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PostPosted: Sat May 19, 2007 10:48 pm 
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IF YOU PM ME ABOUT THESE CODES YOU WILL BE BANNED

My first real hax, and oh, do they ever work.

GAMEID: AKYE 6665C7F8

500,000 Money (Press L+R)
94000130 FCFF0000
021E8194 0007A120

80SP for All Characters in Guild (Press L+R)
94000130 FCFF0000
C0000000 0000000F
221E7BA0 00000050
DC000000 00000064
D2000000 00000000

Full HP/TP For Entire Guild (Press Select)
94000130 FFFB0000
C0000000 0000000F
221E7B80 000000FF
221E7B82 000000FF
221E7CAC 000000FF
221E7BE6 000000FF
DC000000 00000064
D2000000 00000000


Last edited by KingMengHuo on Sun May 20, 2007 8:32 pm, edited 9 times in total.

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PostPosted: Sun May 20, 2007 12:06 am 
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I used some program to get the Game ID from the ROM and got AKYE-6665C7F8 for the US version, which seems to be correct. But neither of the codes works for me. I confess I am using an R4 and the ROM. I don't have the cartridge yet either. The R4 let me access the cheat menu with that game ID though.


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PostPosted: Sun May 20, 2007 12:14 am 
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these codes worked in renegade64 and no$gba perfectly, but they don't work anywhere else. can someone with more skill tell me what's wrong?


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PostPosted: Sun May 20, 2007 12:41 am 
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KingMengHuo wrote:
these codes worked in renegade64 and no$gba perfectly, but they don't work anywhere else. can someone with more skill tell me what's wrong?


Oh, it's the second bit. You have to change it to a 2. So, for example, money is 021E8194 0007A120. I tested both codes and they worked after this change. However, when doing this, it wouldn't let me load my game; it said it was corrupted. But making a new game and then using the codes and then saving and reloading without the codes worked well without corrupting the save.

I'd also suggest changing the skillpoint code to 99 skillpoints instead of 1, just for convenience since the first time you save and quit after using the codes is the last time you can use them.

Edit: Anyone reading this, he added jokers which circumvent the need to create a new game, so don't be scared off.


Last edited by aldfalk on Sun May 20, 2007 1:00 am, edited 2 times in total.

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PostPosted: Sun May 20, 2007 12:44 am 
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ugh that's annoying

yeah, the saves have a checksum. welp, looks like i'm starting a new game. i messed up some of my builds anyways

actually, let me try using an activator


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PostPosted: Sun May 20, 2007 12:49 am 
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SCORE!


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PostPosted: Sun May 20, 2007 1:01 am 
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Ah, that's great. This game is surprisingly difficult, so a lot of people will probably want these. The game also seems to be flying under a lot of radars, so I think you were pretty much the only person working on codes for this game at the moment.


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PostPosted: Sun May 20, 2007 1:05 am 
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how did you know to add a 2 as the second bit? i've not read that anywhere


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PostPosted: Sun May 20, 2007 2:10 am 
why didn't you make it 99SP, 63 hex


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PostPosted: Sun May 20, 2007 2:11 am 
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because shut your face?


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PostPosted: Sun May 20, 2007 2:13 am 
because you're a n00b hacker and 63 is a big number?


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PostPosted: Sun May 20, 2007 2:16 am 
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King Rhyono wrote:
because you're a n00b hacker and 63 is a big number?


:roll: do you honestly think i didn't know how to write 99 in hex?

80 is a nicer number. having everything be 99999999999 99999 9999 99999999 9999 all over the place looks like shit

also, don't insult the people who bring you new codes, fuckhole


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PostPosted: Sun May 20, 2007 2:19 am 
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This thread is filled 76% with Kings... -_-'

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PostPosted: Sun May 20, 2007 2:47 am 
No, it was 69%, now its 71%


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PostPosted: Sun May 20, 2007 3:59 am 
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Whatever...

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PostPosted: Sun May 20, 2007 12:22 pm 
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fixed a duped line in the second code, should affect the 16th character now


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PostPosted: Sun May 20, 2007 2:00 pm 
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Some remarks...
First, your conditional codes don't have the D2/D0... (=endif) code type after them. They are mandatory !

Second, your 80SP set of codes can be shortened a lot by using the C0... code type :
94000130 FCFF0000
C0000000 0000000F
221E7BA0 00000050
DC000000 00000064
D2000000 00000000


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PostPosted: Sun May 20, 2007 5:53 pm 
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thanks :) learn something every day

i knew there was a way to shorten it, i was just unfamiliar with how. now i know :3

how do i toggle a constant-write?


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PostPosted: Sun May 20, 2007 7:18 pm 
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added a code


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PostPosted: Mon May 21, 2007 4:11 pm 
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That games seems to be nice (I usually like dungeons games). Not quite sure what to do for it... So I came up with these stupid codes.

