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FE: Awakening Hacking Topic


VincentASM
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Grandparents are listed implicitly, but may or may not be processed at all.

For example, if you had MU⨯Lucina, Morgan would have a parent pointer to Lucina, who would have a pointer to Sumia or whoever Chrom married.

There is only ever one parent pointer, since one half of the pairing is fixed for each child (Chrom is always Lucina's father, Nowi is always Nah's mother, etc).

As for the second question...You can certainly put someone in a class they couldn't have originally, though the results can be strange.

Merely changing the class point to say, whatever manakete is for you save, will change their battle model, stats and attack.

You'll need to equip them with a dragon stone, the previous weapon they had equipped (if any) will still list as equipped, but won't work on them.

It will also show up in the model previews.

The map sprite will NOT change, at least, not in that battle. It is possible it gets reloaded properly if you save/reload after doing this, or finish the battle.

I have not tested that far.

Also, I'm not sure how the different battle models are picked. Nah, Nowi and Tiki all have the same class pointer as manaketes, but have 3 different models.

If Morgan has Nah for her mother and is classed to manakete (this is a fairly fun pairing, by the way, except that I prefer a female MU),

she has the same model as Nowi, as will anyone else forcibly switched to manakete. This can range from odd on most of the female characters,

to downright hilarious on, say, Morgan.

You should be able to class back with a seal after doing any of this.

I suspect that's how Dread Fighter/Bride classes work, with their items forcing a change once.

You'll note they do not add that class to the pool.

Edited by Rilne
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Also, I'm not sure how the different battle models are picked. Nah, Nowi and Tiki all have the same class pointer as manaketes, but have 3 different models.

I'm thinking the game decides on the model used depending on the character ponter.

Same thing occurs with pretty much everyone that has a unique model. I was experimenting a bit and noticed similar situations. Like the Hero♂ model. Priam's is unique (he has a cape), but his class pointer is the same as my other 5 Hero♂ characters I have.

Off the top of my head, the unique models is pretty much color related (Anna is red/yellow), or styled after their portrait image (Like Virion's ruffles)

Maybe I'll try figuring out the order of the class table. But today after work is a haircut and some other games. :P

Edited by Jacien
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If anyone wants to take a look at the extracted DLC contents, shoot me a PM -- I went through the process of decrypting/extracting all of them earlier tonight.

Thanks!

I'm looking through it now and I've successfully been able to rip the retro DLC music : P

Hopefully the graphic files are as easy to pull.

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Right, found the issue. I had made an assumption that wasn't right.

Since all the block-start offsets I'd found and seen listed in the thread were 0x10 aligned,

I thought to speed up the search loop by only checking multiples of 0x10.

Your offset is at 0x13D0228 in this dump, which is not on that alignment.

Here it is adjusted to use the shortest stride I know can work (0x4).

[spoiler=adjusted general code]

D3000000 01330000
C0000000 00180000
50000000 00000110
50000004 000000C8
50000008 00000000
5000000C 00000000
C0000000 00000000
D0000000 00000000
DC000000 00000004
D1000000 00000000
C0000000 00000040
50000018 00000000
5000001C 00000000
50000020 00000000
00000010 FFFFFFFF
D0000000 00000000
60000010 FFFFFFFF
00000018 FFFFFFFF
0000001C FFFFFFFF
00000020 FFFFFFFF
D0000000 00000000
50000010 FFFFFFFF
00000010 00000000
D0000000 00000000
DC000000 00000110
D2000000 00000000

Or, since I now know your specific offset:
[spoiler=just for you]
D3000000 013D0228
C0000000 00000040
50000018 00000000
5000001C 00000000
50000020 00000000
00000010 FFFFFFFF
D0000000 00000000
60000010 FFFFFFFF
00000018 FFFFFFFF
0000001C FFFFFFFF
00000020 FFFFFFFF
D0000000 00000000
50000010 FFFFFFFF
00000010 00000000
D0000000 00000000
DC000000 00000110
D2000000 00000000

Since offsets after save/reload-at-prep-screen seem to be consistent for a single save slot (so long as the dlc/spotpass doesn't change),
that one should be much faster to complete, and reusable as you recruit more characters.
I'm not big on video tutorials, and don't really have the setup to make them easily.
Sorry about that.

