've especially had fun with exclusive class accessing, (Great Lord Chrom!Nah and Manakete Nowi!Lucina anyone?) Characters with special classes like lord, taguel a, and Manakete keep those classes. You could also turn streetpass units into children characters, but they won't have children stat modifications. I can't help anyone with supports though, sorry!

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Crap! I make children codes and go back to Sumia that first was wife Chrome...

She was unmarried successfully and support was rested, but my MaleMU save support with here.

I load backup when ChromXSumia was married and now i cant unmarried them again...

I forgot where was Married pointer...

Can anyone tell me where it saved? I look in this topic, but don't find it... Pls?

Edited by ever17
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Another update. I've created a couple more codes that I hope will finally put an end to having to waste time dumping ram for simple edits. Once again, special thanks to the previous hackers for creating codes for reference. So with that, I bring you all inventory modifiers and a weapon rank code. :D

[spoiler=Inventory modifiers]Slot 1 Character inventory modifier (US version)

B3CF1100 00000000

000000A0 00YY00XX

000000A4 00YY00XX

000000A8 00YY00XX

000000AC 00YY00XX

000000B0 00YY00XX

D2000000 00000000

All active characters have the following inventory (US version)

B3CF1100 00000000

C0000000 00000044

000000A0 00YY00XX

000000A4 00YY00XX

000000A8 00YY00XX

000000AC 00YY00XX

000000B0 00YY00XX

6000000C 00000000

B000000C 00000000

D2000000 00000000

Where XX is the item and YY is the number/durability of each item. Infinite weapons like Grima's Truth, Falchion, and Priam's Ragnell have a YY value of 00.

Item ID's with default number of uses (in hex) for reference (Thanks to ZXApocrypha for the IDs):

0x01 bronze sword (32)

0x02 iron sword (28)

0x03 steel sword (23)

0x04 silver sword (1E)

0x05 brave sword (1E)

0x06 armor slayer (19)

0x07 wyrmslayer (19)

0x08 killing edge (1E)

0x09 levin sword (19)

0x0A rapier (23)

0X0B noble rapier (19)

0X0C missiletainn (23)

0X0D sol (1E)

0X0E amatsu (1E)

0X0F falchion

0x10 exalted falchion

0x11 parallel falchion

0x12 mercurius (19)

0x13 tyrfing (19)

0x14 mystletainn (19)

0x15 balmung (19)

0x16 sol katti (19)

0x17 Ragnell (player) (19)

0x18 Ragnell (inf)

0x19 tree branch (14)

0x1A Soothing Sword (0A)

0X1B Glass Sword (3)

0X1C Superior Edge (0A)

0X1D eliwood’s blade (14)

0X1E roy’s blade (19)

0X1F alm’s blade (0A)

0x20 leif’s blade (14)

0x21 eirika’s blade (14)

0x22 seliph’s blade (0F)

0x23 bronze lance (32)

0x24 iron lance (28)

0x25 steel lance (23)

0x26 silver lance (1E)

0x27 brave lance (1E)

0x28 javelin (19)

0x29 short spear(19)

0x2A Spear (19)

0X2B beast killer (19)

0X2C blessed lance (23)

0X2D killer lance (1E)

0X2E luna (1E)

0X2F Gradivus (19)

0x30 gungnir (19)

0x31 gae bolg (19)

0x32 log (14)

0x33 miniature lance (0A)

0x34 Shockstick (14)

0x35 Glass Lance (3)

0x36 Superior Lance (0A)

0x37 sigurd’s lance (0F)

0x38 ephraim’s lance (14)

0x39 finn’s lance (19)

0x3A bronze axe (32)

0X3B iron axe (28)

0X3C steel axe (23)

0X3D silver axe (1E)

0X3E brave axe (1E)

0X3F hand axe (19)

0x40 short axe (19)

0x41 Tomahawk (19)

0x42 hammer (19)

0x43 bolt axe (1E)

0x44 killer axe (1E)

0x45 vengeance (1E)

0x46 wolf berg (23)

0x47 hauteclare (19)

0x48 Helswath (19)

0x49 armads (19)

0x4A ladle (14)

0x4B imposing axe (0A)

