Lien Posted January 9, 2013 Share Posted January 9, 2013 ^ Is there a way? (eg. making the damage +2 instead of +1) Am I missing something obvious? .__. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted January 9, 2013 Share Posted January 9, 2013 There is a way. You have to "ASM hack it". They're likely just simple values to edit, but actually finding which ONES to edit will likely be an issue here. That will take debugging and with it, some knowledge of ASM. Quote Link to comment Share on other sites More sharing options...
Lien Posted January 11, 2013 Author Share Posted January 11, 2013 Guess that idea's shot. I have no idea where to even begin such an endeavor. Quote Link to comment Share on other sites More sharing options...
zahlman Posted January 12, 2013 Share Posted January 12, 2013 You could always pay Cam to do it, assuming he isn't busy doing paid ASM work for someone else Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 12, 2013 Share Posted January 12, 2013 (edited) at the moment i'm all tied up with unpaid stuff and homework i'll look into it for you if you'd like but i can't promise any kind of timeliness Edited January 12, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Lien Posted January 12, 2013 Author Share Posted January 12, 2013 (edited) That would be much appreciated! Take as much time as you need. I'm in no hurry and I can't exactly ask for timeliness of a favor. Haha. Edited January 12, 2013 by Lien Quote Link to comment Share on other sites More sharing options...
zahlman Posted January 12, 2013 Share Posted January 12, 2013 If you do get around to it then please document it <3 Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 12, 2013 Share Posted January 12, 2013 (edited) I'll make it trivial for you guys: 0203a3F0 & 470 battle units data: 4: pointer to char data 4: pointer to class data 1: Level 1: Exp 2: unit data index 1: Turn status //00 = normal //01 = selected //41 moved, but selected //43 moved, grey //42 1: Hidden Status //10 = drop item //20 = Afa drops 1: //40 = Mani Katti 1: ------------- 1: X position 1: Y position 1: Max Hp 1: Hp 1: str 1: skl 1: spd 1: def 1: res 1: lck 1: con 1: con bonus //not used, already factored in con 1: aid? 1: mov 1: 1st item 1: uses ------------ 1: 2st item 1: uses 1: 3st item 1: uses 1: 4st item 1: uses 1: 5st item 1: uses 1: Sword Skill 1: Lance Skill 1: Axe Skill 1: Bow Skill 1: Staff Skill 1: Anima Skill 1: Light Skill 1: Dark Skill ----------- 1: Status effect //5f?? 1: unused 1: Support #1 1: Support #2 1: Support #3 1: Support #4 1: Support #5 1: Support #6 1: Support #7 1: Support #8 1: Support #9 1: Support #10 4: pointer to memory that contains B/W/L etc. ----------- 1: 3nd AI byte 1: 4nd AI byte 1: 1nd AI byte 1: 1: 2nd AI byte 1: 1: 1: 1: Equipped item after battle 1: Equipped item uses after battle 1: Equipped item pre battle 1: Equipped item uses pre battle 4: Equipped weapons abilities ----------- 1: read when checking weapon level and when writing new stats, 7 if using Runesword, 6 if wind sword, 5 if light brand 1: 1: read when determining weapon exp 1: weapon triangle hit effect 1: weapon triangle damage effect 3: 1: 1: 2: Attack 2: Defense 2: AS ----------- 2: Hit 2: Avoid 2: Battle Hit 2: Crit 2: Crit avo 2: Battle crit 2: 0x32 if has morph skill, 0x19 if has morph and enemy is boss, 0 if has morph and enemy has no exp ability 2: reads on writing stats back to unit data ----------- 1: new lv 1: new exp 1: ??? 1: max hp change 1: str change 1: skl change 1: spd change 1: def change 1: res change 1: luck change 1: ??? 1: 080293a4-a adds 1 to this. 1: stores 1 if weapon uses don't decrease? The amount of hits per battle? 1: ??? 1: unused 1: unused ----------- The format is: Size in memory: Description Every 16 bytes there is ------ to help counting offsets. You really should learn to read the doc. Edited January 12, 2013 by Nintenlord Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 12, 2013 Share Posted January 12, 2013 i think the question was how does one modify those values in the ROM instead of in memory Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted January 12, 2013 Share Posted January 12, 2013 I didn't say I answered that question, I answered the other... Quote Link to comment Share on other sites More sharing options...
zahlman Posted January 13, 2013 Share Posted January 13, 2013 i think the question was how does one modify those values in the ROM instead of in memory Well now you know what addresses to break on for debugging amirite Quote Link to comment Share on other sites More sharing options...
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