Is it possible to implement a walk-through-walls cheat? It would enhance the gameplay a bit
I tried to make it myself but failed.
1. The map-coordinates inside the save are validated pretty good and I can't hack them to a position which is not allowed; the game refuses to load the save afterwards.
2. I tried it with pointers to manipulate the movement but it also didn't work. There are too many pointer² and I can't find a static value to begin with. There are also mechanisms which seem to check the movements and I'm not that good in debugging.-.
EDIT: Somebody did this already:
Seems to be a RomFS.bin edit.
So i tried this cheat and when i open the cheat menu i dont see any cheats? Am i doing something wrong? NTR works fine on other games but i dont see any cheats for the game. I put the plg file in the correct folder but nothing. Am i supposed to rename it cheat.plg? The game does ask for an update though but it also ask for a system update as well but if i update the firmware wouldnt that make all my cfw not work anymore?
So i tried this cheat and when i open the cheat menu i dont see any cheats? Am i doing something wrong? NTR works fine on other games but i dont see any cheats for the game. I put the plg file in the correct folder but nothing. Am i supposed to rename it cheat.plg? The game does ask for an update though but it also ask for a system update as well but if i update the firmware wouldnt that make all my cfw not work anymore?
Is it possible to implement a walk-through-walls cheat? It would enhance the gameplay a bit
I tried to make it myself but failed.
1. The map-coordinates inside the save are validated pretty good and I can't hack them to a position which is not allowed; the game refuses to load the save afterwards.
2. I tried it with pointers to manipulate the movement but it also didn't work. There are too many pointer² and I can't find a static value to begin with. There are also mechanisms which seem to check the movements and I'm not that good in debugging.-.
EDIT: Somebody did this already:
Seems to be a RomFS.bin edit.
@SciresM was the original video recorder, it's a "GR" hack where all of the movement permissions for every sub-map were edited to be a standard walking tile.
@SciresM was the original video recorder, it's a "GR" hack where all of the movement permissions for every sub-map were edited to be a standard walking tile.
Thank you very much for this explanation. This is really valueble
What does the shortcut GR stand for?
Ok the 9 file seems to be a garc package. I extracted it and I think that the movement permission is stored from offset 0x80 to 0x1980 in little endian. So this must be the 40x40 maps you're talking about.
Unfortunately i dont Unterstand Some of the Source Code but I think this represents the same idea.
I'll check some ram dumps. If I find a pointer on a static address which points to the permission arrays I'll write a cheat code. But really I highly doubt it that I can write so many bytes without crashing the system...
2nd try would be editing the garc archive and modify the values. I need to find a tool which can repack it and Need some more Information how to repack whole cias and Use them without installing (converting maybe to 3ds) but I think that's the right direction
Ok, so POC works with gateshark Thank you for giving the hint with a/0/3/9.
The downside is, that it only works for the current map loaded. So I can walk through walls for 40x40 tiles but can't move further. Even the normally walk able road blocks...
This is ok, I need just to understand the archive better, but a bigger problem is that I can't find out a static pointer address.
e.g. 44 55 00 70 80 00 10 00 F0 34 8F 14 F0 36 AF 14
is some offsets above the "GR" model header and points to two possible locations where the next "GR" model is loaded. This is good because I can jump to those locations and hack the model but I can't find the 1st entry. There is no static address and the location is shuffled. This is really a problem and drives me nuts. Its the same problem where I had to give up with mh3u while mh4u had static pointer :/
Maybe I give up and just hack it the conventional way...
EDIT2:
So each region has a fixed address it appears. So I would have to patch each for it...
This is the base code and it works in the 1st village:
line2 is the fixed address where I can't find a pointer to. Each region has a fixed address.
I can't tell now which address works with which route... But this example works for the 1st village up until the 2nd and beyond by lining up the known base address.
GR is possibly "Game Region", basically a 64x64 chunk of map. The game stitches these together via the MM (map matrix) file, which says when you load a map it'll load certain chunks in a grid.
GR is possibly "Game Region", basically a 64x64 chunk of map. The game stitches these together via the MM (map matrix) file, which says when you load a map it'll load certain chunks in a grid.
Alright. I repacked the CIA and it works too. The downside is I can't deactivate the effect which makes map changing impossible because the "warp points" are disabled... Although I disabled the model-collision but the map-boundaries are still active also in Z-direction (I can't walk through some mountain steps). It looks exactly as you posted with your pictures.
Whatever I managed to do what I wanted for a long time thats good enough for me.
I'm very impressed that this game is so far reverse engineered. Texture/Model mods are already possible and maybe soon world map editing too. This has potential
Alright. I repacked the CIA and it works too. The downside is I can't deactivate the effect which makes map changing impossible because the "warp points" are disabled... Although I disabled the model-collision but the map-boundaries are still active also in Z-direction (I can't walk through some mountain steps). It looks exactly as you posted with your pictures.
Whatever I managed to do what I wanted for a long time thats good enough for me.
I'm very impressed that this game is so far reverse engineered. Texture/Model mods are already possible and maybe soon world map editing too. This has potential
Unfortunately, ROM editing the overworlds hasn't succeeded as there's probably some verification done (with checksums or whatever); that roadblock has prevented any further PoC's.
As for the certain collisions, the 'collision' file format hasn't been RE'd (we believe they are those 'coll' files). Probably is just an invisible-wall sort of object.
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