darketernity Posted October 8, 2018 Share Posted October 8, 2018 (edited) 9 hours ago, omglolnub said: I'm struggling with this too. I'm running Dolphin 5.0 and have a 1.00 version of the game, as far as I can tell. I just wanna create a bunch of statup items to boost people up some and siege tomes (Purge, Meteor, Blizzard, Bolting), like giving Micaiah a Purge tome to spam in part 1 cause that strikes me as funny to do. What's the current off-set or can just someone give me the few codes I need to be able to create the items in each part of the game to make what I want to make? It's all so confusing with conflicting information The modified version of the RDCC I just posted should generate codes with the correct offsets. I've used it to generate multiple items now :D My Radiant Dawn is NTSC 1.01 so I've only managed to test the 1.01 codes from my updated version, however I think that the way RDCC works should let it generate 1.00 NTSC codes with the updated offsets too. 1.01 NTSC Radiant Dawn - equips Nolan's first four items with purge, meteor, bolting and blizzard with 255 uses 04884F4C 80B62250 00884F50 000000FF 04884F74 80B61C60 00884F78 000000FF 04884F9C 80B61E40 00884FA0 000000FF 04884FC4 80B62020 00884FC8 000000FF 1.00 NTSC Radiant Dawn - equips Nolan's first four items with purge, meteor, bolting and blizzard with 255 uses 048BC2CC 80B62250 008BC2D0 000000FF 048BC2F4 80B61C60 008BC2F8 000000FF 048BC31C 80B61E40 008BC320 000000FF 048BC344 80B62020 008BC348 000000FF micaiah gets a tonne of stat boosters RD NTSC 1.01 04886ECC 80B63D80 00886ED0 000000FF 04886EF4 80B63DD0 00886EF8 000000FF 04886F1C 80B63E20 00886F20 000000FF 04886F44 80B63E70 00886F48 000000FF 04886F6C 80B63EC0 00886F70 000000FF 04886F94 80B63F10 00886F98 000000FF 04886FBC 80B63F60 00886FC0 000000FF 048876AC 80B63FB0 008876B0 000000FF 048876D4 80B64000 008876D8 000000FF micaiah gets a tonne of stat boosters RD NTSC 1.00 048BE24C 80B63D80 008BE250 000000FF 048BE274 80B63DD0 008BE278 000000FF 048BE29C 80B63E20 008BE2A0 000000FF 048BE2C4 80B63E70 008BE2C8 000000FF 048BE2EC 80B63EC0 008BE2F0 000000FF 048BE314 80B63F10 008BE318 000000FF 048BE33C 80B63F60 008BE340 000000FF 048BEA2C 80B63FB0 008BEA30 000000FF 048BEA54 80B64000 008BEA58 000000FF leonardo 1.01 RD NTSC 048876AC 80B63FB0 008876B0 000000FF 048876D4 80B64000 008876D8 000000FF leonardo 1.00 RD NTSC 048BEA2C 80B63FB0 008BEA30 000000FF 048BEA54 80B64000 008BEA58 000000FF ----------------------- This is how to use RDCC Download RDCC.zip Unzip RDCC Install python Python 2.7.15 from https://www.python.org/downloads/. pip should be installed along with it on your computer. IDLE should also be installed alongside it. Open command prompt and type "pip2.7 install pyside" and then press enter once. Without the quotation marks. Wait for it to install. Open your RDCC folder and right click RD Code Creator.py. You'll see Open in IDLE. Open it in IDLE and hit f5. Now RDCC will load after like half a minute. Edited October 8, 2018 by darketernity Quote Link to comment Share on other sites More sharing options...
omglolnub Posted October 10, 2018 Share Posted October 10, 2018 (edited) Holy crap, thanks so much! I'm gonna have to try all this out! I'll give the download a shot too when I get a chance tomorrow, cause I'll wanna do it for the other parts too until the inventory is combined, haha Edited October 10, 2018 by omglolnub Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 10, 2018 Share Posted October 10, 2018 4 hours ago, omglolnub said: Holy crap, thanks so much! I'm gonna have to try all this out! I'll give the download a shot too when I get a chance tomorrow, cause I'll wanna do it for the other parts too until the inventory is combined, haha If you can get them to work it will mean you can probably gen any game item at all in the game with RDCC :3 Haiyukin's program is great :3 Quote Link to comment Share on other sites More sharing options...