0x4C Volant axe (0A)

0x4D glass axe (3)

0x4E Superior Axe (0A)

0X4F titania’s axe (14)

0X50 Orsin's Hatchet (14)

0X51 hector’s axe (0F)

0X52 bronze bow (32)

0X53 iron bow (28)

0X54 steel bow (23)

0x55 silver bow (1E)

0x56 brave bow (1E)

0x57 blessed bow (23)

0x58 killer bow (1E)

0x59 Longbow (19)

0x5A astra (1E)

0X5B parthia (19)

0x5C yewfelle (19)

0x5D nidhogg (19)

0x5E double bow (19)

0x5F slack bow (14)

0x60 towering bow (0A)

0x61 underdog bow (0F)

0x62 Glass Bow (3)

0x63 Superior Bow (0A)

0x64 wolt’s bow (19)

0x65 innes’ bow (0F)

0x66 fire (2D)

0x67 elfire (23)

0x68 arcfire (1E)

0x69 bolganone (19)

0x6A valflame (19)

0x6B Thunder (2D)

0x6C elthunder (23)

0x6D arcthunder (1E)

0x6E thoron (19)

0x6F mjolnir (19)

0x70 wind (2D)

0x71 elwind (23)

0x72 arcwind (1E)

0x73 rexcalibur (19)

0x74 forseti (19)

0x75 excalibur (19)

0x76 Book of Naga (19)

0x77 flux (2D)

0x78 nosferatu (14)

0x79 ruin (14)

0x7A waste (1E)

0x7B goetia (19)

0x7C grima’s truth

0x7D Mire (0A)

0x7E dying blaze (3)

0x7F micaiah’s pyre (0F)

0x80 Superior Jolt (0A)

0x81 katarina’s bolt (14)

0x82 wilderwind (5)

0x83 celica’s gale (14)

0x84 Aversa's Night (0A)

0x85 heal (1E)

0x86 mend (14)

0x87 physic (0A)

0x88 recover (0F)

0x89 fortify (5)

0x8A goddess staff (1)

0x8B Rescue (5)

0x8C ward (5)

0x8D hammerne (1)

0x8E kneader (14)

0x8F balmwood staff (0F)

0x90 Catharsis (5)

0x91 dragonstone (32)

0x92 Dragonstone+ (23)

0x93 beaststone (32)

0x94 beaststone+ (23)

0x95 blighted claws

0x96 blighted talons

0x97 expiration

0x98 vulnerary (3)

0x99 concoction (3)

0x9A Elixir (3)

0x9B pure water (3)

0x9C hp tonic (1)

0x9D strength tonic (1)

0x9E magic tonic (1)

0x9F skill tonic (1)

0xA0 speed tonic (1)

0xA1 luck tonic (1)

0xA2 defense tonic (1)

0xA3 resistance tonic (1)

0xA4 door key (1)

0xA5 chest key (1)

0xA6 master key (1)

0xA7 Seraph Robe (1)

0xA8 Energy Drop (1)

0xA9 Spirit Dust (1)

0xAA Secret Book (1)

0xAB Speedwing (1)

0xAC Goddess Icon (1)

0xAD Dracoshield (1)

0xAE Talisman (1)

0xAF Naga’s tear (1)

0xB0 Boots (1)

0xB1 Arms Scroll (1)

0xB2 Master Seal (1)

0xB3 Second Seal (1)

0xB4 bullion (S)

0xB5 bullion (M)

0xB6 bullion (L)

0xB7 sweet tincture (3)

0xB8 gaius’s confect (5)

0xB9 kris’s confect (5)

0xBA Tiki's Tear (1)

0xBB Seed of Trust (1)

0xBC reeking box (1)

0xBD Rift Door (1)

0xBE Supreme Emblem (1)

0xBF all stats +2 (1)

0xC0 paragon (1)

0xC1 iote's shield (1)

0xC2 limit breaker (1)

0xC3 silver card (1)

0xC4 dread scroll (1)

0xC5 wedding bouquet (1)

0xC6 1000 gold

0xC7 3000 gold

0xC8 5000 gold

0xC9 7000 gold

Another note, if you want to have the item equipped from the start, simply change the first byte to "10".

