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Dolphin Users without working AR codes? Look here!


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2 hours ago, Asgar said:

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.

did you try the codes on the archived WiiRD forum??, there are 2 topics full of great codes there and here, one of those can do exactly what you are trying to do. 

you only need to port them try them.

Edited by magus2k
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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.

Edited by Asgar
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15 minutes ago, Asgar said:

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.

I'm having breakfast at the moment so I haven't had the chance to look over how codes work again iirc there is no complicated math but the two digits at the start: if it begins with '02', '00', '04', '06', '08', '20', '22', '24', '26', '28', '2A', '2C' or  '2E' it tells the cheat manager what to do but that isn't actually part of the address per se (and there are other begins with things you have to watch out to like '12' for example but I haven't had the chance to write that into my silly little python code converter). Therefore on the left hand side I ignore those first two digits if they exist and take all the digits except that on the left hand side to be the hex value, then I add +80 to that in hex terms so for example from your micaiah ss light code here's your original code. On the right hand side, if I remember right you don't touch that, it only tells you how many consecutive addresses you add from the starting point. And it tells you what to write to them. So the only offset you'd be dealing with is on the left hand side. 

04886F74 0000014B

and here's the modified one my code converter spat out (idk I haven't really gotten to test anything yet)

04886FF4 0000014B
 

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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.

Edited by Asgar
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23 minutes ago, Asgar said:

Hm. Here's what I get from the light priestess code, following your advice. I spotted those "warning numbers" 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.

There are so many warning numbers in the gecko codetype documents- if you see something like To use po instead of ba, change the codetype from 02 to 12 you have to be aware that the second one can be a flag too (but I haven't had a chance to fix my code up for that yet) so maybe you have to ctrl f for all the first two numbers (and then there's some codes where the description for what the code does only comes on the first line of a sequence of lines ). And also the pointer documentation appears to have the address on the right 

image.png.f32ad1fdfe911d57569d6cea19b4c19e.png

If I'm reading this doc correctly you have a 5A010 which means that po = po+XXXXXXXX where XXXXXXXX is the address so you'd probably be adding 80 to the right hand side and not the left one. I'm gonna rewrite my converty thingy now. 

EDIT actually now I'm confusing myself 

Edited by darketernity
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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.

Edited by Asgar
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28 minutes ago, Asgar said:

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.

did you try this code? With the 04s iirc you don't add+80 on the right

04886E54 8070F290
04886E6C 8070F290
04886E74 8070F290
04886E7C 8070F290
04886E84 8070F290
04886E8C 8070F290
 

Edited by darketernity
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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.

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hmm

It will only show the weapon ranks of what the unit you change has normally, unless you increase the ranks of all types to SS - that way you can have an SS rank in any type to change to. it's possible to make units with only an A rank of a weapon type to SS due to changing to classes with an SS rank in that type

Maybe you have to class change it to a specific class that can equip it, raise the rank and then switch back

Edited by darketernity
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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.

Edited by Asgar
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1 minute ago, Asgar said:

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.

there's a no caps code and maybe you can try raising it by switching class to dark sage or whatever, armscrolling, saving the game then adding a code that switches the char back to their normal class and having that hidden skill equipped

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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.

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36 minutes ago, Asgar said:

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.

Try it in the original RDCC and with 4.02 goat velocity didn't describe any class offset

in 4.02 I promoted geoffrey from dark to arch sage and he gained s rank dark magic

image.png.c4654bc0c560d81962c1b247c40a193c.png

 

this no caps code for 1.01 RD ntsc may or may not work

actually I don't think that works

image.pngI think that the can use dark magic skill doesn't work

 

Edited by darketernity
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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?

