ROM Hack Discussion Fire Emblem: Three Houses General Hacking

BananaSlayer

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I’ve searched through this thread for a while, looking to find all of the injectable characters, but there are some I just can’t find, such as Seiros, Ionius IX, etc. Would anyone happen to have these ones and others, or at least know where I could find them?
 
Last edited by BananaSlayer,

ShyPlox

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@Ultimos54
here are the text files for the v1.1.0 over the past 5 pages.
You will need to fill in the YY values for the exp. and skill booster, the YY part of the code is, in fact, a template to avoid unnecessary code enteries...

hey i tested your code and anything below exp booster dont show up
 

Gamerjin

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Why do i keep reading this:
I downloaded your cheat file, and anything below exp booster don't show up

it makes me sad when only a few people actually read this:
You will need to fill in the YY values for
the exp. and skill booster


Especially, when it is (and will be) written in the post right above the download...
yes, I was lazy and didn't want to increase the cheat entries by about 30.
so I turn the cheat into a template. so please, please read the note!
 
Last edited by Gamerjin,

ShyPlox

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Why do i keep reading this:


it makes me sad when only a few people actually read this:
You will need to fill in the YY values for
the exp. and skill booster


Especially, when it is (and will be) written in the post right above the download...
yes, I was lazy and didn't want to increase the cheat entries by about 30.
so I turn the cheat into a template. so please, please read the note!

I obviously did read that and I edited the amount I needed and still those cheats didn’t show up, I ended up completely removing that and the skill exp, only then did it show up and it still won’t show any cheats after current class max xp, so I’m still missing inf retake exams and inf motivation, I’m using atmosphere I should of mentioned that my bad for asking a simple question because I’m just trying to get the cheats I want to play the way I like it.
 

Gamerjin

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I edited the amount I needed and still those cheats didn’t show up, I ended up completely removing that and the skill exp, only then did it show up and it still won’t show any cheats after current class max xp, so I’m still missing inf retake exams and inf motivation
.....
I should of mentioned that my bad for asking a simple question
No matter how i look at it, im still in the wrong, huh? well, i apologize, i went and redownloaded, re-checked, and re-sent the file with the YY section filled in. so they showed until the unlock all classes, which upon moving to the end, now re-take exam, and inf motivation show up.

so once again, im sorry you feel like i singled you out......it won't happen again
someone else can re-post the cheats....im taking my upload down
 
Last edited by Gamerjin,

theroonco

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ShyPlox

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No matter how i look at it, im still in the wrong, huh? well, i apologize, i went and redownloaded, re-checked, and re-sent the file with the YY section filled in. so they showed until the unlock all classes, which upon moving to the end, now re-take exam, and inf motivation show up.

so once again, im sorry you feel like i singled you out......it won't happen again
someone else can re-post the cheats....im taking my upload down

Your upload still helped man I’m grateful for that I was just trying to figure out my issue that’s all I’ll move the clas cheat to last so I can get it working thanks for your help and i never said you was in the wrong I posted up without fully doing everything I could and that was my mistake
 

Project_Knight

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Is it possible to increase the max number of Adjutants available (currently max is 3 at Professor level A) or make it so you can assign as many as you want without the counter increasing? I have a big roster (recruited everyone) and would like to bring as more characters to battles for xp and support.

Also, is the new version of the version of the editor (for game v1.10) working for new game plus? I read earlier in the topic some people had some stuff go missing after using the editor and would like to know if everything works fine for others in new game plus.

Thanks
 
Last edited by Project_Knight,

nhannaruto

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@Falo I think I got why all NG+ record is overwritten by the new Save Editor. I checked the Player data definition and found out that you have commented out some of the variables which are supposed to fill up the remaining bytes of Player data.

I then tried to replace those commented variables with one variable new_game_plus_related with the exact amount of 2391 bytes to fill up the remaining bytes. Now the NG+ record has come back as expected.

Hope you can also check to see if this will fix the bug totally. So far I can use the editor normally again.