Example:

000000A0 101E0008

This next code gives all active characters A ranks for all weapons.

[spoiler=A weapon ranks for all active characters]All active characters have highest weapon rank (US)

All active characters have highest weapon rank (US)

B3CF1100 00000000

C0000000 00000044

100000BE 00005A5A

000000C0 5A5A5A5A

6000000C 00000000

B000000C 00000000

D2000000 00000000

EDIT: It appears someone on gbatemp already made the weapon rank code, so I guess don't credit me for it since it isn't original.

Just wondering, can anyone convert the Inventory Modifier codes so they could work on the Japanese version of the game if it hasn't been done already? Would be much appreciated!

Edited by MrPerson0
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Just wondering, can anyone convert the Inventory Modifier codes so they could work on the Japanese version of the game if it hasn't been done already? Would be much appreciated!

Slot 1 Character inventory modifier (JP version)
B3CEE100 00000000
000000A0 00YY00XX
000000A4 00YY00XX
000000A8 00YY00XX
000000AC 00YY00XX
000000B0 00YY00XX
D2000000 00000000
All active characters have the following inventory (JP version)
B3CEE100 00000000
C0000000 00000044
000000A0 00YY00XX
000000A4 00YY00XX
000000A8 00YY00XX
000000AC 00YY00XX
000000B0 00YY00XX
6000000C 00000000
B000000C 00000000
D2000000 00000000
Should work, i think)
Edited by ever17
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I finally got around to actually using my codes to add an extra Morgan to Paralogue 12, and when I got around to looking at parent pointers the extra Morgan I added and recruited now has its own separate parent pointer despite having been created with a duplicate of the original Morgan's. After running into some wonkiness with sibling supports between more than two siblings, I've also figured out how parent and sibling supports are stored in the table that the parent pointer points to.

[spoiler=Parent Table Offsets]0x00 father pointer

0x04 asset/flaw

0x06 unknown 2 bytes

0x08 grandparent 1 pointer

0x0C asset/flaw

0x0E unknown 2 bytes

0x10 grandparent 2 pointer

0x14 asset/flaw

0x16 unknown 2 bytes

0x18 support with father

0x19 unknown 3 bytes

0x1C mother pointer

0x20 asset/flaw

0x22 unknown 2 bytes

0x24 grandparent 3 pointer

0x28 asset/flaw

0x2A unknown 2 bytes

0x2C grandparent 4 pointer

0x30 asset/flaw

0x32 unknown 2 bytes

0x34 support with mother

0x35 unknown 3 bytes

0x38 sibling support

0x39 unknown 3 bytes?

Changing the unknown bytes above didn't trigger any noticeable changes, though I didn't look into them very much. Also, on the subject of parents, in roster table entries the byte at offset 0x96 appears to govern whether a character is married to Maiden or not, with values 0x40 or higher making the character's spouse Maiden. This triggers the appearance of child paralogues, but keeping the value caused a crash preventing Owain's paralogue from starting (which was the only one I tested). Reverting the value of the 0x96 byte to 00 after the paralogue appears is an easy way to generate fatherless children.

Stat modifiers are calculated by grandparents' mods + parents' mods + all assets/flaws (applies for non-Avatars too) + 1, which presumably pulls values for everyone from the static character table where all characters with dynamic caps (children, Avatar) have 0 modifiers.

[spoiler=Codes for changing parent data (US), only work on children (characters with parent pointers)]Slot 1 father modifier