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7 minutes ago, Asgar said:

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?

actually I converted it exactly by the book and it doesn't work. The only thing that still hasn't been tested is the code maker's claim that if you get an SS rank in everything it makes every weapon type usable (really?) which can be done by class changing into classes with SS ranked weapon types.  (this is doable with infinite bexp)

the no caps should be this because the slider code (beginning with 08) skips every second line but adds 80 to the address on the 08 line (excluding the 08) but it doesn't work

08B54114 78646464
20A1011C 00000000
08B54118 64646464
20A1011C 00000000
08B540E0 014B014B
20A1011C 00000000
08B540E4 014B014B
20A1011C 00000000
08B540E8 014B014B
20A1011C 00000000
08B540EC 014B014B
20A1011C 00000000
08B540F0 014B014B
20A1011C 00000000
08B540F4 014B014B
20A1011C 00000000
 

Edited by darketernity
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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.

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  • 1 month later...

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.

Edited by Asgar
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  • 4 weeks later...

Well, I went ahead and completed the character codes so I can do some fun challenge runs. If you want to add them to yours, either download the attached zip or replace ALL of the text in CharIndexComplete.txt with the following:

Spoiler

$Nolan 99 EXP
0084da8f 00000063
$Laura 99 EXP
0084de7f 00000063
$Meg 99 EXP
0084e26f 00000063
$Volug 99 EXP
0084e65f 00000063
$Tauroneo 99 EXP
0084ea4f 00000063
$Jill 99 EXP
0084ee3f 00000063
$Zihark 99 EXP
0084f22f 00000063
$Rafiel 99 EXP
0084f61f 00000063
$Micaiah 99 EXP
0084fa0f 00000063
$Edward 99 EXP
0084fdff 00000063
$Leonardo 99 EXP
008501ef 00000063
$Nailah 99 EXP
008505df 00000063
$Elincia 99 EXP
008509cf 00000063
$Marcia 99 EXP
00850dbf 00000063
$Brom 99 EXP
008511af 00000063
$Nephenee 99 EXP
0085198f 00000063
$Lucia 99 EXP
00851d7f 00000063
$Lethe 99 EXP
0085216f 00000063
$Mordecai 99 EXP
0085255f 00000063
$Calill 99 EXP
0085294f 00000063
$Sothe 99 EXP
00852d3f 00000063
$Ike 99 EXP
0085312f 00000063
$Titania 99 EXP
0085351f 00000063
$Soren 99 EXP
0085390f 00000063
$Mist 99 EXP
00853cff 00000063
$Rolf 99 EXP
008540ef 00000063
$Nealuchi 99 EXP
008544df 00000063
$Leanne 99 EXP
008548cf 00000063
$Haar 99 EXP
00854cbf 00000063
$Ilyana 99 EXP
008550af 00000063
$Boyd 99 EXP
0085549f 00000063
$Oscar 99 EXP
0085588f 00000063
$Shinon 99 EXP
00855c7f 00000063
$Gatrie 99 EXP
0085606f 00000063
$Aran 99 EXP
0085645f 00000063
$Rhys 99 EXP
0085684f 00000063
$Heather 99 EXP
00856c3f 00000063
$Mia 99 EXP
0085702f 00000063
$Lyre 99 EXP
0085741f 00000063
$Ranulf 99 EXP
0085780f 00000063
$Kyza 99 EXP
00857bff 00000063
$Reyson 99 EXP
00857fef 00000063
$Tormod 99 EXP
008583df 00000063
$Vika 99 EXP
008587cf 00000063
$Muarim 99 EXP
00858bbf 00000063
$Fiona 99 EXP
00858faf 00000063
$Sigrun 99 EXP
0085939f 00000063
$Tanith 99 EXP
0085978f 00000063
$Sanaki 99 EXP
00859b7f 00000063
$Naesala 99 EXP
00859f6f 00000063
$Bastian 99 EXP
0085a35f 00000063
$Oliver 99 EXP
0085a74f 00000063
$Volke 99 EXP
0085ab3f 00000063
$Caineghis 99 EXP
0085af2f 00000063
$Giffca 99 EXP
0085b31f 00000063
$Kurthnaga 99 EXP
0085b70f 00000063
$Ena 99 EXP
0085baff 00000063
$Renning 99 EXP
0085beef 00000063
$Geoffrey 99 EXP
0085c2df 00000063
$Kieran 99 EXP
0085c6cf 00000063
$Astrid 99 EXP
0085cabf 00000063
$Makalov 99 EXP
0085ceaf 00000063
$Danved 99 EXP
0085d29f 00000063
$Janaff 99 EXP
0086350F 00000063
$Ulki 99 EXP
008638FF 00000063
$Pelleas 99 EXP
0086A34F 00000063
$Skrimir 99 EXP
0086C6BF 00000063
$Tibarn 99 EXP
0086CAAF 00000063
$Stefan 99 EXP
0086B30F 00000063