Asgar Posted October 10, 2018 Share Posted October 10, 2018 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? Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 11, 2018 Share Posted October 11, 2018 (edited) 3 hours ago, Asgar said: 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? No idea how people managed to find the right offsets for this god forsaken game, I've already had to restart the game rather than do a super simple chapter warp because I forgot to recruit Aran >_< (And I forgot to make a new game from already cleared data so that's sephiran and pelleas down the drain too and none of the codes for already cleared work either) There are so many different offsets. Even in RDCC, every offset for everything is like different and there are offsets named stuff like btnw and btng and I have no idea where they are and I can't find that anywhere on the internet. The only clue is in this thread: https://forums.dolphin-emu.org/Thread-help-fire-emblem-radiant-dawn-gecko-codes-not-working but I'm basically certain that those offsets mentioned are only stuff like characters and items etc, I'm pretty sure they don't cover fun stuff like chapter warping. Edited October 11, 2018 by darketernity Quote Link to comment Share on other sites More sharing options...
omglolnub Posted October 11, 2018 Share Posted October 11, 2018 19 hours ago, darketernity said: If you can get them to work it will mean you can probably gen any game item at all in the game with RDCC :3 Haiyukin's program is great :3 Hmm, just gave your codes a go and no dice. I tried your Nolan's siege tome codes for 1.0 and 1.1, with 4 bronze axes in his inventory and with his inventory empty. Thinking back to how I initiated Path of Radiance codes, I'd set up whatever item I wanted to be replaced in the correct slot, turn on the code and then go into the inventory, see that the items were replaced with the ones I wanted, leave the inventory, then turn the code off so nothing weird happens and the items deplete like normal from 80 or 255. Is this how I should've been doing this? What was your process in creating the items in your screencaps? Thanks so much for your help! :) Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 11, 2018 Share Posted October 11, 2018 1 hour ago, omglolnub said: Hmm, just gave your codes a go and no dice. I tried your Nolan's siege tome codes for 1.0 and 1.1, with 4 bronze axes in his inventory and with his inventory empty. Thinking back to how I initiated Path of Radiance codes, I'd set up whatever item I wanted to be replaced in the correct slot, turn on the code and then go into the inventory, see that the items were replaced with the ones I wanted, leave the inventory, then turn the code off so nothing weird happens and the items deplete like normal from 80 or 255. Is this how I should've been doing this? What was your process in creating the items in your screencaps? Thanks so much for your help! :) Basically you add the cheat and tick the box https://i.imgur.com/XuPGipX.png. Then open the rom of Radiant Dawn (do not use the reset button as it will not refresh what cheats are being applied to your game.) It replaces anything in the inventory (there is also no button combo to activate the codes, it just works the instant you load your file). So if you have an empty inventory for nolan it will auto convert his items to the 255 use tomes and if you have stuff equipped it replaces that. As I'm on 1.01 RD and dolphin 5 maybe the offsets that other people have given only work on dolphin 5 and 1.01 and not 1.00. The original RDCC works on dolphin 4.0.2 so you might want to try the codes on 4.0.2 dolphin (it should load your save from dolphin 5 without any weirdness and if you apply codes and save and open it dolphin 5 you should still keep the items) - Download dolphin 4.0.2 from https://dolphin-emu.org/download/ The nolan tome code generated in the original version of RDCC: RD NTSC 1.01 0484DB4C 80B64240 0084DB50 000000FF 0484DB74 80B64420 0084DB78 000000FF 0484DB9C 80B64060 0084DBA0 000000FF 0484DBC4 80B64650 0084DBC8 000000FF RD NTSC 1.00 04884ECC 80B64240 00884ED0 000000FF 04884EF4 80B64420 00884EF8 000000FF 04884F1C 80B64060 00884F20 000000FF 04884F44 80B64650 00884F48 000000FF If that works for you on radiant dawn on dolphin 4.02 RDCC generated codes. If not it probably won't. It's confusing because there's so many versions of radiant dawn around like PAL and NTSC and then the two versions Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 11, 2018 Share Posted October 11, 2018 (edited) accidental duplicate Edited October 11, 2018 by darketernity Quote Link to comment Share on other sites More sharing options...