D9000000 03BF2738

D4000000 00000008

D4000000 0000XXXX

B3CF1100 00000000

60000078 00000000

B0000078 00000000

D6000000 00000000

10000000 0000YYYY

20000014 000000ZZ

D2000000 00000000

Slot 1 mother modifier

D9000000 03BF2738

D4000000 00000008

D4000000 0000XXXX

B3CF1100 00000000

60000078 00000000

B0000078 00000000

D6000000 0000001C

10000000 0000YYYY

20000030 000000ZZ

D2000000 00000000

Slot 1 grandparent 1 modifier

D9000000 03BF2738

D4000000 00000008

D4000000 0000XXXX

B3CF1100 00000000

60000078 00000000

B0000078 00000000

D6000000 00000008

10000008 0000YYYY

D2000000 00000000

Slot 1 grandparent 2 modifier

D9000000 03BF2738

D4000000 00000008

D4000000 0000XXXX

B3CF1100 00000000

60000078 00000000

B0000078 00000000

D6000000 00000010

10000010 0000YYYY

D2000000 00000000

Slot 1 grandparent 3 modifier

D9000000 03BF2738

D4000000 00000008

D4000000 0000XXXX

B3CF1100 00000000

60000078 00000000

B0000078 00000000

D6000000 00000024

10000024 0000YYYY

D2000000 00000000

Slot 1 grandparent 4 modifier

D9000000 03BF2738

D4000000 00000008

D4000000 0000XXXX

B3CF1100 00000000

60000078 00000000

B0000078 00000000

D6000000 0000002C

1000002C 0000YYYY

D2000000 00000000

Slot 1 sibling support level

B3CF1100 00000000

60000078 00000000

B0000078 00000000

20000038 000000YY

D2000000 00000000

[spoiler=XXXX values]From shadowofchaos's list:

0x0 Male My Unit/Male Avatar

0x238 Female My Unit/Female Avatar

0x470 Guest My Unit/Guest Avatar

0x6A8 Chrom

0x8E0 Liz/Lissa

0xB18 Frederick

0xD50 Viole/Virion

0xF88 Soiree/Sully

0x11C0 Vaike

0x13F8 Sol/Stahl

0x1630 Miriel

0x1868 Callum/Kellam

0x1AA0 Sumia

0x1CD8 Ronku/Lon'qu

0x1F10 Richt/Ricken

0x2148 Mariabelle/Maribelle

0x2380 Velvet/Panne

0x25B8 Gaia/Gaius

0x27F0 Tiamo/Cordelia

0x2A28 Grego/Gregor

0x2C60 Nono/Nowi

0x2E98 Libera/Libra

0x30D0 Sariya/Tharja

0x3308 Olivia

0x3540 Serge/Cherche

0x3778 Henry

0x39B0 Lucina

0x3BE8 Sairi/Say'ri

0x3E20 Basilio

0x4058 Flavia

0x4290 Donny/Donnel

0x44C8 Anna

0x4700 Wood/Owain

0x4938 Azure/Inigo

0x4B70 Brady

0x4DA8 Djelle/Kjelle

0x4FE0 Cynthia

0x5218 Serena/Severa

0x5450 Jerome/Gerome

0x5688 Male Mark/Morgan

0x58C0 Female Marc/Morgan

0x5AF8 Chambray/Yarne

0x5D30 Loran/Laurent

0x5F68 Noire

0x61A0 Nn/Nah

0x63D8 Tiki

0x6610 Gangrel

0x6848 Valhart/Walhart

0x6A80 Emelina/Emmeryn

0x6CB8 Lenha/Yen'fay

0x6EF0 Inverse/Aversa

0x7128 Paris/Priam

0x7360 Marth_FE1

0x7598 Dummy

0x77D0 Unpromoted_Monster

0x7A08 Promoted_Monster

0x7C40 Merchant

[spoiler=YYYY values] YYYY is flaw then asset, with the stats being:

00 - None

01 - HP

02 - Strength

03 - Magic

04 - Skill

05 - Speed

06 - Luck

07 - Defense

08 - Resistance

For example, +Skill/-Def is 0704.

[spoiler=ZZ values]Values for parent/sibling supports:

00 Default, C available

01 C

05 B available

06 B

0F A available

10 A

[spoiler=How to convert to EU or JP]Replace the first four lines with

JP:

D9000000 03BEF6E4

D4000000 00000008

D4000000 0000XXXX

B3CEE100 00000000

EU:

D9000000 03BF3720

D4000000 00000008

D4000000 0000XXXX

B3CF2100 00000000

Regular (non-parent/sibling) support levels are stored in the roster table entries. I'll repost the structure since it hasn't been posted in a while and the link in the first post is incomplete. Each entry is 0x110 bytes and corresponds to a character slot, and the pointer stored at 0x03CF1100 (US)/0x03CF2100 (EU)/0x03CEE100 (JP) gives the starting location of the roster table.

