ROM Hack Discussion Fire Emblem: Three Houses General Hacking

Viciousgx

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@Blackmonster, well it turns out you can port some of the codes.
example:
Code:
[Infinite Exam Retakes v1.0.2]
580F0000 01A1A908
580F1000 00000000
780F0000 00000723
300E0000 0000003C
620F0000 00000000 00000000
780F0000 00000230
310E0000
to:
Code:
[Infinite Exam Retakes v1.1.0]
580F0000 01ABAF60
780F0000 00000723
300E0000 0000003C
620F0000 00000000 00000000
780F0000 0000024C
310E0000
The only changes were the pointer and the loop offset.

Unfortunately deleting "580F1000 00000000" from the 1.0.2 master code and doing a find and replace on "780F0000 00000230" to "780F0000 0000024C" on other similar codes did not help.
if only it was that easy, lol
 
Last edited by Viciousgx,

Gamerjin

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Thank you! I really appreciate it. Can't wait to see what else you got too.
Sorry, i think i found another code, and i wanted to post them together, but i need to re-check the offset, its the end of my break right now. so please bear with me for a little longer, i should be ready in about 3 hours from time of posting...
 

Gamerjin

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Unfortunately deleting "580F1000 00000000" from the 1.0.2 master code and doing a find and replace on "780F0000 00000230" to "780F0000 0000024C" on other similar codes did not help.
if only it was that easy, lol
Are you using edizon? The typecode 3, the loop codetype is bugged, so yes they won't work. You have to expand the loop section....I will explain when I get off work
 
Last edited by Gamerjin,

Viciousgx

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Are you using edizon? The typecode 3, the loop codetype is bugged, so yes they won't work. You have to expand the loop section....I will explain when I get off work

I am using Sxos. To clarify your 1.1.0 codes for inf motivation and inf exam retakes work.
i just thought i could apply the same logic to similar 1.0.2 codes like these from this thread. Also that sounds great, thank you.

{Fire Emblem Three Houses V1.0.2}
580F0000 01A1A6E0
580F1000 01A1A908
580F1000 00000000

[8192x Skill EXP]
04000000 003C37CC 0B02354A
04000000 00393394 0B023529

[All Characters - Current Class Max XP v1.02]
580F0000 01A846F0
780F0000 0000068C
300E0000 00000021
620F0000 00000000 000000C8
780F0000 00000230
310E0000
 

Gamerjin

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I am using Sxos. To clarify your 1.1.0 codes for inf motivation and inf exam retakes work.
i just thought i could apply the same logic to similar 1.0.2 codes like these from this thread. Also that sounds great, thank you.

{Fire Emblem Three Houses V1.0.2}
580F0000 01A1A6E0
580F1000 01A1A908
580F1000 00000000

[8192x Skill EXP]
04000000 003C37CC 0B02354A
04000000 00393394 0B023529

[All Characters - Current Class Max XP v1.02]
580F0000 01A846F0
780F0000 0000068C
300E0000 00000021
620F0000 00000000 000000C8
780F0000 00000230
310E0000

it seems I didn't fully read the whole message, and for that, I apologize.
so the skill exp is an ASM hack, so unless you had the 64 bit-pattern to try and find it. you may have to wait for that. also, the code for the exam and motivation is simply the address that falo found. if you're more familiar with a master code, however, then it should look like this:

For motivation:
Code:
{Fire Emblem Three Houses V1.1.0}
580F0000 01ABAF60
For the action points:
Code:
{Fire Emblem Three Houses V1.1.0}
58000000 01A2F1B8

its possible to use both just assign a different register to each pointer:
Code:
 {Fire Emblem Three Houses V1.1.0}
580F0000 01ABAF60
580E0000 01A2F1B8
so here the motivation pointer is register F, and the points pointer is register E.
 