Asgar Posted October 11, 2018 Share Posted October 11, 2018 (edited) 9 hours ago, darketernity said: No idea how people managed to find the right offsets for this god forsaken game, I've already had to restart the game rather than do a super simple chapter warp because I forgot to recruit Aran >_< (And I forgot to make a new game from already cleared data so that's sephiran and pelleas down the drain too and none of the codes for already cleared work either) There are so many different offsets. Even in RDCC, every offset for everything is like different and there are offsets named stuff like btnw and btng and I have no idea where they are and I can't find that anywhere on the internet. The only clue is in this thread: https://forums.dolphin-emu.org/Thread-help-fire-emblem-radiant-dawn-gecko-codes-not-working but I'm basically certain that those offsets mentioned are only stuff like characters and items etc, I'm pretty sure they don't cover fun stuff like chapter warping. 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. Edited October 11, 2018 by Asgar Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 11, 2018 Share Posted October 11, 2018 (edited) 59 minutes ago, Asgar said: 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. 1. I've no actual idea but I had a look at the RDCC py which gave me an idea. offsets are stored in the file offset data.json which stores offsets. There's a whole bunch of them, for example items, characters etc. It imports these offsets and then applies them in _import_ref. Goat velocity's values are already in hex so for example with this calculator it's just https://www.calculator.net/hex-calculator.html?number1=0484DB4C&c2op=%2B&number2=37400&calctype=op&x=101&y=23. Of course it's easier to do in python en masse because python is a replacement for my brain. 0x37400 is the same thing as the hex value of 37400 so if I want python to add an offset I just type the offset we want = offset + 37400 which is abbreviated to offset+=37400. 2. Wiis exist and I believe that wiis are the point of gecko codes. You can use any version of an emulator you want with any dump as long as the dump is legit. Since I think that four types of rom dumps exist (PAL 1.01, PAL 1.00, NTSC 1.01, NTSC 1.00) and two different versions of dolphin possessing different memory addresses (Dolphin 5.0 and Dolphin 4.02 and lowerprobably) it can be all sorts of screwy. Also I think dolphin memory was different from wii to begin with even in 4.02. 3. Goat velocity only found the class, item and (I think skill yeah) offsets which needed to be changed going from 4.02 to 5.0. I don't know how these people found the offsets, I basically just calculated what Goat Velocity told us to calculate so I have no idea how to find the other ones :( I'm pretty dumb. If you want to change class or model, you should probably be able to do it using dolphin 4.02 and the original RDCC though! Although dolphin 4.02 is a bit slower. Edited October 11, 2018 by darketernity Quote Link to comment Share on other sites More sharing options...
Asgar Posted October 11, 2018 Share Posted October 11, 2018 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. Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 11, 2018 Share Posted October 11, 2018 2 hours ago, Asgar said: 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. Didn't someone say they achieved the sending of chars to other chapters and the game froze when it looked for characters that aren't there? I read that somewhere. Quote Link to comment Share on other sites More sharing options...
omglolnub Posted October 12, 2018 Share Posted October 12, 2018 21 hours ago, darketernity said: Basically you add the cheat and tick the box https://i.imgur.com/XuPGipX.png. Then open the rom of Radiant Dawn (do not use the reset button as it will not refresh what cheats are being applied to your game.) It replaces anything in the inventory (there is also no button combo to activate the codes, it just works the instant you load your file). So if you have an empty inventory for nolan it will auto convert his items to the 255 use tomes and if you have stuff equipped it replaces that. AH HA! I didn't know you had to add and enable the codes -before- loading the game by right clicking the ROM in the main menu of Dolphin, then going to the cheats tab (As opposed to PoR, the game can be running and enabling codes works immediately). It works now! I apparently have a 1.01 version of the game and was using Dolphin 5.0 and your 5.0 codes in your initial reply to me. Thanks for giving the install instructions for RDCC and installing Pyside cause anything Python is foreign to me; I'll try that out this weekend. I wanna play a chapter or two tonight before I go to bed and I won't get to part 2 and 3 by then anyway :) I can't thank you enough!! Quote Link to comment Share on other sites More sharing options...