Note that I did this for 4.0.2. If you copy the text instead of downloading the attached version, it should be good to use for the 5.0 version that's been posted earlier. Like OP mentioned, some of these may be different for you and may even be different across save files. I've only tested them on one playthrough so it's very likely that a few of these won't be the same on my next one or for the next person that tries it.

On 11/28/2018 at 7:12 PM, Asgar said:

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?

Right, there's a few reasons as to why this happens. If you fail to recruit a character, that seems to cause all subsequent characters to get shifted in memory, causing some of them to get swapped. Looks like that isn't the issue for you, but I believe that if you start a fresh game and never make a save and only rely on save states to save your progress, it will help prevent this issue of different save files having different character ID's. You may want to give that a go after you've figured out working codes.

The way I figured out character ID's was horribly tedious, but I'm happy to lay out my method in case you really want to go for it. If you have Nolan's ID working, then you can essentially obtain any subsequent character's ID by adding 3F0 to the first half of the hex code (since for some reason he's the first one in memory). So Nolan's 99 EXP code is:

0084DA8F 00000063

You can obtain subsequent characters by adding multiples of 3F0 to 0084DA8F. You can tell you got the right character by adding the AR code, launching, and seeing if that character's exp was changed to 99. So you'd start by adding 3F0 to Nolan's, which gives you 0084de7f, and if that doesn't work, add another 3F0, and so on. Yes, it's horribly tedious. Generally, ones in the beginning of the game are a bit easier to land and tend to be bundled together. Almost all of the characters can be obtained by adding 3F0 to the previous one without any holes (although there is a hole in there somewhere for the Black Knight), but about six of them I found to be completely isolated from the rest, with their memory addresses being quite far ahead of the rest with a large gap in memory causing me a headache and a half. I eventually sped up the process by writing a quick Python script that generates EXP codes to try out in bulk, and by pasting in multiples at a time in the AR code (you can easily throw in 100 of the generated lines and have no issues), you can at least determine whether or not the character you want is within that batch. If it isn't, generate more codes, and if it is, then keep cutting out about half of them until you finally find it. If you want to give it a go, here's my script:

Spoiler

def main():
    #starting value (currently Nolan, but feel free to change the starting value to something later if you're looking at late game characters
    start = "008638FF"
    for i in range(NUM_TO_GENERATE):
        danved = hex(int(start, 16) + int('3f0', 16))
        print('00' + start.split('x')[-1] + ' 00000063')
main()

Basically, replace "NUM_TO_GENERATE" with the number of subsequent codes you want to generate. If you want a late game character like Stefan, I'd generate about 100 and cut off the first 70 or so. If you want someone like Aran, I'd' start with something like 40 since he does seem to be later in the list of characters, but isn't lost in memory like Stefan is. Sorry if this explanation is hard to understand. Let me know if it is and I'll try to clarify.

I'm sure there's a better way to get character codes, but I haven't been able to figure anything out other than trial and error like this. I tried making sense of the Memory view in the Dolphin debugger, but couldn't quite figure out how to read where a character is in memory. I have no idea how people originally figured out where these locations in memory are, and if anybody knows of a better way, I'd love it if you shared.

RDCC.zip

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  • 2 weeks later...

So,did anyone ever manage to get the infinite uses code to work ? Unfortunately I don't know how to port it to Dolphin . I would like to use this instead of blessing because the weapons lose their forge bonus if they are blessed

Weapons Have Infinite Uses

08B5FDC9 00000081
00CA0050 00000000

Edited by TerminusEst
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