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Asgar

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  1. Right, let's breathe some life back into this thread. I've been messing around a bit with the earlier version of that script, for Dolphin 4.0. Oddly, codes work for some characters and not for others. For instance, I can affect the inventories of Micaiah, Nolan, Edward and Leonard, but not Aran. I've also run into a few really weird glitches. I tried to replace Nolan with Kurth, and suddenly, every fighter in the game, including on the enemy side, became Kurth. I hadn't adjusted classes there, only Nolan's character data. The first issue, I believe at least, is due to the ID for a character apparently being able to become something else during gameplay/in your savegames than in the actual game data? I would not be surprised if this also is to blame for the second issue, since I once created a code meant to affect Meg and it instead affected Nolan, like the targeting got switched around. So, does anyone happen to know a way to find out what a given character's ID was changed to, or a different method of targeting them? EDIT: If there is no other way, it seems it's possible to get the IDs you want by starting new games over and over.
  2. Well, I kinda tried that claim. There's actually that awesome Hero class in the game which can use any weapon type to SS. So I made Micaiah that, ranked up all weapons, and saved as that. Then I transformed her back into a Light Mage. Once more, all the ranks disappear, except for Light. Frankly, despite the skill thing, it seems like weapon types are hardcoded into classes. But the text we got seems to imply you can make it. I find that Hero class pretty tempting, but it's clearly a physical class, with terrible magic and resistance caps, not good for a caster. Would have to adjust that, but I guess the program does offer that option. I might go for that option, just turn Micaiah and possibly all playable mages into that. Just wish it weren't a third-tier class.
  3. Tried what you proposed. Still nothing. Micaiah loses the dark rank the moment she switches back to light mage/sage. Even if she has a dark tome equipped at that moment, she can't use it anymore or use an arms scroll.It's nice to be able to change classes on a whim, though. If nothing else, I guess one could just treat it as sort of a "stance system". L + A for Light Micaiah, R + A for Dark Micaiah. As for your other comment, I guess I could test that. But has that no caps-code actually been converted yet?
  4. Well, I don't know how it is with everyone else, but like I said, any kind of edit done to classes right now just freezes my game. Apparently you have to view a tutorial to make the change happen, but I can't even get that far. It just freezes as soon as the map starts.
  5. Huh. That is just confusing. So if you raise just one weapon rank it doesn't work, but if you raise them all it does for some reason? Who'd program a game like that? If it's specifically SS-rank, that might explain why I've had problems of course, since I've always done my tests in the prologue. Maybe it only works with her third-tier class... Either way, I don't have a code that raises all weapon ranks to SS, and the script can't make one as I understand. Editing classes doesn't work right now either, though.
  6. Did just now. But that code is just a way of adding the invisible skills anyway, which I already can do with your script much more conveniently. The problem is that the game apparently needs more than just the invisible skill to actually recognize the ability to use certain weapons. For testing purposes of the invisible skills, I gave Edward the one that lets Elincia use Amiti, hacked in one and sure enough, he can use Amiti. So the invisible skills being there doesn't seem to be the problem.
  7. Well, don't worry about my case there too much, I think I'm on the track to a far more elegant solution. You quoted that one post of mine above while I was editing it, so you probably didn't see, but I considered an alternate path which I describe in an edit. Apparently, which class/character can use which weapons is actually handled by invisible skills. And in the character section of your program, it is already possible to add these invisible skills, including the "can use dark magic" one. This still does not work, but I have the feeling I'm close. It says this above "One more thing, in order for the "can equip swords, etc." skills to work properly you'll need to create weapon ranks for it". I wonder what is meant by that? I already tried giving weapon EXP.
  8. Hm. I went over the light priestess code again, following your advice. I spotted those "warning initials" you mentioned in only the first line and the 6th, so I left them untouched there. Here's what I get. 04B588E0 8070F290 4A000080 80884DFC 60000121 00000000 30000084 80B587AC 3800027C 00000000 1200027C 00000047 E2000082 00000000 5A010080 000003F0 62000080 00000000 E0000080 80008000 Still freezes the game, though.
  9. Hey, you're right, there actually is a code like that! Light Priestess can use Dark Magic 04B58860 8070F290 4A000000 80884DFC 600000A1 00000000 30000004 80B587AC 380001FC 00000000 120001FC 00000047 E2000002 00000000 5A010000 000003F0 62000000 00000000 E0000000 80008000 Here's how it looks with +80 everywhere: 04B588E0 8070F310 4A000080 80884E7C 60000121 00000080 30000084 80B5882C 3800027C 00000080 1200027C 000000C7 E2000082 00000080 5A010080 00000470 62000080 00000080 E0000080 80008080 However, the game will not even load up with that. I assume that there's some more complicated math that needs to be done beyond just adding +80 to every single line. But I don't understand a thing about that. EDIT: Here's another thing I tried. Still nothing. This one does not freeze the game, it just has no effect. It says the following: Micaiah's Skill Modifier [ShadowX39] 04886DD4 XXXXXXXX 04886DEC XXXXXXXX 04886DF4 XXXXXXXX 04886DFC XXXXXXXX 04886E04 XXXXXXXX 04886E0C XXXXXXXX and in the skill overview: 8070F290 Can Equip Dark Magic So I created the following, again +80-ing everything. 04886e54 8070f310 04886e6c 8070f310 04886e74 8070f310 04886e7c 8070f310 04886e84 8070f310 04886e8c 8070f310 It also says the following in the notes: "One more thing, in order for the "can equip swords, etc." skills to work properly you'll need to create weapon ranks for it". So I used the script-thingy to spawn a dark tome in Micaiah's inventory and give her 10000 dark weapon EXP. Still nothing. If possible, I guess I'd prefer if the second way could be made to work, then we could mess around with those hidden skills, to give other mages dark or light magic for instance, turn infantry units into flyers and so on.
