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PostPosted: Fri Oct 17, 2008 8:01 pm 
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Title: Lol wut?
I would like to request Inf HP code for Mother 3 but with the patch translated by http://mother3.fobby.net/.


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PostPosted: Sun Oct 19, 2008 4:12 am 
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Title: Lol wut?
bump


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PostPosted: Sun Oct 19, 2008 11:32 am 
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Title: "Hacker"
No bumping. Last warning.


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PostPosted: Sun Oct 19, 2008 6:04 pm 
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You're an idiot.

No changes have been made that would break any of the codes from the original Japanese version. Go find them yourself.


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PostPosted: Sun Oct 19, 2008 7:18 pm 
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Title: Script Monkey
Sappharad wrote:
You're an idiot.

No changes have been made that would break any of the codes from the original Japanese version. Go find them yourself.


Actually you are wrong, the patch does modify the game quite a bit which does break most of the original Mother 3 (J) codes due to the memory addresses being changed.

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Supports: R4DS, M3 Simply/Real, G6DS Real, DS TopToy, Acekard RPG/2, Supercard, CycloDS, EDGE flashcarts.
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PostPosted: Tue Oct 21, 2008 5:23 pm 
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Narin wrote:
Sappharad wrote:
You're an idiot.
No changes have been made that would break any of the codes from the original Japanese version. Go find them yourself.

Actually you are wrong, the patch does modify the game quite a bit which does break most of the original Mother 3 (J) codes due to the memory addresses being changed.

Actually, you are wrong. I know for a fact that no memory addresses for anything a code would affect have been changed. How do I know? Search the Readme file for my username and you tell me.

Any codes that don't work were probably wrong in the first place. The game has always used different locations for stuff like stats in and out of battle, and these aren't always in the same place due to a combination of poor coding in the original game and the fact that the game was compiled from C++ . I've just double checked to verify, all of my codes still work and no unusual RAM differences occurred when loading the game from the exact same save-frog in both versions.

The translation does use more memory for battle text, as well as an unused portion of memory for unpacking in-game text, but as I said these won't affect any codes that were correct in the first place. If you've got an example that shows otherwise, I'd be happy to tell you why it's wrong.

On a side note, here's a thread with some codes that someone made:
http://forum.starmen.net/forum/Mother/3 ... ost1102510
You'll see by reading that thread that they don't work for everyone. This is due to the reasons I mentioned above. I'm guessing if you use the default character names you'll have the best chance of them working.


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PostPosted: Thu Oct 23, 2008 9:09 am 
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edit: nevermind.


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PostPosted: Thu Oct 23, 2008 2:25 pm 
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Title: Script Monkey
Sappharad wrote:
Narin wrote:
Sappharad wrote:
You're an idiot.
No changes have been made that would break any of the codes from the original Japanese version. Go find them yourself.

Actually you are wrong, the patch does modify the game quite a bit which does break most of the original Mother 3 (J) codes due to the memory addresses being changed.

Actually, you are wrong. I know for a fact that no memory addresses for anything a code would affect have been changed. How do I know? Search the Readme file for my username and you tell me.

Any codes that don't work were probably wrong in the first place. The game has always used different locations for stuff like stats in and out of battle, and these aren't always in the same place due to a combination of poor coding in the original game and the fact that the game was compiled from C++ . I've just double checked to verify, all of my codes still work and no unusual RAM differences occurred when loading the game from the exact same save-frog in both versions.

The translation does use more memory for battle text, as well as an unused portion of memory for unpacking in-game text, but as I said these won't affect any codes that were correct in the first place. If you've got an example that shows otherwise, I'd be happy to tell you why it's wrong.

On a side note, here's a thread with some codes that someone made:
http://forum.starmen.net/forum/Mother/3 ... ost1102510
You'll see by reading that thread that they don't work for everyone. This is due to the reasons I mentioned above. I'm guessing if you use the default character names you'll have the best chance of them working.


Ah sorry, I stand corrected. I had tried creating codes for this game myself and it seemed that the memory addresses I got were different than the original Japanese codes, that would explain it. Thanks for the heads up about that, it seems that the memory addresses change depending on various variables in the game. I'll see if I can find a way to implement pointer codes for the game.

_________________

The massively compiled CHEAT.DAT! It contains cheats for over 1000 games! LATEST UPDATE: 02-08-09. Image
Supports: R4DS, M3 Simply/Real, G6DS Real, DS TopToy, Acekard RPG/2, Supercard, CycloDS, EDGE flashcarts.
Follow the NEW official cheat Thread for more information.


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PostPosted: Thu Oct 23, 2008 7:48 pm 
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Narin wrote:
Ah sorry, I stand corrected. I had tried creating codes for this game myself and it seemed that the memory addresses I got were different than the original Japanese codes, that would explain it. Thanks for the heads up about that, it seems that the memory addresses change depending on various variables in the game. I'll see if I can find a way to implement pointer codes for the game.

I haven't played around with it too much, but in my experience, using the exact same save file in both versions of the game (There's a save converter linked in the readme, although you don't need to convert if you want garbage character names) will result in the exact same memory addresses being used.
I've also noticed that it's really easy to see the pointers jump if you're searching for something like EXP gained in battle or HP in Chapter 1. If you fight the Slitherhens then go fight the first mini-boss (the firefly like things) the addresses almost always are different and the battle won't end properly if you've got codes enabled that use the old addresses.

The main problem with this game is almost everything is passed around on the stack instead of being placed in a static object. I only did some of the very early hacking on this before the translation teams merged, but I've gotten pretty good at tracing shit backwards through 10+ jumps to figure out where it came from. So if you've ever got any cool ideas and can't figure out what's going on, let me know and I might want to take a look if it sounds interesting.


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