omglolnub Posted October 12, 2018 Share Posted October 12, 2018 Hmm, on actually trying it out, it looks like the created siege tomes aren't working. The stats are all there, but when Ilyana is going to cast it, she does zero damage (despite the tome having 6 power and she has 14 magic) and has hysterically low hit rates against the laguz in 1-4 that have like 2 res. I will have to try it when I get a legit siege tome, haha. But the stat items work as expected and eh, that's enough for me :) Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 12, 2018 Share Posted October 12, 2018 (edited) 19 minutes ago, omglolnub said: Hmm, on actually trying it out, it looks like the created siege tomes aren't working. The stats are all there, but when Ilyana is going to cast it, she does zero damage (despite the tome having 6 power and she has 14 magic) and has hysterically low hit rates against the laguz in 1-4 that have like 2 res. I will have to try it when I get a legit siege tome, haha. But the stat items work as expected and eh, that's enough for me :) Seems like regular 5 use tomes werk (nolan 1.01/RD) and here's a 255 use hammerne 04884F9C 80B63BF0 00884FA0 000000FF 04884FC4 80B62250 00884FC8 00000005 04884FEC 80B62020 00884FF0 00000005 04885014 80B61E40 00885018 00000005 0488503C 80B61C60 00885040 00000005 You can bless items with the program but... that makes them literally undroppable D: I don't actually carry hacked items on me but I've tried the hammerne out a few times and it seems to work as normal, as in it literally lasts forever, restores weapons and the uses never go down. Edited October 12, 2018 by darketernity Quote Link to comment Share on other sites More sharing options...
omglolnub Posted October 12, 2018 Share Posted October 12, 2018 (edited) 5 minutes ago, darketernity said: Seems like regular 5 use tomes werk (nolan 1.01/RD) and here's a 255 use hammerne 04884F9C 80B63BF0 00884FA0 000000FF 04884FC4 80B62250 00884FC8 00000005 04884FEC 80B62020 00884FF0 00000005 04885014 80B61E40 00885018 00000005 0488503C 80B61C60 00885040 00000005 You can bless items with the program but... that makes them literally undroppable D: I don't actually carry hacked items on me but I've tried the hammerne out a few times and it seems to work as normal. Alright, I'll try those out! I also wonder if they directly replace an item, like I'd do in PoR by replacing iron axes and get 45 use siege tomes (although I expect 255 use tomes to be created instead based on your codes), they'd work as normal? I'll test that real quick too before going to bed in a bit. Got through 1 chapter and all the base chit chat, etc haha Edited October 12, 2018 by omglolnub Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 12, 2018 Share Posted October 12, 2018 (edited) 6 minutes ago, omglolnub said: Alright, I'll try those out! I also wonder if they directly replace an item, like I'd do in PoR by replacing iron axes and get 45 use siege tomes (although I expect 255 use tomes to be created instead), they'd work as normal? I'll test that real quick too before going to bed in a bit. Got through 1 chapter and all the base chit chat, etc haha Yes they replace items from slot 3 to slot 7. So empty those slots so the codes will literally generate items from thin air. Also since these slots are a bit lower down, taking out items can cause them to appear in lower number slots but don't worry too much I usually just drop items I don't want. And no these codes won't replace the uses, you can untick the box for that on RDCC but I prefer to tick uses because 0 use items tend to show up if I don't specify stuff. But once you get the program that's how you decide whether or not an item gets fixed uses, you just put in a number, otherwise it will use the number of uses of the item originally there. Edited October 12, 2018 by darketernity Quote Link to comment Share on other sites More sharing options...