Code:
Boost option always enabled
620F0FBC 00000000
B20F0FBC 00000000
20000028 00000001
D2000000 00000000


Code:
Unlimited Chop/Take/Mine
0209E8A4 E3A00000


Btw KingMengHuo, your max hp/tp code is a bit wrong. For exemple, you seem to be (or should be) aware that the block of data for each player is 0x64 bytes long, but you write above these 0x64 bytes (ie. you overwrite data of the next guildmember) ? Also, when using your code, the gauges gfx go too high. Oh, and the HP/TP values are 16 bits, not 8 bits...

Anyway, I've tweaked your code to make it use pointers (as the game uses pointers - which does not mean the data is moving, but just in case it does), and I also added a 'cure' effect (all bad statuses, even death, will be cured after a fight), and I changed the 255 health/tp to a max health/tp (the code will copy the max value to the current value) :

Code:
Press B for Full HP/TP/Cure For Entire Guild (Outside of battle)
920E9CD0 C0000000
94000130 FFFD0000
620F077C 00000000
B20F077C 00000000
DC000000 00000014
C0000000 0000000F
DA000000 00000022
D7000000 0000002C
DA000000 00000022
D7000000 0000002C
10000042 00000000
DC000000 00000060
D2000000 00000000

Had to put an activator, else some quests were impossible to finish (like the one where you need to be petrified).

Edit : Put a second activator, else the code was lagging the game way too much. The code will only be applied when B is pressed AND while the camera isn't moving (but you don't have to stand still, it'll still work if you press up (to move) while pressing B, as the camera pauses briefly between 2 tiles. However, if you press B very fast between 2 tiles, the code will not be applied).


Last edited by kenobi on Fri May 25, 2007 1:57 pm, edited 4 times in total.

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PostPosted: Mon May 21, 2007 8:59 pm 
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thanks. can you try to come up with an in-battle HP+TP restore? i've been trying for hours and hours and i can't seem to pin it down. if you could do it and then tell me how you did so, that would be immensely appreciated, i just can't let this one go unsolved but i don't know that i can do it at my skill level


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PostPosted: Tue May 22, 2007 2:54 am 
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Code:
Press B to reset the encounter rate, A+B (and release B then A) to max out the encounter rate
620F0F98 00000000
B20F0F98 00000000
94000130 FFFC0001
200029A4 00000000
D0000000 00000000
94000130 FFFC0000
200029A4 0000007F
D2000000 00000000


Last edited by kenobi on Tue May 22, 2007 4:41 am, edited 1 time in total.

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PostPosted: Tue May 22, 2007 3:11 am 
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kenobi wrote:
Press B to reset the encounter rate, A+B to max out the encounter rate
620F0F98 00000000
B20F0F98 00000000
94000130 FFFC0001
200029A4 00000000
D0000000 00000000
94000130 FFFC0000
200029A4 0000007F
D2000000 00000000


Oh dear god YES.


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PostPosted: Tue May 22, 2007 4:35 am 
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As you asked, here is how I found the in-fight HP(/TP) code (you need the TT of course) :

Enter a fight. Search for the HP of the first player (new 16 bits search, then 'search again' for the value of the HP).
Now make all your players defend. Do this until the first player gets hurt.
Make a 'search again' for the new value of his HPs. You should have 2 results.
Try to change the values of these results, and look if the value change in-game. For my case, only poking the value at 0x0223395C was also changing the value on the NDS screen. You'll also notice doing this that, for the in-fight player data, the health (and all other values) are 32 bits.

Now make a ram dum of 0x02000000-0x02400000. Call it 'etrian' for exemple. Open it with my Pointer Search tool, and make a pointer search for the address you found (go in the 'Pointer Search' tab, click on 'File 1', select your etrian ram dump, then enter the address you found in 'Address 1', and click 'Go !', then go to the the 'Pointer to ARDS' tab).

I had one match : 020F0F14 0223379C

You'll also see in the left memo of '0223395C'. It's the address we searched for. Add ' 000000FF' to it. Click 'proceed', and you'll have the codes for the health of player 1 :

620F0F14 00000000
B20F0F14 00000000
000001C0 000000FF
D2000000 00000000



That's about it. Now by looking at the values near [020F0F14]+0x1C0 (ie. near 0x0223395C for me) you'll spot the max HP, and the current/max TP. Also, I saw that the next player health data is at 0x2233C54, which means the in-fight player data is 0x2F8 long.
You can also find the statuses, by dying and looking at what value changes.

Also, going at 5*0x2F8+([020F0F14]+0x1C0) (=5*0x2F8+0x0223395C), ie. going to the '6th player', will actually put you at the start of the monsters data (change the value there, and you'll see the health of the first monster decrease).

Sooo... We can do 2 set of in-fight codes here :
One for the Party (max health/tp & cure)
One for the monsters (1 health for exemple).

