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DeathChaos25

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Everything posted by DeathChaos25

  1. For some weird reason, this seems to not work with the update installed :/ Delete your If game update and try again, I made this when I had no updates, it seems something about the update is making this not work, I'll edit the op with this warning.
  2. Patching DLC is actually very easy if you know what you're doing, but for newbies, it's extremely hard as it requires both CFW and many tedious steps, and the fact that we don't support Piracy makes it a tad bit harder, because they'd need to manually patch it themselves which I can almost guarantee almost none of the newbies might get right.
  3. So I was doing some digging through the file that references the sound files, and noticed that the game references 4 voice sets for both MUs, now I know it was this way in the JPN version, so I set out to test this. As expected, in English, there is nothing tied to the 4th voice set, but in Japanese, this 4th voice set is the same as the 3rd voice set, possibly has to do with how they where reordered in the English release?
  4. so, with the help of RainThunder, I managed to succesfully decrypt, extract and rebuild DLC, so I went ahead and did some testing with "Encounter with Awakening".
  5. If you already have Menuhax you don't need anything else, and yes, with HANS you can play JP Games, just remember to set the region to JPN in HANS and you're good to go.
  6. Technically speaking, borrowing the cartridge from your friend, extracting the romfs and using that through HANS should work, provided it is the exact same version/region of the game, of course, this has a chance of not working in the first place, but it'd be easier to test than having to hardmod your 3DS (although Hardmodding would be a good thing, as you'd be able to downgrade to 9.2 to run CFW, plus you'd have a NAND backup that would easily fix your 3DS if it bricks).
  7. Interesting, I never paid much attention to the unused labels, didn't catch the Bella one.
  8. AFAIK HANS can also run code.bin changes, the only thing that I can think of not working with Homebrew would be patched DLC.
  9. Alright so, I managed to extract the contents from my DLC cia, but the extractor doesn't play well with Japanese characters, and thus makes it impossible to rebuild the dlc with my edits. Anyone know of any good CIA DLC extractor that won't mess up the filenames?
  10. Heh, I already imported the Japanese SE, if the patch is finished soon-ish, I might get the Hoshido NA version and buy 3rd path.
  11. Yo guys question, a bit unrelated to the patch itself but thought you guys may be able to help me out, say I have the third path DLC downloaded, and already ran it through Decryp9, how exactly did you guys extract the content?
  12. Alright, so while I was making this, I came across some nice details about the game's save data. First, what I was doing was editing unit data within the maps to spawn the Amiibos, as shown in my previous post, and was successful at doing so, however, the process was a tedious one because of one major reason. I thought I'd just save in the preparations screen to speed up the testing process, I thought wrong. As it turns out, if you save in the preparations screen, the next time you load the game from within the map, the unit data is actually read from the save, not from the map data itself, so meaning, every time I did an edit, I had to leave the map, leave my castle to re enter the map to get my new units to spawn, however, if I saved within the map with my Amiibo units spawned through romhacking, loading the unedited game, and loading my save, the Amiibo units would actually still be where I spawned them through rom hacking. This means, that if we find out where the save stores this data, we could add new player units to the map through save editing without the need to romhack, and say, have all playable units in Hoshido, or Nohr, since the unit data for all characters is found in all versions regardless of whether or not they're playable through the story.
  13. You can simply recruit a logbook Avatar, and through save/ram hacking, change him/her into Say'RI.
  14. You need either CFW (which requires your 3DS firmware to be 9.2 or lower) or access to Homebrew, to run HANS. If you don't know anything about these, there are a lot of good tutorials on youtube on how to run romhacks and/or install Homebrew/CFW.
  15. Get it here, this includes the NTR Plugin for use with the Special Edition version of the game, and the files are already organized in the correct directory for drag and drop usage if NTR is installed, for HANS users, think of the 000400000012DE00 folder as the root of the romfs. CURRENTLY ONLY SUPPORTS HOSHIDO PATH. EDIT: IF YOUR GAME IS UPDATED, DELETE YOUR UPDATE BEFORE USING THIS! OR THE GAME WILL CRASH! (I'll try working on a fix for this.) What is the point of this? One might ask. Simple, for those of us who for whatever reason, do not own any of the 4 amiibos, I have made it so that they now Join you within the story maps itself. There is no requirement to recruit them, just that they make it out alive by the end of the map and they will auto join your party, no playable character has been replaced, nor does this reduce the number of units the player can field during the map, some enemy units did have to be removed to be able to spawn the amiibos without crashing the game though. This does not in any way, shape or form conflict with the translation patch, you can use this alongside the patch perfectly (as can be seen on the screenshots) Marth and Ike will join you on Chapter 17, they will start off in the Northeastern part of the map. As for Robin and Lucina, they will both join at chapter 19, just to the left of the Player's starting point. Do note that I only own the Special Edition and not the Hoshido version, so I will not provide any help for that one, but theoretically the files should work there too, but the file directory might change, I don't know.