Last edited by Gamerjin,

Gamerjin

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alright, @geekmcleod , @Blackmonster i said i would deliver, and im here to deliver.
i present to you......
Code:
@Blackmonster , you ask for max money, this was what my search turned up....
[Max Money]
04000000 01adf1e4 0098967f
Code:
the "-----" are for those who want separate codes
[Unlimited Weapon/weapon art/Magic usage]
580F0000 01A69D50
780F0000 00000002
300E0000 00000005
620F0000 00000000 00000064
780F0000 00000004
310E0000 20000000
------------------------------------------
580F0000 01A69D60
780F0000 0000000A
610F0000 00000000 00000000
-------------------------------------------
580F0000 01A69D50
780F0000 00000094
300E0000 00000006
620F0000 00000000 00006464
780F0000 00000002
310E0000 20000000
And lucky for me, after finding the new highlight unit, the exist codes still work.
just in case you forgot, Here they are...
Code:
{Highlight Pointer Code V1.1.0}
580B0000 01A73288
580B1000 00021068
[Highlight - Move again X+Y]
8000000C
400C0000 00000000 000000D6
610B01C0 00000000 00000003
20000000
[Highlight - Max Health X+<- ]
80001004
400C0000 00000000 000000DE
610B01C0 00000000 000000FF
20000000
[Highlight - Battlation Refill X+A]
80000005
400C0000 00000000 0000001C
610B01C0 00000000 0000002D
400C0000 00000000 000000F5
//original byte was F3, the update moved it by 2 bytes
610B01C0 00000000 00000002
20000000
[Highlight - Z Health X+-> ]
80004004
400C0000 00000000 000000DE
610B01C0 00000000 0000000X
//Change X to 1 to weaken enemies
//Change X to 0 to denied their existence after you move
20000000
[Highlight - Y+dpad Down God Stats]
80008008
400C0000 00000000 0000004E
680B01C0 63636363 63636363
400C0000 00000000 00000056
610B01C0 00000000 00000063
20000000
[Highlight - Crit Booster Y+Dpad Right]
80004008
400C0000 00000000 00000050
610B01C0 00000000 00000063
400C0000 00000000 00000052
610B01C0 00000000 00000063
20000000
[Highlight - Can't Touch this Y+Dpad Left]
80001008
400C0000 00000000 00000051
610B01C0 00000000 00000063
20000000
[Highlight - Spell List without Rank Y+Dpad UP]
80002008
400C0000 00000000 00000094
680B01C0 64646464 64646464
400C0000 00000000 0000009C
640B01C0 00000000 64646464
400C0000 00000000 000000A0
680B01C0 01030900 080D0C04
400C0000 00000000 000000A8
640B01C0 00000000 1B1A1925
20000000
[Highlight - Spell List with Rank Y+Dpad UP]
80002008
400C0000 00000000 0000008D
620B01C0 00000000 00000808
400C0000 00000000 00000094
680B01C0 64646464 64646464
400C0000 00000000 0000009C
680B01C0 01030900 64646464
400C0000 00000000 000000A4
680B01C0 080D0C04 1B1A1925
20000000
 
Last edited by Gamerjin,

CardNin

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@Gamerjin How can I use these in Edizon? The highlight codes show up but the pointer code can't be selected and the unlimited weapon usage doesn't show up at all. Also could you update the exp and job exp multiplier codes?
 

Gamerjin

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@Gamerjin How can I use these in Edizon? The highlight codes show up but the pointer code can't be selected and the unlimited weapon usage doesn't show up at all. Also could you update the exp and job exp multiplier codes?
if by pointer you mean this:
Code:
[Highlight Pointer Code V1.1.0]
580B0000 01A73288
580B1000 00021068
then its a master code, and it should be on by default. however, after trying it myself, i wound up changing the code to what it is now
(so for edizon users you will have to change the {} to [] and activate the code manually).
The exp and job multipliers are ASM hacks and i cant do assembly...
as for the weapon code
let me see if i can rework that.......
................................................
try this:
Code:
[Unlimited Weapon/weapon art/Magic usage]
580F0000 01A69D50
780F0000 00000002
620F0000 00000000 00000064
780F0000 00000004
620F0000 00000000 00000064
780F0000 00000004
620F0000 00000000 00000064
780F0000 00000004
620F0000 00000000 00000064
780F0000 00000004
620F0000 00000000 00000064
780F0000 00000004
620F0000 00000000 00000064
780F0000 00000004
580F0000 01A69D60
780F0000 0000000A
610F0000 00000000 00000000
580F0000 01A69D50
780F0000 00000094
640F1000 00000000 64646464
640F1000 00000000 64646464
620F0000 00000000 00006464
 
Last edited by Gamerjin,
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CardNin

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Thanks, the highlight codes work now. Although I remember master codes working in 1.0.2 and being auto enabled with {} so that's odd. The unlimited weapon one still doesn't show up though.
 

Gamerjin

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Thanks, the highlight codes work now. Although I remember master codes working in 1.0.2 and being auto enabled with {} so that's odd. The unlimited weapon one still doesn't show up though.
That is weird, it's shows and works for me, what version of edizon are you using? I updated to the snapshot version, 3.1.0, I think it is?