omglolnub Posted October 12, 2018 Share Posted October 12, 2018 8 minutes ago, darketernity said: Yes they replace items from slot 3 to slot 7. So empty those slots so the codes will literally generate items from thin air. Also since these slots are a bit lower down, taking out items can cause them to appear in higher number slots but don't worry too much I usually just drop items I don't want. Awesome! And I confirmed that a legit Bolting tome worked as expected (shame on me for not noticing they got nerfed, lmao) and the hammerne worked as well. I wonder why the 255 use ones didn't work? Not that it matters as much since my Mage Crazy run from PoR won't really work in RD, lol. But an interesting bit of science. I guess the next question is if 255 use melee weapons wouldn't work either and all weapons would have to be "legit" in order to work. The 255 use stat boosters behaved as if they were single use and legit. Thanks so much for all your help, as well :) I also hope this can stand as a resource for other people going forward since there's been so many different out of date threads through the years Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 12, 2018 Share Posted October 12, 2018 2 hours ago, omglolnub said: Awesome! And I confirmed that a legit Bolting tome worked as expected (shame on me for not noticing they got nerfed, lmao) and the hammerne worked as well. I wonder why the 255 use ones didn't work? Not that it matters as much since my Mage Crazy run from PoR won't really work in RD, lol. But an interesting bit of science. I guess the next question is if 255 use melee weapons wouldn't work either and all weapons would have to be "legit" in order to work. The 255 use stat boosters behaved as if they were single use and legit. Thanks so much for all your help, as well :) I also hope this can stand as a resource for other people going forward since there's been so many different out of date threads through the years yeah it took me ages to find working stuff too Quote Link to comment Share on other sites More sharing options...
magus2k Posted October 12, 2018 Share Posted October 12, 2018 (edited) for what i am seeing, 1.01 dolphin codes are still are still the same as the console ones, so you can easily port them from the ones from the gecko site and the archived wiird forum since them are all 1.00 codes. since i found the 1.01 console offset (+80) after so many crashes i sucessfully ported a LOT of working codes in another topic, i had to study codetypes to port some other codes, by the way the video mode affect the code themselves, so you are requiered to use widescreen settings for the codes to work. Edited October 12, 2018 by magus2k Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 13, 2018 Share Posted October 13, 2018 (edited) 8 hours ago, magus2k said: for what i am seeing, 1.01 dolphin codes are still are still the same as the console ones, so you can easily port them from the ones from the gecko site and the archived wiird forum since them are all 1.00 codes. since i found the 1.01 console offset (+80) after so many crashes i sucessfully ported a LOT of working codes in another topic, i had to study codetypes to port some other codes, by the way the video mode affect the code themselves, so you are requiered to use widescreen settings for the codes to work. jesus god I actually managed to port a code with your offset (well at least in dolphin 4.02 with the wide screen hack enabled in dolphin!) Code to be ported: 003CAB57 000000xx (Number of times Game had been CLEARED) xx = 2 = Cleared once, xx = 3 = Cleared twice from http://geckocodes.org/index.php?arsenal=1 We see that 8 bits Write & Fill 00______ YYYY00XX Writes the value XX to YYYY+1 consecutive byte-sized addresses, starting with the address ba+______ ------------- Therefore the address we need is ______. Looking at the code to be ported the code block