  16. Alright, managed to get Marth and Ike onto the map, here's the bin if anyone's interested in poking around. https://www.dropbox.com/s/6kwhq4q7kw1atg9/A017.bin?dl=1 This file goes in GameData/Dispos/A, this is Hoshido chapter 17, do note I only have the special edition, so don't ask me how the files are placed in the Hoshido version. I seem to be unable to add Robin and Lucina as it makes the game crash, possibly related to how I flagged them as Kamuis to get them to be able to support, or maybe I keep messing up, I'll try adding them on another map later.
  17. I posted this in GBATemp, but seeing as this is the "main" thread, I'll ask here. I don't know if you guys will actually bother with this, but I noticed Amiibo units have no unique lv up quotes, and that's not going to fly with me. I only really use Lucina and Robin Amiibos (I even married Robin to my FeMui, I'll just dump the screenshots in a spoiler), so I've taken care of those already. Just add this to the end of LvUp.txt file inside the m folder, again, I've only implemented Lucina and Robin, but I'm also giving you dummy ones for Marth and Ike in case you guys decide to do something with them. MID_レベルアップ1_ルフレ: Hmm, I don't feel\nvery different... MID_レベルアップ2_ルフレ: I can tell\nI've gotten stronger MID_レベルアップ3_ルフレ: Now that's strategy! MID_レベルアップ4_ルフレ: Wow... Sometimes I\nsurprise even myself! MID_カンスト_ルフレ: My tactics are\nrivaled by none. MID_レベルアップ1_ルキナ: I cannot\nsettle for this! MID_レベルアップ2_ルキナ: Good. I must\nstay this course. MID_レベルアップ3_ルキナ: This strenght serves\nmore than me alone. MID_レベルアップ4_ルキナ: Father... I've become\nmuch stronger... MID_カンスト_ルキナ: I cannot fail! MID_レベルアップ1_マルス: Dummy MID_レベルアップ2_マルス: level up MID_レベルアップ3_マルス: quotes MID_レベルアップ4_マルス: for MID_カンスト_マルス: Marth MID_レベルアップ1_アイク: I MID_レベルアップ2_アイク: Fight MID_レベルアップ3_アイク: For MID_レベルアップ4_アイク: My MID_カンスト_アイク: Friends (As for the Female Kamui and Robin marriage)
  18. Yes, it should be possible, but we'd have to move some stuff around, as this would require adding a pointer to the pointers table. On another note, after days and days of studying the unit spawning Behavior, I finally managed to figure out how to add new units to a player's team in a map, so that they join at the end.
  19. Adding supports in this game is infinitely easier than in Awakening, with the exception of the Amiibo units, which had a nasty flag that possibly meant they where flagged as Guest MUs, said Flag I had to get rid of, and managed to fully add a complete support set to Robin and Marry him to my Female Kamui, the marriage even produced male Kanna, I'll just dump the screenshots here.
  20. So, I tried replacing one of the reinforcement waves on Chapter 17 (Hoshido) with the 4 Amiibo units instead, so that they'd hopefully join me, but instead, the game spawned this... Words cannot eve begin to describe how utterly confused I am right now.
  21. I'm glad I bought this game, I really enjoyed the story! By the way, my favorite part is when you start a new game, and big sister Lucina tells you that you must defeat her to leave the castle.
  22. So, thanks to my good friend TildeHat from GBATemp and countless hours of frustration, we've learned how to add/edit units in a map. We've added a completely new playable character to static.bin, however we are still trying to work out some weird details/glitches. Here's what's been modified in Chapter 1, this new unit will join your party once the chapter ends. The following data is located in the data/dispos folder, I edited 01.bin.lz. I have mostly mapped out the character block for this file, character blocks are 0x74 in size, see below; For the Coordinates, X1 Y1 is the character's starting position, then, if the script file in romfs/scripts says the unit will move, they move to X2 Y2 when the player will first gain control of the unit. In these files, 0x0 is the filesize, 0x4 a pointer to the pointers table, and at 0x8 how many pointers are in the previous pointer table. At 0x20, starting from there, 0xC bytes, these blocks indicate what "team" the characters are for, 0x20 is a pointer to a name label, for example, in 01.bin it points to "Player" as in, playable units, in 0x24, is a pointer to where the character blocks for this team start, and in 0x28 is how many character blocks it will read in this team, then at 0x2C you get the label for team 2, 0x30 pointer to the start of the block, 0x34 number of character blocks, etc, until the first character block is finally reached. The same rules that apply to static.bin apply to these files, example, values are reversed and have 0x20 subtracted, etc. Edit: Fixed, for anyone interested, download is here. To anyone who has any experience with save data editing, what is Phila's character value? From what I understand, it should be 39 since 38 was the last value normally.
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