Thanks a lot dude you really save me there,Pyriel wrote: ↑Tue Aug 21, 2018 1:31 pm999 ATK All Characters
If you want to customize the value, tack on 80088984 ???? and supply your own value (in hex). 01F4 will give you 500, which is pretty good, and might make some of the unites and things where allies take damage based on ATK more survivable. If you just want everybody to hit like a tank on auto, the one line is good enough.
Oh, this takes over the upper bounds check, so you can theoretically use the second line to set insane values. I didn't test that, though. The limit could be enforced elsewhere, or the game could glitch or crash if you go overboard.
Oh i see,so is there something that i can do to make it permanent? I love this code so muchPyriel wrote: ↑Tue Aug 21, 2018 5:56 pmNot really. ATK is a derived stat. It's the total of STR + weapon attack power + bonuses from armor and accessories + rune bonuses, and maybe a couple of other buffs. You can modify strength on a per character basis, but the rest of it is tied to things you can't modify without affecting everybody. STR is limited to 255, so there's not a lot you can do to permanently drive up ATK for one character.
The code isn't permanent. It just forces the calculation to return its maximum value (or whatever you specify if you use the extra line). When you start up the game with it turned off, everybody will fall back to whatever their actual total is.
Well i play using emulator actually,so what i can doPyriel wrote: ↑Wed Aug 22, 2018 8:01 amNo, you'd literally have to alter your disc or disc image. You could carry it forward in a single play-through by editing a save state, but the effects would disappear if you stopped using states based on the edited one, e.g., if you make an actual memory card save at some point, reset the game and load that without first using an affected save state.
Hey i love this code so can you tell me what code for nanami,idk how to calculate this kind of codeMetsu wrote: ↑Fri Mar 25, 2016 5:52 pmTime to pay back this community for helping me! Well, I hope this hasn't been discussed too much, at least I couldn't find it in the search.
Some people were looking for a code to change the statue on the 4th floor, or in other words, the kill count each character has with physical attacks.
I found the values for that to be the last two bytes of the characters (unsigned 16-bit integer).
Starting with Riou, it would be this in memory...
800698B4 - Riou
800698D8 - Flik
On and on, every 24 bytes for the 83 playable characters.
If you're talking save-states, it's possible that the emulator you use is somehow letting the executable data be replaced, or that it's tracking regions where executable data was loaded on boot-up and not saving them. Or, possibly more likely, it takes a snapshot that doesn't include the effects of any cheats in those regions. I don't know why they'd take the trouble to do something like that, but mileage may vary on keeping the code active in save states, I guess.
Yeah it only works for save states though,i use emulator in android,is there's a difference, i mean between android and pc emulatorPyriel wrote: ↑Wed Aug 22, 2018 11:30 amIf you're talking save-states, it's possible that the emulator you use is somehow letting the executable data be replaced, or that it's tracking regions where executable data was loaded on boot-up and not saving them. Or, possibly more likely, it takes a snapshot that doesn't include the effects of any cheats in those regions. I don't know why they'd take the trouble to do something like that, but mileage may vary on keeping the code active in save states, I guess.
As far as I'm aware, the game doesn't swap out the main executable file and reload it, except when the system itself is reset. It'd be difficult and pointless to do that during play anyway. I have seen some cheat codes that overwrite the main executable include checks to see that it's loaded, but I always assumed the makers were just unsure of which regions were the main exe and which were swappable overlay modules. It'd certainly be a massive coincidence, if the game decided to refresh from disc somehow during the exact moment after you loaded a save state.
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