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brassy

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Posts posted by brassy

  1. 8 hours ago, DRAGUEN said:

    Hello, how did you code Florete to deal magic damage?

    This is Florete's data:

    All I did was change the second 00 03 42 D0 to 00 03 42 82

    00 02 AA A0 00 02 E7 18 00 02 CC E7
    
    00 03 42 D0 00 03 42 D0 00 03 16 08 00 00 00 00
    
    00 02 9A B8 00 00 00 00 00 10 00 C8 0E 5F 0F 05
    
    2D 04 01 02 01 00 00 00 04 03 00 00 00 03 43 1B
    
    00 03 41 6E 00 03 42 C8 
  2. 9 hours ago, Person mystery said:

    If you want to spread a hack around, I suggest using xdelta. The extra work needed on the user is slim when you only changed FE10Data, but if you change a bunch of other files too (zmap, mess, scripts, shops, main.dol, etc) it increases a lot.

    Thanks Person Mystery! At this time I am unsure if I want to promote it further. So far it seems like a lot of people are skeptical of my changes, and this is fair I guess. It was a personal hack I decided to release.

  3. Radiant Dawn Brassy's Tweaks is a hack of Radiant Dawn I made to make playable characters more viable and fun to play on hard mode by tweaking character growths, base levels, class caps, weapons might, skills, and the Laguz Gauge. I tuned the characters to be viable and competitive for every chapter they are available! I also kept the lore and story based feats of the characters in mind when implementing the changes.

    Please understand that this is not a difficulty hack and that the changes were not made with LTC or optimal play in mind. I balanced the hack for brisk-play assuming that the player would attempt to meet the bonus experience goals for each chapter. This hack has been balanced for Hard Mode, you can still play on Normal, but please understand that you will have an easier experience because the changes were calibrated with hard mode enemies in mind. The changes were made based on my own experience and views expressed in the community on Gamefaqs, Reddit, YouTube and here!

    Features (Please see change log for a more exhaustive list of changes):

    • Buffs to "weaker" units across the board to make them more competitive with their "stronger" counterparts. Stronger units were not made weaker.
    • Increases the stats of Tormod, Vika, Muarim, Geoffrey, Lucia and the herons to make them more viable in endgame!
    • One-Two Range Staves
    • Magic Damage increased across Wind, Fire, Thunder and Dark schools. Thunder Magic is now more powerful than Fire, and Florete does Magic Damage.
    • Might of several other weapons are increased or decreased; ie Hand Axes, Javelins, Thunder, Wind, Light and Fire were nerfed to discourage using 1-2 range forges over alternatives.
    • Non-Royal and Dragon Laguz Strikes now level up faster (Double for Cats, Wolves, Hawks and quadruple for Ravens and Tigers)
    • Non-Royal and Laguz are given a niche over their counterparts by providing a bonus effect at SS Strike Rank. ie Wolves and Cats weapons are given 1-2 Range, Ravens 25 Crit, Tigers 40 crit and Hawks/Lions Receive a flat 5mt damage boost
    • All Laguz except Rafiel, Reyson, Dragons and Royals recover 15 gauge points per turn untransformed. Laguz can now transform on the second turn with the help of Olivi Grass!

    Installation:

    Obtain an ISO. There are multiple versions of Radiant Dawn. I cannot guarantee the hack will work if you use an incompatible version. I made the hack for what Dolphin calls Rev.1.01. A good way to determine your version is by checking to see if Muarim's entry in the glossary describes Mist. If it does not you have the wrong version of the game!

    Next, download the Wiiscruber software, install and the load the ISO in the top left corner. You will be using this software to replace the FE10Data.cms file under the "partition." Replacing this data is as simple as right clicking the FE10Data file under the "face" header in the partition and then clicking replace to replace the data file with the selected file.  Use Patch A.

    Once you start part 4, replace patch A with patch B. Although I would prefer to just have users patch one time at the start, in order to work around engine limitations, I determined that the best way to make Tormod, Vika, Muarim, Geoffrey, Lucia and the herons more competitive in part 4 was to create a second patch to increase their stats. Of course, if you don't care about these characters then it is not necessary to use Patch B.

    Once the data file is replaced you are done! Start playing immediately in Dolphin or on a JB Wii.

    Credits:

    Missing-qry - For their Radiant Dawn Object ID Compilation Google Sheet
    VincentASM - For writing a guide on how to interpret Hex and Radiant Dawn Pointers and Nightmare modules
    Person mystery - For advice on hacking
    lightcosmo - For advice on hacking
    Lordmewtwo73 - For advice on hacking
    Dunal - For writing posts containing insight on hacking and insight on balancing mages and Laguz
    Blueisforplayers - Provided insight and critiques for my hypothetical changes  
    Anouleth - Provided insight and critiques for my hypothetical changes
    The FE Community and Serenes Forest - for discussion on gameplay mechanics. Without you, this hack would not exist!