[spoiler=Roster entry structure]Offsets:

0x08 prev char's pointer

0x0C next char's pointer

0x1F learned skills (0x0D=13 bytes, binary table)

0x64 character (portrait) pointer

0x68 class pointer

0x6C team pointer

0x74 logbook pointer

0x78 parent data pointer

0x7C enemy portrait pointer

0x84 (8 bytes) stats

0x8C roster number (slot number, 1 byte)

0x8D level/exp/hp (1 byte each)

0x90 coordinates (x from left/y from top), 1 byte each

0x94 status (moved/not, 1 byte)

0x96 married to maiden (?, 1 byte >=0x40 makes spouse maiden)

0xA0 inventory (0x14 bytes - 2 bytes for item type/uses byte/10 or 00 for equipped or unequipped)

0xB4 equipped skills (10=0x0A bytes, zero separated)

0xBE weapon ranks (6 bytes)

0xC4 support ranks (0x3F = 63 bytes?)

0x104 hair color (4 bytes, rrggbbff, rgba)

I'd like to confirm that this actually does work on MUs of any variant. It also saves support data of the MU and its parents in its logbook entry.

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If you could upload a ram dump for me, I'd be much obliged to find it for you.

Anyway, here's a little tutorial for what I did and a breakdown of how the code works. So let's start with the first part of the code for the NTSC-U version:

B3BF2738 00000000

This line of code tells the game to go to the offset 0x03BF2738 and load the pointer found there. This pointer defines the beginning of the support tables.

EcsKd4L.png

Although the location of the support table may change, the location of the pointer itself will always be at the offset 0x03BF2738. So now we see that the pointer is A0E13315, reverse it, and subtract 14000000 which gives us 0133E1A0. So I go there.

TnwXXOr.png

Now, this is where the fun part starts. I used the Excel Calculator to find the location of FeRobin's support table. which is 0x0133E3D9 for me.

E0fBeSM.png

Finally, we need to find Tharja's character slot. So use the Excel Calculator again to find Tharja's game label, which is 7E9A3415 for me. So using this, we can find Tharja's support slot!

tgS4Qlq.png

Now, the part that we want to edit are the 4 bytes after this pointer. We want to change 040A1263 to a romantic support type, which I changed to 120D0803 in my code.

Now how do we use this info and turn it into code form? Well the 040A1263 in Tharja's support slot started at offset 0133E4AC. Simply subtract! 0133E4AC-0133E1A0 in Windows calculator set in programmer mode and check the "hex" mode. 0133E4AC-0133E1A0=030C

So the code so far looks like:

B3BF2738 00000000

0000030C 120D0803

Repeat this process again for Tharja's table and you get 03164 for the distance from the pointer to Robin's character slot in Tharja's table. So the final code ends up looking like

B3BF2738 00000000

0000030C 120D0803

00003164 120D0803

D2000000 00000000

Where the last line terminates all previous code types. Although it's not necessary, I like to use it when I put in multiple codes.

Now you guys know why I can't just give you a list of values to plug in like the last time since 030C and 3164 are essentially just the distance from the beginning of the support tables and every character slot is in a different location for existing supports.

I hope this helps. I tried making this as newb friendly as I could.

So I guess a generic code to edit existing support types would look like this:

B3BF2738 00000000

XXXXXXXX YYYYYYYY

ZZZZZZZZ YYYYYYYY

D2000000 00000000

Where XXXXXXXX is the distance from the first characters support type slot, ZZZZZZZZ is the distance from the second character's support type slot, and YYYYYYYY is the support type.

It's most likely hard coded, so the game is constantly checking which character you're playing as so even if you could give them those costumes it would most likely change back the second you reload or load a new level.

You've lost me, when you said to use excel calculator, because I don't know where to get the excel calculator. Also I dont know how to use that.

However if there was a formula on how you managed to get to Robin's support pointer without using a calculator, I would probably have been able to follow the steps.so that's why I have no idea how you came up with robin's support table.

So where can I get the excel calculator? Or is there a formula I can follow?

Sorry, I'm very lost here T.T

i just want to add S supports to those who dont have it.

