The Iron Rose Posted January 12, 2016 Share Posted January 12, 2016 (edited) Anyone have any luck getting any of the codes in here working on the NTR debugger? Been trying for a bit but for the life of me can't seem to get even the updated ones for patch 1.1 to work. Probably because I'm using the translation patch mind. Since AFAIK there's no other way to easily edit RAM on the n3DS Edited January 12, 2016 by The Iron Rose Quote Link to comment Share on other sites More sharing options...
Raybrand Posted January 12, 2016 Share Posted January 12, 2016 Anyone have any luck getting any of the codes in here working on the NTR debugger? Been trying for a bit but for the life of me can't seem to get even the updated ones for patch 1.1 to work. Probably because I'm using the translation patch mind. Since AFAIK there's no other way to easily edit RAM on the n3DS +1 im playing on the translation patch on an old 3ds though and I can't create a working plug in. activating the codes on ntr rather than qr scan would save me some trouble. Quote Link to comment Share on other sites More sharing options...
The Iron Rose Posted January 12, 2016 Share Posted January 12, 2016 (edited) The really odd thing is that the codes I tried are within the working memregion too, they just don't actually have any effect in game when I'm writing them. Tried both the control enemy and the infinite movement codes for the 1.1 update, to no avail unfortunately. Shame. I'd just use a plugin but for the life of me I can't get any plugins to show up in NTR. Edited January 12, 2016 by The Iron Rose Quote Link to comment Share on other sites More sharing options...
Raybrand Posted January 12, 2016 Share Posted January 12, 2016 The really odd thing is that the codes I tried are within the working memregion too, they just don't actually have any effect in game when I'm writing them. Tried both the control enemy and the infinite movement codes for the 1.1 update, to no avail unfortunately. Shame. I'd just use a plugin but for the life of me I can't get any plugins to show up in NTR. if the game plugin option is not showing then it looks like an installation issue, had a similar issue one time and I fixed it by uninstalling and replacing it with the latest update at the time 3.2 ---------- Another note, the codes posted in the thread, are they specific to the special edition version or do the codes and character block apply to all three version? Im referring to: http://serenesforest.net/forums/index.php?showtopic=54943&p=3928316 http://serenesforest.net/forums/index.php?showtopic=54943&p=3852248 Quote Link to comment Share on other sites More sharing options...
danman703 Posted January 16, 2016 Share Posted January 16, 2016 new to this, kinda assumed it would be like acnl hex values, a bit confused. Can somebody fill the ppl in who dont have any experience with what ur doing and how? Kinda wanna try this out myself... Quote Link to comment Share on other sites More sharing options...
Silent Hell Posted January 16, 2016 Share Posted January 16, 2016 Planning on making similar codes to the ones made for Fire Emblem awakening with all this info. Thanks guys! Quote Link to comment Share on other sites More sharing options...
Matonmx01 Posted January 17, 2016 Share Posted January 17, 2016 (edited) How did you can do the hex edit in the save? I dont know how to hex edit i have Hex Workshop but i dont find how to do it Edited January 18, 2016 by Matonmx01 Quote Link to comment Share on other sites More sharing options...
Silent Hell Posted January 18, 2016 Share Posted January 18, 2016 Anyone ever figure out how to get NTR debugger to work? Was wondering if I could use that since I recently modded my N3DS and was hoping to use that as my main source to run the game however Spider doesn't work on N3DS since it runs Skater. T_T Quote Link to comment Share on other sites More sharing options...
Matonmx01 Posted January 18, 2016 Share Posted January 18, 2016 (edited) Anyone ever figure out how to get NTR debugger to work? Was wondering if I could use that since I recently modded my N3DS and was hoping to use that as my main source to run the game however Spider doesn't work on N3DS since it runs Skater. T_T You need to download the oficial file : ntr.bin and put it on the SD CARD Edited January 18, 2016 by Matonmx01 Quote Link to comment Share on other sites More sharing options...
Silent Hell Posted January 18, 2016 Share Posted January 18, 2016 I have all the files in the right places, I mean, how do I go about connecting the debugger to my computer and reading memory in real time/applying codes. Quote Link to comment Share on other sites More sharing options...
Byleth Posted January 22, 2016 Share Posted January 22, 2016 is there a way to get amiibo units/items in the game without using the amiibo? Quote Link to comment Share on other sites More sharing options...
marvs869 Posted January 22, 2016 Share Posted January 22, 2016 how do you change the difficulty in fates using hxd? im currently at hard mode (01) and im not sure its the same as awakening as i cant find the other 01 other than the one found in the first row? Quote Link to comment Share on other sites More sharing options...
DeathChaos25 Posted February 1, 2016 Share Posted February 1, 2016 (edited) I'm glad I bought this game, I really enjoyed the story! By the way, my favorite part is when you start a new game, and big sister Lucina tells you that you must defeat her to leave the castle. This is chapter 1, where you must battle Marx, who is now Lucina as seen above. Well, the unit placement data files for Fates (dispos files, .bin, located in GameData/Dispos) have the EXACT same structures as the ones for Awakening, as I had previously explained here. Edit: While the character blocks in dispos for Awakening are 0x74 in size, the ones for If seem to be 0x8C in size Edited February 1, 2016 by DeathChaos25 Quote Link to comment Share on other sites More sharing options...
Raybrand Posted February 1, 2016 Share Posted February 1, 2016 how do I edit the max stats of a character? looking at the character block 'http://i.imgur.com/uNLK9Ym.png'do I edit the stat bonus section? Quote Link to comment Share on other sites More sharing options...