    Permissions:

    I was able to make this hack because of the community, so I feel it belongs to the community. Use the contents as you like.

    Looking forward:

    I intend to make changes to the hack depending on player preference within reason. Also, this hack has not yet been thoroughly play tested. I designed the units to be viable for every chapter they are available, but since Radiant Dawn is a long game it is difficult to get this balance just right. 🙂

    FE10Data.cms.PatchB.decompressed FE10Data.cms.patchA.decompressed.compressed BrassysTweaksChangeLogV1.xlsx

  4. 6 hours ago, Person mystery said:

    About the zmap footer and the ??? Part, I found out that the length of the ??? Part divided by 8 = the number of objects on the footer = bytes 0C-0F. The footer objects usually have the names: date, mikata, teki, and zoen. Anyone with Japanese knowledge knows what they might mean?

    E: I just remembered that ENG Hard/JAP Maniac have autoleveled enemies. Not sure how it works, but MAYBE it can be used to autolevel Tormod and co?

    It would be useful to autolevel everyone if we could... To work around this for my hack I decided to raise everyone's starting levels (Muarim 32, Vika 27, Nealuchi 27, Tormod 17, Herons 30) without touching the stats. I then created another patch to increase the stats of these units (along with Geoffrey and Lucia) to be applied at the beginning of Part 4.

     

    Edit: I just posted ver. 1 of my hack! Check it out if you would like.

     

     

  5. 15 hours ago, LordMewtwo73 said:

    Hey Brassy, I think I can help you here. There are two versions of Radiant Dawn, and this guy must have the one you don't have. At least for the first three values, his numbers seem to be off by 0x40. Try these instead:
    18d848
    04ea18
    0639dc

    Try adding 0x40 to the rest and see if they work, too.

     

    2 hours ago, Person mystery said:

    My version is the one with Muarim's glossary having Mist's instead, and this works. As posterity, you change the addresses 026628 for weapon triangle and 0F5550, 1151C0 for map affinity. You know you got the right addresses if they originally have the value 28 00 00 02 (change it to 28 00 00 03 to enable the feature).

    Still no idea about EXP/BEXP formulas and battle save, though.

     

    Happy days. Thank you everyone! My dolphin says I have version Rev 1.01 but since I also have Mwarim's glossary error I guess I have the other.

  6. On 8/26/2020 at 10:38 PM, Person mystery said:

    Looks like he also makes a guide on how to change the EXP formula. He doesn't leave any guide on how he found those values, so I guess you're out of luck. You'd probably have to find them using Debug Mode yourself. I don't know how to do that, so I can't help you there.

    But hey, if you do figure it out, at least you can change both EXP and enemy range using a similar method. And, you can probably figure out the weapon triangle, map affinity, or even what the skills do in the meantime.

    I'm afraid it'll take a couple dozen hours to learn how to dicipher and replace the code with debug mode.. Tell you what, if inspiration does strike I will write up a how to for the website. Once again, thanks for looking into it.

  7. It seems obvious looking back but I am unable to adjust the character (starting) level in the army and character data after the game has loaded the character. ¯\_(ツ)_/¯

    ---------------------------------------

    Edit: Was just wondering if anyone could help me with a hard mode enable enemy range hack. I replaced the data at the marked offsets in main.dol as suggested below with 28000003 but nothing happens. Any advice? This will be my last question for a while.

    User Reikken said that:

    All the changes are in main.dol and involve changing one instruction, to 28000003, at different places

    For range on: at these three addresses in main.dol:

    18D808

    04E9D8

    06399C

    The fix seems to work for other people. I am not sure why it's not working for me considering I am adjusting ver. 1.01 of main.dol

  8. 23 hours ago, Prophet said:

    you can activate unlimited exp at the base through the geckocodes 😄 https://geckocodes.org/index.php?c=RFEE01

    Wait.. Make Florete do magic damage???

    I want this code in my hack...

    Also, I just reviewed Dunal's hack and he has increased staff exp!!! It's very possible. Let's see if I can copy his changes by replacing his staff code... 

    Edit: I can't open the patched iso with Wiiscruber (memory error).. oh well. Dunal edited the experience code, and I don't think it's located in Data.cms... If he can do it, so can I!!! Let's see.

