Cheat is on JA version of the game. There could be AS, EU and US. According to someone you just need to update the master code. If you are using Breeze try making any asm cheat and it will be created for you. The simple asm cheat creation tutorial for Breeze may be useful to you.
I just added a button in game info menu that will create a dummy cheat. Delete the master code, go there and press the button and the master code for your version will be created. The dummy cheat is useless but if you use it to jump to target it should bring you to the module base.
A quick way to check if a cheat from a different BID is going to work is to check the hook to see if it match the target.
All the cheats that I made has the first line being the hook and the content is the original.
If you jump to ASM you should see the same code. ( you must not activate the cheat yet or you have already corrupted the game code )
Hi everyone! I've been trying to get the RF4S cheats posted here and in the RF4S hacking thread to work for me but nothing was working. I tried finegling with the code a bit and searching for the offsets. I can get some of the codes working with different offsets (which I've attached here) but I have no idea why my game's offsets are different from other people's. I have my TID and BID below but I think they're the same as the others posted in this thread. I also dumped my game and tried it on an emulator which made the codes in this thread suddenly work. The reason I'm posting here now is because the thing I still haven't managed to replicate is the item cycle code. I have it mostly working but the problem is there are whole ranges of item IDs that will crash the game if loaded. Sadly, because I can't actually decipher the original cycle code at all because I don't know how to program and all of this has been code frankensteining so far, I also have no idea if the previous code included protection against these ranges or not (and if so how to add that to my code).
Basically, I'm asking if anyone here has any idea how to add lines excluding certain IDs from a cycle list (and if possible a similar code that ONLY cycles through those excluded IDs).
Here's what I have:
[Rune Factory 4 Special (USA)
TID: 010051D00E3A4000
BID: C03C9f6A862543F9]
[Cycle slot 1 (L+Right)] <- Because Down wasn't working and also it made it possible to see the slot while modifying it
80004040
14110000 2DDB499C 00000801
541F0000 2DDB499C
740F0000 FFFFFFFF
A4F00410 2DDB499C
04100000 2DDB49A0 09090909
04100000 2DDB49A4 09090909
04100000 2DDB49A8 00000009
04100000 2DDB49AC 00000000
08100000 2DDB49b0 00000000 00000000
04100000 2DDB49b8 10000800
04100000 2DDB49BC 743A3990
04100000 2DDB49C0 00000000
20000000
20000000
I currently have rough boundries so the IDs don't go outside of the range of possible items (those are in the second line of each code). However, the problem is that line calculates the quantity of item and the item ID at the same time. The last 4 digits are a combination of the item ID + (# of items << 11). Stacks of items can go up to 9 so # of items << 11 = 800, 1000, 1800, 2000, 2800, 3000, 3800, 4000, or 4800. Because of the addition of this quantity modifier the resulting hex code for the numbers wont be sequential so I can't easily exclude a whole range of numbers. I figure I need to make a code that calculates if the ID before the # code is one of the IDs that can't go above 1 without crashing the game. I don't know how to do that though... If anyone is interested in taking a crack at it then I've attached a spreadsheet that includes all the item codes as well as a seperate sheet that only includes the problematic codes.
I realize now after typing all of this out that this wall of text will will probably be ignored unless directly relevant for someone and this is probably too big of an ask but at the very least now this information and these attached files exist in case someone else wants this information. But hey, if you figure this out I'd love to know.
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