Thanks Rilne! Some characters don't have skills is there a coding error? A Question about adjusted general code how do I use that code? Since it locks up my 3DS when I use An Online ARCode Injector.

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The general code is slow. Like, really slow, Especially since it now runs at 1/4th the speed to check all alignments.

It should complete faster than an FCRAM dump, but it's pretty slow.

I need to figure out a way to maybe extend the online AR generator to allow ASM injections or a few other useful things,

Since the search would really, really be better in straight assembly.

Which characters didn't get the skills added to their lists? (and what, if any, skills did they have before)

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Almost Every Skill but these skills didn't get added

HP +5

Strength +2

Magic +2

Skill +2

Speed +2

Defense +2

Resistance +2

The Characters that didn't recieve their skills were:

Ricken

Maribelle

Kellam

Sumia

Virion

Vaike

Miriel

All of my other characters Main Avatar, Chrom, Lissa, Also Hired Avatar Characters got skills.

If you had to guess for the general code how many minutes would it have to load 10-20 minutes? Also will it load up and not lock up?

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Oh. I am a bloody moron.

All those skills are in the same block in the bitset (the very first one), and all those characters are ones that only start with one of those skills.

I didn't notice I wasn't getting those skills because I find them fairly useless, but since they aren't included in the check to make sure I'm only editing real characters and not overrunning the structure, they look like blank slots.

[spoiler=third times the charm, right? right?]

D3000000 XXXXXXXX
C0000000 00000040
50000018 00000000
5000001C 00000000
50000020 00000000
90000016 00FF0000
00000010 FFFFFFFF
D0000000 00000000
60000010 FFFFFFFF
20000017 000000FF
00000018 FFFFFFFF
0000001C FFFFFFFF
00000020 FFFFFFFF
D0000000 00000000
50000010 FFFFFFFF
00000010 00000000
D0000000 00000000
DC000000 00000110
D2000000 00000000

Replace XXXXXXXX with your offset, which we already found to be 013D0228.

...I may just give up on the general one until I can rewrite the search loop to be less stupid,

or find a pointer to the block in a more stable location.

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shadowofchaos, how exactly did you get multiple MUs working? Trying to convert a logbook MU to a 'native' unit so he can support.

It doesn't help that I'm working blind except for my roster offset (the FCRAM dump seems to be busted at the moment).

Also, how were you dumping screenshots? Or is that a gateway thing?

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well i have no idea how to make the class modifier i so desire, would someone be a peach and build me such a thing? it would be massively appreciated

i want to make everyone a dancer or taguel or some such nonsense

Edited by Missing Number
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[spoiler=I'm not a bad person]UEBzNhi.jpg

xEe4NzQ.jpg

Unfortunately, Owain's mods don't loop like I thought it would. It's just Lissa's mods +1.

Learned that the game outright refuses to let you recruit more than one of a character. I had an "Owain" in my party and tried to recruit the real Owain in his paralogue, and real Owain remained an NPC.

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All I did was change the character pointer foe the guest MU to the Female MU pointer.

I have a capture card for screenshots. You can take screenshots with Miiverse.

Boy is it fun to blow people's minds in Miiverse about the things we're doing.

https://miiverse.nintendo.net/posts/AYMHAAACAAADVHjhZJ4lTw

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well i have no idea how to make the class modifier i so desire, would someone be a peach and build me such a thing? it would be massively appreciated

i want to make everyone a dancer or taguel or some such nonsense

NEVERMIND figured it out, it seems pretty much every time i tested the game wasn't accepting my codes, then it started to work, not sure why it wasn't before though.... but restarting the game seemed to be the extremely simple solution.

now.... who do i want to be what? i had a funny conversation with my girl when i showed her the "sexy dancer girl" she said she thought was cute..... as an entombed... lol! XD it was worth the effort :Sety:

now... how do i do the parenting thing?

