Yes but it's tricky. The main issue is I found the max value for SP but it then isn't as easy and not as static. The downside was that my first experiment upgrading the MAX value of a character such as Van to 999 is that it worked. But it also set CQB to 0 due to not correcting to the pre-existing code.
However for example the same test led me to the SP/Morale codes:
Code:
[Saizo Morale and SP]
04000000 018e42a0 03E703E7
[Van Morale and SP]
04000000 018f5c28 03E703E7
[Tetsuya Morale and SP]
04000000 018dffb0 03E703E7
[Domon Morale and SP]
04000000 018ece68 03E703E7
[Spike Morale and SP]
04000000 018f4878 03E703E7
[Allenby Morale and SP]
04000000 018eebf0 03E703E7
The above codes I just finished tonight. This allows the current SP and morale to be maxed in battle for the selected character at 999.
So given the above and my earlier test, it is entirely possible to create the stat codes to max a character's stats at 999. I had made a code to max out SP but it set CQB to 0 (which I was figuring out the correction for) so the other values are next to those values). But this is kind of moot as you can use TacP to then get the parameter up items to raise these values anyway. The only real ones I think would be interesting are the values you can't update such as SP, Move or things that TacP can't cover.
But again this falls back to where I was originally, I just started and didn't get that far in (10 missions in?). So given the game one idea was that if I beat the game or got a more complete team it helps.
Because when I make codes I usually like to find a value, then find the jump value between the current code and next code:
Such as my item codes below:
Code:
[99 - Magnetic Coating]
02000000 01a9ea08 00000063
[99 - Sniper Kit]
02000000 01a9ea68 00000063
From above the first was: 01a9ea08 and 01a9ea68 and the difference was 60. As a result, it can then keep adding 60 to create a new code/test and then verify if memory edits changes a value and what value/item it matches to.
The downside to making character stat codes right now is that I don't have a completed game save or more complete character team. Without that, I have some characters but when starting to jump between values from Domon and Allenby is fine but then there may be 1-6 characters I'm not aware of between those characters and characters I have to confirm the changes (I was making these as a result of current scans of in-memory values and then jumping to memory values to edit a setting to confirm the key that matches to a value vs. memory edits). The jump between character values such as Domon Morale to Allenby is: 1d88 for example.
Given that however, was there a specific thing you thought would be better than other values?
I haven't quite messed with the memory dumper feature then just check static values but given that values are static and stats are often back to back, it shouldn't be that much of an issue to adjust values and go from there.
The main reason I haven't done so was that it was interesting to find initial values. Taking this further, the main thing I thought would be fun at some point is determining values for what each character's robot is. Then a series of cheat codes that allows a person to change a robot to something else. Since this is a code and the game has the function it may be fun to see what it can be changed to.
But again, I haven't actually played as much as I was more in the tinker and create setup.
And while the max stats can be fun, I don't always find them as fun. However Morale/SP could be or the EX stat as well. But I was partly hoping to do this on a new game plus or after I beat it for replays.
And while I can keep making codes, I was more or less making/tinkering with a few a night so it might be best if I hold of on updates so it's more substantial instead of daily spam.
This one has the Morale/SP codes I mentioned added as well.