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I found the excel calculator, and I tried to make sense out of it. XD

I tried it out with Kjelle and Severa, but I guess I did something wrong, I was merely groping in the dark and came up with these codes.

It freezes my game so it's probably wrong T.T

B3BF2738 00000000

00000890 120D0803

000045A0 120D0803

D2000000 00000000

I hope someone out there would help me.. :c

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I found the excel calculator, and I tried to make sense out of it. XD

I tried it out with Kjelle and Severa, but I guess I did something wrong, I was merely groping in the dark and came up with these codes.

It freezes my game so it's probably wrong T.T

B3BF2738 00000000

00000890 120D0803

000045A0 120D0803

D2000000 00000000

I hope someone out there would help me.. :c

Read the faq in first post) You can find character that you need using skills that he have

Look on youre 3ds character skills, then find it here http://serenesforest.net/img/fehax/Skill2.txt

Example: If my character have:

0x55 Lifetaker

0X2B Renewal

0x0A Avoid +10

Then you would get

55 00 2B 00 0A 00 00 00 00 00

Go in hex and search for hex value : 55 00 2B 00 0A 00 00 00 00 00

Then using image table that somebody post in this thread (where was writen character and logbook pointer, hair color, plase in list, skills)

Find your character plase in list, if it right then you find it! Character poiner you find without problem)

ps(I dont try thing with exel calculator, because dont know how to use it =\ )

Edited by ever17
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Read the faq in first post) You can find character that you need using skills that he have

Look on youre 3ds character skills, then find it here http://serenesforest.net/img/fehax/Skill2.txt

Example: If my character have:

0x55 Lifetaker

0X2B Renewal

0x0A Avoid +10

Then you would get

55 00 2B 00 0A 00 00 00 00 00

Go in hex and search for hex value : 55 00 2B 00 0A 00 00 00 00 00

Then using image table that somebody post in this thread (where was writen character and logbook pointer, hair color, plase in list, skills)

Find your character plase in list, if it right then you find it! Character poiner you find without problem)

ps(I dont try thing with exel calculator, because dont know how to use it =\ )

I know how to search for the character block but the support block is different than that I think.

I tried following the instruction given by Silent Hell, but I guess I got pretty lost...

my brain hurts so I will hive this a rest for now :V hehe

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  • 3 weeks later...
Slot 1 Character inventory modifier (JP version)
B3CEE100 00000000
000000A0 00YY00XX
000000A4 00YY00XX
000000A8 00YY00XX
000000AC 00YY00XX
000000B0 00YY00XX
D2000000 00000000
All active characters have the following inventory (JP version)
B3CEE100 00000000
C0000000 00000044
000000A0 00YY00XX
000000A4 00YY00XX
000000A8 00YY00XX
000000AC 00YY00XX
000000B0 00YY00XX
6000000C 00000000
B000000C 00000000
D2000000 00000000
Should work, i think)

Ridiculously late, but yeah, it does work!

Seeing that Homebrew is easily accessible now for the 3DS and everyone can dump their save, even on the latest firmware, think it'll be possible to create a save editor with a GUI interface? Would probably take a long time to make due to the amount of info Fire Emblem holds though... I recall m0rt working on one, but it seems that the user hasn't made an official download for it yet.

Edited by MrPerson0
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Hi,

I'm currently messing around with hex-editing saves and wanted to ask if someone found out the values for the difficulty setting?

Or has an idea How to find them.

Thanks in advance

You can make four new game saves on each difficulty with the same exact character choices and saved at the same exact moment. Then you can compare the four saves, and you should be able to narrow down any shared file differences very easily. Game time will probably be different across the four saves, but so should the difficulty. You can narrow down the addresses this way.

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Stuff

I bring you... The GENERIC SUPPORT CODE! stuff

Slot 1 Hair Color Modifier (US)

B3CF1100 00000000

00000104 FFBBGGRR

Stuff

First of all, thank you for making all these great codes. My game is becoming more and more my game.

So thanks to everyone out there making codes.

Do you think you could show me how to convert the Hair Color Mod code to the JP version of the game?

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So after spending the whole day with Awakening and HxD save editing, I finally got 2 Robins and 2 Morgans.