  10. Hm. There are lots of Gecko codes that give a unit SS-rank in a weapon skill. I figured I'd just try porting the one for Micaiah with SS Light, and Pelleas with SS Dark, and create a new code out of Micaiah's ID and the Dark thingy from Pelleas. To get started, I tried to convert the regular SS Light code for Micaiah, which looks like this: 04886F74 0000014B Then I used the aforementioned calculator to add 80 to both values, and got this: 04886f74 000001cb However, the code does not work. What am I doing wrong? I also tried using 37400 on the address again, and tried it on both versions of Dolphin, no results. EDIT: I did it again, using +80. For some reason, this time, I got a different result and it worked. Maybe I still had the +37400 setting option in the calculator when I added the +80 the first time or so. Anyway, sadly, my plan did not work out. Using the Pelleas part of the code simply sets Micaiah's light magic to A, just like the original light-based code does. I don't get it.
  11. Hah, well done! I can confirm not only that those work, but also that they work on Dolphin 5.0. This opens up a wealth of new possibilities. I've run a few brief tests regarding my original ambition, to use some lategame/underused units throughout the entire game, if anyone is interested. I recruited Tormod's group and took them into 1-7 again. When the mission demands for them to arrive, my versions of them get warped to where the others are, and green clones of Muarim and Vika (but oddly, not Tormod) spawn. That said, after the mission, I got to keep the normal version of them with no clones, so that seems to only mess up things to a minor degree. I also tested warping the Dawn Brigade into 2-2. This kinda works. It's one of those fixed party chapters with no unit selection, of which Radiant Dawn unfortunately has many. So the game simply spawns all units in your current roster, bar Micaiah. I figure horrible things will happen if you take a very large party into maps of this type. That said, I also imagine units will still leave the party as scheduled normally while you're not using chapter-warping, so things might still work out, even though you'd have to get them back after. I'm admittedly not terribly confident my game will survive a real run from beginning to end, featuring all the underused units, but I certainly plan to give it a try. If nothing else, this can be used to replay the Tower of Guidance an infinite amount of times with different parties. As for the lack of enemy control, I guess that does not bother me too much. The cool thing about RD is that it gives you literally anyone of notability in the entire setting who isn't a villain. Sure, playable Deghinsea or Levail would be neat, but it's not as huge as my urge in PoR to recruit the Four Riders. By the way, does anyone know how to use the program-script thingy to change a unit's available weapon types? Trying to give Micaiah dark magic, but not seeing an option to actually give weapon rank in the character section, only weapon EXP, same for the class options, and can't change weapon type in the weapons section either. I understand the game will crash if I give a unit without the right animations a certain type, but I figure all forms of magic use the same animation, so it might work. If that fails, maybe one could give a dark tome Prf rank? I know you can set weapons to be character-specific, but they still retain their default rank requirement.
  12. Phew. So basically, at this point, we're restricted to warping in items and altering character and item stats? Shame. I'd have hoped there'd at least be a code to alter party composition, like to spawn in underused characters such as Tormod's little group.
  13. Hm, yeah, I feared as much. Pretty frustrating, considering everything works just fine in PoR. Still unclear on a few things, though: 1. I always hear folks talk about changing codes by offsets, but how is this actually done? Sorry, new to this whole hex thing. From what I understand, a hex value is just a different way of writing a number, right? For the sake of testing, I look a look at that goat-velocity post, first one on page 7. I took the first part of the old code there ( 0484DB4C ), put it in a hex-to-decimal converter, then added 37400 to that value, and put the result back in a decimal-to-hex converter. However, I get a different result than goat-velocity. 2. Considering all these gecko codes are floating around the internet, that means they must've worked at some point, right? So they would work again if one rolled back to either a previous version of the emulator, used a different emulator altogether, or used version 1.00 of Radiant Dawn? 3. Tangentially related, the emulator always crashes/freezes when I have your adjusted python script/program try to modify character class or model, such as turning Micaiah into a Light Sage at the start. Item generation and modification and such work fine, though.
  14. So, while we're at it, anyone got an idea why the old Gecko codes don't work for NTSC 1.01 on Dolphin 5.0? Chapter Warping, Enemy Control and so on?
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