on the left is 003CAB57 so we're adding +80 to 3CAB57. Therefore we +80https://www.calculator.net/hex-calculator.html?number1=3CAB57&c2op=%2B&number2=80&calctype=op&x=50&y=19 giving us the final result of 003CABD7 00000003 (since I want to clear it twice) yay finally https://i.imgur.com/Uqgcljl.png ----------- Things I converted for dolphin 4.02 rd 1.01 ntsc that may or may not screw up your game to be quite honest convoy 300 024CB75A 0000012C 024CB762 0000012C 024CB766 00009220 024CB76A 0000012C 024CB76E 00009220 024CB772 0000012C 024CB776 00009220 Edited October 13, 2018 by darketernity Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 13, 2018 Share Posted October 13, 2018 (edited) chapter warp seems to work also (RD 1.01 NTSC dolphin 4.02) 043CAB48 XX000001 You can activate this code during the screen that asks you to save your game once a chapter has finished, it'll directly send you to your chosen chapter once you pass this screen! 01 at the end of this code is what turn it will be,(you can change it to 02 for turn 2, etc.) keeping the code on will keep it on player phase. Below is the list of chapters, place the digits in place of XX: 00 = Test Map 01 = Part 1 - Prologue, Under Gray Skies 02 = Part 1 - Ch.1, Maiden of Miracles 03 = Part 1 - Ch.2, The Dispossessed 04 = Part 1 - Ch.3, A Faint Light 05 = Part 1 - Ch.4, A Distant Voice 06 = Part 1 - Ch.5, The Lost Heir 07 = Part 1 - Ch.6, Raise the Standard 08 = Part 1 - Ch.7, A Gathering Hope 09 = Part 1 - Ch.8, Glory Unwanted 0A = Part 1 - Ch.9, One Survives 0B = Part 1 - Endgame, Daein, Arise! 0C = Part 2 - Prologue, On Drifting Clouds 0D = Part 2 - Ch.1, Winds of Rebellion 0E = Part 2 - Ch.2, Tides of Intrigue 0F = Part 2 - Ch.3, Geoffrey's Charge 10 = Part 2 - Endgame, Elincia's Gambit 11 = Part 3 - Prologue, The Great Advance 12 = Part 3 - Ch.1, Laguz and Beorc 13 = Part 3 - Ch.2, Stormclouds 14 = Part 3 - Ch.3, River Crossing 15 = Part 3 - Ch.4, The General's Hand 16 = Part 3 - Ch.5, Retreat! 17 = Part 3 - Ch.6, A Reason to Fight 18 = Part 3 - Ch.7, Rivals Collide 19 = Part 3 - Ch.8, Incandescent Glow 1A = Part 3 - Ch.9, Marauders 1B = Part 3 - Ch.10, The Heart of Crimea 1C = Part 3 - Ch.11, Just Cause 1D = Part 3 - Ch.12, The Price 1E = Part 3 - Ch.13, Blood Contract 1F = Part 3 - Endgame, From Pain, Awakening 20 = Part 4 - Prologue, Chaos Named 21 = dummy 22 = dummy 23 = Part 4 - Ch.1, Road to Empire 24 = dummy 25 = dummy 26 = Part 4 - Ch.2, Silent World 27 = dummy 28 = dummy 29 = Part 4 - Ch.3, Distortions 2A = dummy 2B = dummy 2C = Part 4 - Ch.4, Revelations 2D = dummy 2E = dummy 2F = Part 4 - Ch.5, Unforgivable Sin 30 = dummy 31 = dummy 32 = Part 4 - Endgame, Rebirth (1) 33 = Part 4 - Endgame, Rebirth (2) 34 = Part 4 - Endgame, Rebirth (3) 35 = Part 4 - Endgame, Rebirth (4) 36 = Part 4 - Endgame, Rebirth (5) 37 = Epilogue 38-4F = freezes 50-53 = The levels shown in the Guide, no way to clear them. 54-60 = freezes Edited October 13, 2018 by darketernity Quote Link to comment Share on other sites More sharing options...
Asgar Posted October 14, 2018 Share Posted October 14, 2018 (edited) 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. Edited October 14, 2018 by Asgar Quote Link to comment Share on other sites More sharing options...
darketernity Posted October 14, 2018 Share Posted October 14, 2018 (edited) 12 hours ago, Asgar said: 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. Aren't weapon types tied to the classes? I'm not sure. I haven't really tried that much to be honest. Edited October 14, 2018 by darketernity Quote Link to comment Share on other sites More sharing options...
Asgar Posted October 14, 2018 Share Posted October 14, 2018 (edited) 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. Edited October 14, 2018 by Asgar Quote Link to comment Share on other sites More sharing options...
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