Code:
Press Select to refill HP/TP and Cure in fight
94000130 FFFB0000
620F0F14 00000000
B20F0F14 00000000
DC000000 000001A0
C0000000 00000004
F2000000 00000004
92000002 00000001
D9000000 00000024
D6000000 00000020
D9000000 00000028
D6000000 00000024
000000B8 00000000
000000C4 00000000
000000D0 00000000
000000DC 00000000
A2000002 00000001
C0000000 00000000
D0000000 00000000
DC000000 000002F0
D2000000 00000000


This code will read the max HP (D9000000 000001C4), and will write it over the current HP (D6000000 000001C0). However, the D6 is an incrementive write, so after it, we'll have offset = offset +4. That's why we don't have D9000000 000001CC for reading the max TP, but D9000000 000001C8 (=0x1CC-4), and same for writing the current TP (0x1C4 instead of 0x1C8). And as this second D6 also adds 4 to the offset, to get the next player data we finaly add 0x2F0 to it (=0x2F8 - 4 - 4) (same for the statuses : they are 'normaly' at pointer+0x260, but as we used 2 D6 codes before, we need to remove 8 from it : 0x260-8=0x258)

Now for the monsters, let's make the 1hp code. Not quite sure how much monsters will there be at max... I finaly set this number to 8 (as you can get up to 8 items after a fight, wouldn't that mean up to 8 monsters are allowed ? - edit : indeed, I checked the game asm and it search the fighters data up to (base address + 13*0x2F8)) :

Code:
Press Start to set monsters HP to 1
94000130 FFF70000
620F0F14 00000000
B20F0F14 00000000
DC000000 00000498
C0000000 0000000B
F2000000 00000004
92000002 00000002
00000020 00000001
D0000000 00000000
92000002 00000000
C0000000 00000000
D0000000 00000000
DC000000 000002F8
D2000000 00000000


These codes will need testing, but they should work.
Of course from there other codes could be made, as there is a lot of data for each player/monster.


Edit : found a small problem with my codes. They were only working properly if there were 5 heroes in the party, which might not be always the case. So I added checks to make sure the codes make the difference between the heroes and the monsters (but it makes the codes a bit longer).

Edit2 : Just in case (might be not necessary), I added some checks to make the 1hp/fullhp code not write to place where there are no monsters/allies. These code should now be final.


Last edited by kenobi on Fri May 25, 2007 6:38 am, edited 4 times in total.

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PostPosted: Tue May 22, 2007 7:43 am 
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Code:
Press Start to add a Warp Wire to the inventory *
94000130 FFF70000
620F077C 00000000
B20F077C 00000000
DC000000 00000680
C0000000 0000003B
F2000000 00000002
92000000 00001116
C0000000 00000000
D0000000 00000000
92000000 00000000
10000000 00001116
C0000000 00000000
D0000000 00000000
DC000000 00000002
D2000000 00000000
* : it'll put the Warp Wire in the first empty slot found, and will only do it once (until you discard/use it).


Thanks Y.S. for the clever ideas.

Replace the two 0x1116 with another number to get another item (I'm not going to make a list, and beware putting a 'wrong' number might/will crash the game).


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PostPosted: Tue May 22, 2007 9:41 am 
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kenobi wrote:

Full HP/TP/Cure For Entire Guild (Outside of battle)
620F077C 00000000
B20F077C 00000000
DC000000 00000014
C0000000 0000000F
DA000000 00000022
D7000000 0000002C
DA000000 00000022
D7000000 0000002C
10000042 00000000
DC000000 00000060
D2000000 00000000



This code doesN't seem to work. Tested it last night and all it does is freeze the screen at the beginning of the opening credits. Maybe adding an activator like "Press L+R to activate" will fix the problem?

Anyways, Thanks for the good work, though. Other two codes work like a charm.

-


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PostPosted: Tue May 22, 2007 11:05 am 
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Strange... What do you mean by opening credits (when do they appear - I can't see any...) ?
Also, try to use the code alone (without other codes). Problems might appear when two codes are conflicting, or when too many codes are used.


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PostPosted: Tue May 22, 2007 11:19 am 
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kenobi wrote:
Strange... What do you mean by opening credits (when do they appear - I can't see any...) ?
Also, try to use the code alone (without other codes). Problems might appear when two codes are conflicting, or when too many codes are used.


Oh, sorry. Actually, I was thinking of the wrong code. I can actually get to the main screen of the game where you are asked to load a saved game or new game. If you select load your saved game it tells you that the file is corrupt.

Any way to add an activator to that?


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PostPosted: Tue May 22, 2007 11:43 am 
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Yeah, easy :
Press L+R to...
94000130 FCFF0000
//insert the codes here

However I still don't have any problem (no file corruption)... May I ask what you are using to apply the codes (r4/m3 ? dipstar ? nitrohax ? CBDS ? ARDS ? something else ?) ? And did you try using only this code (and no other) ? Also double (triple) check that the code has been entered correctly.


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PostPosted: Tue May 22, 2007 6:54 pm 
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Code:
Press R to be able to save anywhere *
0209684C E5D40000
94000130 FEFF0000
0209684C E3A0000C
D2000000 00000000
* : while pressing R, the game will think you're in front of a Geomagnetic Field. Pressing A during that time will bring the 'return to town/save/ignore it' menu. Choosing 'save' will save your progress right were you are.


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