Code:
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = SIZE)]
public struct Player
{
  public const int SIZE = 0x1EC8;
  public const int COUNT_SUPPORT = 270;

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 0x18)]
  public byte[] field_0;

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 5)]
  public CharacterDataPart1[] OnlineCharacter; //0x18

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 48)]
  public byte[] field_888; //0x888

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 48)]
  public byte[] field_8B8; //0x8B8

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 48)]
  public byte[] field_8E8; //0x8E8

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 48)]
  public byte[] field_918; //0x918

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 232)]
  public byte[] field_948; //0x948

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 200)]
  public Battalion[] Battalions; //0xA30

  public uint Playtime, Money, field_1078, Chapter;

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = COUNT_SUPPORT)]
  public ushort[] CharacterSupportValues;

  public byte Difficulty, Gamestyle, Route, field_1283, MapID;

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 272)]
  public byte[] field_1285;

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 223)]
  public byte[] MiscItems; //0x1395

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 225)]
  public byte[] GiftItems; //0x1474

  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 2391)]
  public byte[] new_game_plus_related; // Fill up all the remaining bytes in Player class

  /*
  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 5)]
  public byte[] field_1555;
  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 256)]
  public short[] field_155A;
  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 20)]
  public short[] field_175A;
  [MarshalAs(UnmanagedType.ByValArray, SizeConst = 1860)]
  public byte[] field_1782;
  public short field_1EC6;
  */

  public string GetPlaytime()
  {
    return $"{Playtime / 3600}:{Playtime % 3600 / 60}";
  }
}

Since some PMed me for the version of the Save Editor that works with NG+, I will just share the temporary fix I did with @Falo 's code before @Falo 's next update together with the fix.
This should keep all NG+ record for now.

Note that this will only work for those saves that havent been used with the bugged save editor 1.1.0 before. Since the bugged version clears all your NG+ record, this fixed version cannot help reverting it back to the original record.
 

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  • SaveEditor-1.1.0-v2.rar
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Last edited by nhannaruto,

Gamerjin

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after datamining some more on the battlefield I came across an interesting discovery. Using the {highlight unit code} and adding 0x4B to it put me at the class byte, upon changing this byte reflected a change to that class. however, I also discovered that unless the unit has the right mounts, the battle animations stay the same as the previous class(ie if you're Barbarossa and you switch to the king of liberation, you and your dragon becomes a little bigger(because that class is not a mounted united and therefore the scale is off) and still uses that battle animation). oh, and if you use retreat on easy to retain experience, the class also reverts.
so, for those who want to test this:
Code:
Hint: To save time, I copied and modified the move again code.

[Highlight unit Class change]
400C0000 00000000 0000004B
80000014   <- setting up the keypress check this way allow multiple class changes (1 per button combo)
610B01C0 00000000 0000003B
20000000

This code will use X+(left stick click) to switch any unit to the death knight class.
Also:
enlightened one = 2a
King of Liberation = 2d
Barbarossa = 11
Replace the 0000003B with the values above for that class. (Value were calculated from the save editor under class(flags))
and I have used this code to have multiple kings of Liberation, but I am still testing the code to see if something breaks (which now I hope I didn't jink myself)
it's also important to note, (I believe that just like the magic rewrite code) the change is only temporary,
so if you finish the battle, the class may also revert as well...

I still trying to datamine the enemy death knight to find out if I can figure out what bytes are missing to stop him from glitching out...
(I've screen captured about 0x1C0 bytes of data from the enemy death knight(if anyone is interested)
 
Last edited by Gamerjin,

Khalyus

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after datamining some more on the battlefield I came across an interesting discovery. Using the {highlight unit code} and adding 0x4B to it put me at the class byte, upon changing this byte reflected a change to that class. however, I also discovered that unless the unit has the right mounts, the battle animations stay the same as the previous class(ie if you're Barbarossa and you switch to the king of liberation, you and your dragon becomes a little bigger(because that class is not a mounted united and therefore the scale is off) and still uses that battle animation). oh, and if you use retreat on easy to retain experience, the class also reverts.
so, for those who want to test this:
Code:
Hint: To save time, I copied and modified the move again code.

[Highlight unit Class change]
400C0000 00000000 0000004B
80000014   <- setting up the keypress check this way allow multiple class changes (1 per button combo)
610B01C0 00000000 0000003B
20000000

This code will use X+(left stick click) to switch any unit to the death knight class.
Also:
enlightened one = 2a
King of Liberation = 2d
Barbarossa = 11
Replace the 0000003B with the values above for that class. (Value were calculated from the save editor under class(flags))
and I have used this code to have multiple kings of Liberation, but I am still testing the code to see if something breaks (which now I hope I didn't jink myself)
it's also important to note, (I believe that just like the magic rewrite code) the change is only temporary,
so if you finish the battle, the class may also revert as well...

I still trying to datamine the enemy death knight to find out if I can figure out what bytes are missing to stop him from glitching out...
(I've screen captured about 0x1C0 bytes of data from the enemy death knight(if anyone is interested)

hey Gamerjin, sry to bother you, but i got this code from 1.0 that changes enlightned one model to sniper model on the main character, its possible for u to try and updatew it? if u cant, the is no prob.

[enlightned one model to sniper model]
04100000 ADC92528 008F008E
 

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