'Select Units' screen

But there's one major issue I have now, the female Morgan I made cannot be made to be the daughter of male Robin and Nowi or sister of Nah, at least Morgan has supports with the other children, and even has the non-sibling supports with Nah:

Male Robin, Nowi, Nah, Female Morgan

I think it the reason for it was because both the Robin and Morgan I made were edits from the Avatar Logbook, while Robin is not much of an issue as simply changing his character data from logbook Robin (02) to story Robin (00). Morgan was the bigger issue since I don't know how to create new /duplicate characters all together, and the portrait and map sprite would not change to Morgan, so I had to use a custom build to resemble f!Morgan, not only that, but Robin builds aren't made as children, so f!Morgan's parent lines do not match up with any of the other children in the game.

Female Robin (Left) & Male Morgan (Right): Already in the game
JKchw8Q.png WwLLcvo.png

Male Robin (Left) & Female Morgan (Right): Put in the game by hacks
MlgdbZS.png CKgbvi9.png

Is it even possible to get parent lines onto f!morgan, or copy / duplicate / replicate male Morgan's data into an empty unit slot to get a f!Morgan, I'm not that experienced?

I know that there are other posts in this thread about parent pointers and creating Morgans, but in most cases, those were about hex editing the RAM dump or ARcodes of the game, and generally not about save editing itself.

Edited by Triforce141
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Is it even possible to get parent lines onto f!morgan, or copy / duplicate / replicate male Morgan's data into an empty unit slot to get a f!Morgan, I'm not that experienced?[/size]

I know that there are other posts in this thread about parent pointers and creating Morgans, but in most cases, those were about hex editing the RAM dump or ARcodes of the game, and generally not about save editing itself.[/size]

Should be if RAM editing it made it work.

https://www.youtube.com/watch?v=LDUzuvp9Dao

Do you want me to decrypt my save for you to mess around with it?

Edited by shadowofchaos
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Should be if RAM editing it made it work.

https://www.youtube.com/watch?v=LDUzuvp9Dao

Do you want me to decrypt my save for you to mess around with it?

It's no matter, I got the the logbook robin to work as a real Morgan now.

https://d3esbfg30x759i.cloudfront.net/ss/WVW69iXoSg8auFt__5

When I was working on this last night, I initially only added the parent pointers from other children onto Morgan and some other failed attempts. After I got some free time today, I had one of those 'how was it so obvious yet I didn't notice moment' Why not just overwrite all of the logbook information with the data from Morgan?

So I just got whatever blocks were between m!Morgan's hair color and the bytes before the next character starts, some other hoo hah, imported the edited save, and now it works:

Left (m!Morgan's data that I copied) & Right (f!Morgan's logbook data that I deleted and inserted m!Morgan data there)

AEm0hYo.png

The only issue I have now in regards to save editing now is changing difficulty, followed the steps on inspectah's and Hard changed to Lunatic and it initially worked at first, but enemy stats weren't changed, and saving reverts back to hard. But since you can just cheese through the game by save editing an infinite supply of Naga's Tear, unlocking Lunatic+ won't be that hard.

Fake Edit: Also hi shadowofchaos, I fought against you in Splatoon on a ranked squad battle,

https://www.youtube.com/watch?v=-RXwjT6MVVk&feature=youtu.be&t=25m44s

(I'm the one with the normal name in that battle)

Edited by Triforce141
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It's no matter, I got the the logbook robin to work as a real Morgan now.

I'm glad you got it working.

Fake Edit: Also hi shadowofchaos, I fought against you in Splatoon on a ranked squad battle,

https://www.youtube.com/watch?v=-RXwjT6MVVk&feature=youtu.be&t=25m44s

(I'm the one with the normal name in that battle)

YOU'RE ONE OF THE S RANKS THAT DESTROYED US!?

HOW DO YOU GET THAT GOOD

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YOU'RE ONE OF THE S RANKS THAT DESTROYED US!?

HOW DO YOU GET THAT GOOD

The power of Comcast, no joke, the game lags alot for me, and more often than not, I get those, how did I just survive that moments, like in that same video @27:55, I get those moments way too often.

However, the neogaf squads I join up usually don't have voice chat, we basically have the lobby to text chat and that's it.

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