--------------------- MERGED ---------------------------

Alright, I heading to sleep, I will upload both of txt sx and atmosphere soon after I get back up.....
 
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CardNin

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Nevermind, I had Unlimited Weapon at the bottom of my txt, but when I moved it above a couple codes it magically showed up lol. Maybe putting codes below the really long infinite motivation code is a problem?
 
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HeartlessSeph

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Since the save editor is currently out of commission, how would I manually edit the files in a hex editor? I know what data I want to modify but when I do modify it and then import the save, it shows as corrupted in-game. I know the first two bytes always change, is that why?
 

theroonco

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Since the save editor is currently out of commission, how would I manually edit the files in a hex editor? I know what data I want to modify but when I do modify it and then import the save, it shows as corrupted in-game. I know the first two bytes always change, is that why?
Are you modifying the saves or the saves and the system file?

In fact, how DO you modify the system file to accept save files from other users?
As a bonus question, is it possible to modify what a save file says? Specifically, I want to change the flag, time and hopefully the Chapter title listed on three of my save files on the file select screen. Is it possible to do this?
 

geekmcleod

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alright, @geekmcleod
Code:
the "-----" are for those who want separate codes
[Unlimited Weapon/weapon art/Magic usage]
580F0000 01A69D50
780F0000 00000002
300E0000 00000005
620F0000 00000000 00000064
780F0000 00000004
310E0000 20000000
------------------------------------------
580F0000 01A69D60
780F0000 0000000A
610F0000 00000000 00000000
-------------------------------------------
580F0000 01A69D50
780F0000 00000094
300E0000 00000006
620F0000 00000000 00006464
780F0000 00000002
310E0000 20000000

Just so I get this right, top is for everything unlimited? I don't need middle or bottom as those are for weapon and magic separately?

Edit: Alright, I can't get it working no matter which way I try it. Same with the other one posted. I'm on the Edizon you said you had it working on. Which one did you have working for you? Also, what should the text file be named? I have max action points and infinite motivation so I just stuck this code in that file but it doesn't pop up.

Nevermind, I had Unlimited Weapon at the bottom of my txt, but when I moved it above a couple codes it magically showed up lol. Maybe putting codes below the really long infinite motivation code is a problem?

Thank you! This fixed a couple cheats for me.
 
Last edited by geekmcleod,

Falo

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Small update:

- Character are 0x1C byte bigger, because it now allows 100 instead of 90 classes
- Player Structure was updated to allow 270 instead of 256 Support talks (but only 2 new?)
- some databases have a changed structure because of the new/higher values and values are shifted around
- a lot of strings shifted around because of the new classes and other new text.

To support this new save game version, it's too much work to allow loading of old and new saves, so with this quick update only new saves will be supported.
I may add loading of older saves (convert to new format) in a later update.

But for now an unstable test build:
https://www.dropbox.com/s/afti2ur7i2vr6w4/fireemblemthreehouse_saveeditor_beta3_for_v1.1.0.7z?dl=0

No new features, just updated for v1.1.0.
 

dude179

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Small update:

- Character are 0x1C byte bigger, because it now allows 100 instead of 90 classes
- Player Structure was updated to allow 270 instead of 256 Support talks (but only 2 new?)
- some databases have a changed structure because of the new/higher values and values are shifted around
- a lot of strings shifted around because of the new classes and other new text.

To support this new save game version, it's too much work to allow loading of old and new saves, so with this quick update only new saves will be supported.
I may add loading of older saves (convert to new format) in a later update.

Wow, that was fast. Thanks a bunch!

If it's not too much to ask, is there anyway you could re-add the ability to change weapon/proficiency ranks from beta 2? I know the user would have to manually add-in the abilities/combat arts learned, but it still saved a bunch of time.
 

Leonxandergun

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Small update:

- Character are 0x1C byte bigger, because it now allows 100 instead of 90 classes
- Player Structure was updated to allow 270 instead of 256 Support talks (but only 2 new?)
- some databases have a changed structure because of the new/higher values and values are shifted around
- a lot of strings shifted around because of the new classes and other new text.

To support this new save game version, it's too much work to allow loading of old and new saves, so with this quick update only new saves will be supported.
I may add loading of older saves (convert to new format) in a later update.

No new features, just updated for v1.1.0.

Thanks for your hard work mate, gonna test this asap
 

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