     

     

  9. 22 hours ago, Person mystery said:

    Seems like doing my method gives an error, which if ignored automatically assigns Rafiel to the team. Guess you'll have to modify the save directly somehow.

    There's a guide on how to do this on the very first post of this thread. It's useful when you want to change other things for your character hack. You'd need WiiScrubber and Batch LZ77 (I don't think Wiitools is available anymore).

    By the way, I don't think this game has an autolevel feature. Would've been useful for Part 1/2 characters.

    No worries about the staff exp. it seems pretty estoeric. And thanks for the advice on the ranks. It just took some time to become familiar with hex editing before I understood what op was talking about....

    Also, just finished my hack. I rebalanced weaker units (and Haar) with suggestions from FE Reddit to be more fun to play on Hard Mode while staying true to the lore of the game.

    Also,  I have ramped up elemental and Dark magic damage across the board (except for tails). And made Thunder the strongest elemental magic without weakening Wind.

    Ultimately, I want people to be able to play with their favorite units.

    Playing it right now. We'll see how it goes.

     

     

  10. 3 hours ago, Prophet said:

    Why not just give them a blessed laguz gem; or better yet, formshift skill

    I've already updated the code... I am working on updating skills though. I am trying to get Paragon on Leonardo instead of cancel.  And the weapon ranks.

    Edit: I've been practicing the pointers and got Paragon to work.

    I would appreciate it though if someone could advise me on doubling exp per staff use. It doesn't seem to be stored with the items. 🙂

     

  11. 5 minutes ago, lightcosmo said:

    Well, I'm not 100% sure, but there is alot tied to that, and I'm not sure how easy it is to point all that stuff to a new slot. Why not just have Tormod start out promoted? 

    I am just feeling around... There really is no good solution for the group, so I figure that if there was a simple solution already found that I should go it.

    If it's too difficult to autolevel the characters I will just leave them as is. No biggie. Tormod and Vika already feel good in part 1.

  12. 23 hours ago, lightcosmo said:

    Ah, good luck with that! And of course, have fun with it!

    I am not sure if you can help me with this, but there is interest in the community to "auto level"  Tormod, Muarim and Vika to more reasonable levels when they return in Chapter 4-6. I am assuming that the game does not have an autoleveling function. To work around this I believe that I have to duplicate the character's code in a blabk space and then target the new code in chapter 4-6, and the Endgame correct? 

  13. 1 hour ago, lightcosmo said:

    You can indeed change this!

    Well, using Reyson as an example here: Assuming this is an NTSC RD.

    open a hex editor ( I use HxD) and hit Ctrl+G to goto an offset. Enter 1857 and hit enter, then it should bring you to a set of letters that show FB. Now, knowing that Reyson loses 5 points of transformation gauge after battling, we can use a calculator to check this. So open a calculator and change it to scientific mode, than enter -5 in the decimal area, and if you look at the results in the Hex are, you will see FB there, that would be -5 in Hex. So to change it, either use a calculator to do the math or add it yourself, pretty simple.

    Thank you! I will look into this when I can. 

    I'm actually putting together a little personal character balance patch. My goal is to make every character fun to use, and to make the classes feel more unique. If it turns out well I might post the patch. 😉

     

  14. Question. How can I change the values for Laguz Transformation increases and decreases per turn and battle? I assume I'll need to use a hex editor. Where can I find these values exactly in the code. Did anyone look into this before? I think I recall mentions of a hack on this 5 years ago.. Complete novice with coding, but tbh this change seems easy since its a minor integer change so it shouldnt take too long to learn.

  15. Any ideas on how to do this? I'm new to using Nightmare. Although, I'd learn Hex editing if I needed to.

    So here's my problem..

    I'm trying to balance the Sacred Stones, and Seth just spits on my face. He's way too good. Far too good. So I had an idea, hack him out until the route split and have him rejoin the cast by inserting him into character selection screen.

    However, just replacing his data with a separator seems to crash the game at the beginning of the level.

    Also, replacing him with a NPC unit in the prologue didn't work either. It crashed the game at the end of the level after killing Brequet.

    So whatever/ I then gave Valter a horse slayer. It killed him, but he still came back with 13 HP in the prologue...

    -------------

    I'm guessing that game crashes when a pointer cannot find certain data, so instead of returning nothing it crashes the came.. bummer.

    So any ideas on how to off this guy? He's destroying my balance....

    On a second note, it'd be great if someone could tell me how to attach the sword casting animation to spells and staves.. IE, so I could have a Falcon Knight use physic. I remember doing the ECG back in 2007, and my swordies always used the sword casting information. It doesn't do so when I give them light magic ranks in Nightmare. This is really weird.

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