DeathChaos25 Posted February 1, 2016 Share Posted February 1, 2016 (edited) Edited February 1, 2016 by DeathChaos25 Quote Link to comment Share on other sites More sharing options...
blyegg Posted February 2, 2016 Share Posted February 2, 2016 (edited) Able to control enemy 敵操作可能 03C53138 E1500000 Hey guys. I tried to applythis code with NTR debugger using the following command > write(0x17C53138, (0x00,0x00,0x50,0xE1), pid=0x2C) however, all it does is say null finished and has no effect I also tried the exp 100 code and the trade with enemy code, but neither worked. any help? EDIT: Also, @the post above mine... all those Robins... it's amazing... EDIT2: Nevermind, I found a cheat.plg file and decided to use that Edited February 2, 2016 by Blyvern Quote Link to comment Share on other sites More sharing options...
DeathChaos25 Posted February 3, 2016 Share Posted February 3, 2016 So, I tried replacing one of the reinforcement waves on Chapter 17 (Hoshido) with the 4 Amiibo units instead, so that they'd hopefully join me, but instead, the game spawned this... Words cannot eve begin to describe how utterly confused I am right now. Quote Link to comment Share on other sites More sharing options...
chuggaafan1 Posted February 5, 2016 Share Posted February 5, 2016 Would it be possible to remove the trade locks on certain items? (Amiibo weapons, monster weapons, etc) Or would I need to hack them directly into a unit's inventory? Quote Link to comment Share on other sites More sharing options...
VincentASM Posted February 5, 2016 Share Posted February 5, 2016 Would it be possible to remove the trade locks on certain items? (Amiibo weapons, monster weapons, etc) Or would I need to hack them directly into a unit's inventory? I think so. It's just a bit flag I believe. Just compare a locked weapon with a non-locked one. The flags should be right before the item's IID label. Quote Link to comment Share on other sites More sharing options...
DeathChaos25 Posted February 5, 2016 Share Posted February 5, 2016 (edited) Adding supports in this game is infinitely easier than in Awakening, with the exception of the Amiibo units, which had a nasty flag that possibly meant they where flagged as Guest MUs, said Flag I had to get rid of, and managed to fully add a complete support set to Robin and Marry him to my Female Kamui, the marriage even produced male Kanna, I'll just dump the screenshots here. Edited February 5, 2016 by DeathChaos25 Quote Link to comment Share on other sites More sharing options...
Tide of Waves Posted February 6, 2016 Share Posted February 6, 2016 (edited) Question: Would it also be possible if you can make Amiibo Characters have Secondary Classes in the game through Hacking.? Edited February 6, 2016 by Tide of Waves Quote Link to comment Share on other sites More sharing options...
DeathChaos25 Posted February 6, 2016 Share Posted February 6, 2016 Yes, it should be possible, but we'd have to move some stuff around, as this would require adding a pointer to the pointers table. On another note, after days and days of studying the unit spawning Behavior, I finally managed to figure out how to add new units to a player's team in a map, so that they join at the end. Quote Link to comment Share on other sites More sharing options...
DeathChaos25 Posted February 7, 2016 Share Posted February 7, 2016 Alright, managed to get Marth and Ike onto the map, here's the bin if anyone's interested in poking around. https://www.dropbox.com/s/6kwhq4q7kw1atg9/A017.bin?dl=1 This file goes in GameData/Dispos/A, this is Hoshido chapter 17, do note I only have the special edition, so don't ask me how the files are placed in the Hoshido version. I seem to be unable to add Robin and Lucina as it makes the game crash, possibly related to how I flagged them as Kamuis to get them to be able to support, or maybe I keep messing up, I'll try adding them on another map later. Quote Link to comment Share on other sites More sharing options...
DeathChaos25 Posted February 8, 2016 Share Posted February 8, 2016 (edited) Alright, so while I was making this, I came across some nice details about the game's save data. First, what I was doing was editing unit data within the maps to spawn the Amiibos, as shown in my previous post, and was successful at doing so, however, the process was a tedious one because of one major reason. I thought I'd just save in the preparations screen to speed up the testing process, I thought wrong. As it turns out, if you save in the preparations screen, the next time you load the game from within the map, the unit data is actually read from the save, not from the map data itself, so meaning, every time I did an edit, I had to leave the map, leave my castle to re enter the map to get my new units to spawn, however, if I saved within the map with my Amiibo units spawned through romhacking, loading the unedited game, and loading my save, the Amiibo units would actually still be where I spawned them through rom hacking. This means, that if we find out where the save stores this data, we could add new player units to the map through save editing without the need to romhack, and say, have all playable units in Hoshido, or Nohr, since the unit data for all characters is found in all versions regardless of whether or not they're playable through the story. Edited February 8, 2016 by DeathChaos25 Quote Link to comment Share on other sites More sharing options...
RainThunder Posted February 10, 2016 Share Posted February 10, 2016 (edited) DLC items: 0x163 Pebble 0x164 Hero's Brand 0x165 Exalt's Brand 0x167 Fell Brand 0x168 First Blood 0x16A Vanguard Brand 0x16B Steel Blade 0x16C Veteran 0x16D Aether 0x189 WarpDLC accessories: 0x69 サングラス 0x6E 黒縁メガネCipher character IDs: 0x0200 Marth 0x0300 Lucina 0x0400 MinervaCipher class IDs: 0x88 Cipher Pegasus Knight Edited February 12, 2016 by RainThunder Quote Link to comment Share on other sites More sharing options...
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