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yxcaaCE.png

This is Jacien's image, edited.

Found the X and Y coordinate.

I don't know what the one after that is though.

Maybe it's destination coordinate while you're commanding them? *Testing*

I wonder where the internal levels are kept.

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My friends... I have a sad story...

Wait what the hell did I do!?

tumblr_inline_nnp2twlXEU1rb9mmp_540.png

Well, this looks bad.

tumblr_inline_nnp2v3f1Hy1rb9mmp_540.png

WAIT. OH SHNAP, I CAN CONTROL ENEMIES

tumblr_inline_nnp2vo5KVK1rb9mmp_540.png

OH SHIT

tumblr_inline_nnp2w64vn81rb9mmp_540.png

OOOOOH SHIT ENEMY PAIR UP

WILL IT HAPPEN? WILL IT HAPPEN!?

WILL IT HAPPEN?

tumblr_inline_nnp2xnzSvh1rb9mmp_540.png

Aww.

tumblr_inline_nnp2xybJxl1rb9mmp_540.png

Awwww.

D:

*insert depression here*

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Alliance (Team) Pointers:

28 F3 22 15 = Blue 122F328 (Control Byte 0x00)

4C F3 22 15 = Reserve Blue Units (Undeployed) 122F34C (Control Byte 0x04)

34 F3 22 15 = Red 122F334 (Control Byte 0x01)

40 F3 22 15 = Green 122F340 (Control Byte 0x02)

7C F3 22 15 = Empty 122F37C (Control Byte 0x07)

The Team Pointers consist of the following:

(Starting Roster pointer)(Ending Roster Pointer)(Alliance Byte)

Changing the Alliance byte will allow you to switch all of the team to another.

For example:

Blue at 0x122F328

40 AD 60 15 00 BA 60 15 00

From 0x160AD40 to 0x160BA00, will be Blue Team, and will be controlled by "Player Phase". Changing the 0x00 to 0x01 will get them all to be Red and controlled by the Enemy Phase

Another:

Green at 0x122F340

40 F1 60 15 40 F1 60 15 02

From 0x160F140 to 0x160F140 (one entry) is the Green Team, controlled by "Other Phase".

I'm trying to modify the Empty to add another "Morgan". No joy though.

This is the result I got with changing the control (phase) byte for the Player Alliance to 0x04 (the reserve units):

If there is no characters for that team, like the "Other" team, the pointers are zero'd out:

00 00 00 00 00 00 00 00 02

My problem is that it isn't actually showing up on the "info" team.

Overlapping the pointers causes crap like this:

https://www.youtube.com/watch?v=tnynjWEgJ4Y

Edit: That *SEEMS* to be the case at first. However... it looks like Team Green ONLY clones everyone. And only if the same beginning pointer as the player is replaced to it.

Anything else doesn't do anything.

Edited by shadowofchaos
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Haven't been here in a while, so I've got a quick question. When you ram edit a skill, when you try to remove the skill and put it in your non equipped skills list/available skills, the skill simply disappears. For example, I add Aegis to my Chrom by adding the offset to my equipped skills in his character block. The skill appears in my active skills list. If I select remove skill for any other skill, it goes to my available skill list. If I select remove for the edited in skill, which is Aegis, it simply disappears. Is this normal behavior, or is there some way to "fix" this "problem"?

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The equipped skills and learned skills are stored separately.

Learned skills are a bitset from 0x17 to 0x23, with 1 bit per skill.

Just spam FF to them to get all the skills forever.

Or just use this:

[spoiler=replace XXXXXXXX with your character block offset]

D3000000 XXXXXXXX
C0000000 00000040
50000018 00000000
5000001C 00000000
50000020 00000000
90000016 00FF0000
00000010 FFFFFFFF
D0000000 00000000
60000010 FFFFFFFF
20000017 000000FF
00000018 FFFFFFFF
0000001C FFFFFFFF
00000020 FFFFFFFF
D0000000 00000000
50000010 FFFFFFFF
00000010 00000000
D0000000 00000000
DC000000 00000110
D2000000 00000000

That will set all your characters to have all skills learned.
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