ROM Hack Discussion Fire Emblem: Three Houses General Hacking

Gamerjin

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Is it possible for u to try and update it?
unfortunately, I don't have version 1.0.0 to get the 4 bytes before and after it to match.

For any asm hack, I have been using sxos 64bit search to match the bytes from the previous version.
That's how I was able to port the v1.0.2 codes to v1.1.0.
and also why I mentioned that I need the bytes in their "off" state to match.
sorry about it, but without the 4 bytes before ADC92528 and after ADC92528, i cant port it....
Edit: ok, I think I found the "gender-locked" area, which is close to the model swap area, do you have a list or know where to find one?
 
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Khalyus

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unfortunately, I don't have version 1.0.0 to get the 4 bytes before and after it to match.

For any asm hack, I have been using sxos 64bit search to match the bytes from the previous version.
That's how I was able to port the v1.0.2 codes to v1.1.0.
and also why I mentioned that I need the bytes in their "off" state to match.
sorry about it, but without the 4 bytes before ADC92528 and after ADC92528, i cant port it....
Edit: ok, I think I found the "gender-locked" area, which is close to the model swap area, do you have a list or know where to find one?
I think there is one on the three houses modding discord, on the fe3h gender mod thread. I can search for It later.
 

DigiForm00

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Thanks for your hard work guys, been watching this thread for a while. Can someone update these codes?
V 1.0.2

[Difficuty: Normal]
400E0000 00000000 00023D60
610F01E0 00000000 00000000

[Difficuty: Hard]
400E0000 00000000 00023D60
610F01E0 00000000 00000001

[Difficuty: Super Hard]
400E0000 00000000 00023D60
610F01E0 00000000 00000002

[Difficuty: Inferno]
400E0000 00000000 00023D60
610F01E0 00000000 00000003

[Mode : Easy]
400E0000 00000000 00023D61
610F01E0 00000000 00000000

[Mode : Classic]
400E0000 00000000 00023D61
610F01E0 00000000 00000001
 

Gamerjin

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Thanks for your hard work guys, been watching this thread for a while. Can someone update these codes?
V 1.0.2

[Difficuty: Normal]
[Difficuty: Hard]
[Difficuty: Super Hard]
[Difficuty: Inferno]
[Mode : Easy]
[Mode : Classic]

its not far from max action points, as you see from the code below
Code:
[Difficulty Modifier]
580A0000 01A2F1B8
780A0000 000B01B4
610A0000 00000000 0000000X

[Mode Modifier]
580A0000 01A2F1B8
780A0000 000B01B4
610A0000 00000000 0000000Y

where X is:
0-Normal
1-Hard
2-Super Hard(Maddening)
3-Inferno

where Y is:
0-Easy
1-Classic
 
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DigiForm00

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its not far from max action points, as you see from the code below
Code:
[Difficulty Modifier]
580A0000 01A2F1B8
780A0000 000B01B4
610A0000 00000000 0000000X

[Mode Modifier]
580A0000 01A2F1B8
780A0000 000B01B4
610A0000 00000000 0000000Y

where X is:
0-Normal
1-Hard
2-Super Hard
3-Inferno

where Y is:
0-Easy
1-Classic

Thanks it worked :grog: , I can change it from maddening - normal - maddening
 
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Gamerjin

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that "renown doesn't decrease" asm code is broken and doesn't work. what happened to using a simple max renown code?
max renown code?.........
ah!
I didn't know "Renown doesn't decrease" wasn't working, try this then:
Code:
[Max Renown]
40000000 00000000 00000000
04000000 01ae0044 000F423f

and yes, the 400X0000 is necessary if other codes use register 0

I think the pointer form is:
[Max renown]
580F0000 01ABAF60
780F0000 000250D4
640F0000 00000000 000F423F
give me a little time to convert this to pointer form, as I think it's close to the money address.
 
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DestinyFeather

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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}";
  }
}
I'd love a compiled version of this if possible
 

liekong1991

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Can anyone tell me how to change the Battalion with the V3 Save Editor?, after I changed it and restored it with Edison, the character who equiped the changed Battalion just show blank(but occupy a seat in the Barracks)
 

DestinyFeather

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Actually I found the compiled version but it didn't work on my super old .NET version so I modified the target in vscode, modified it as instructed and built it... hopefully that works D:
 

Impala

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Code:
[Max Movement Point(L to switch on)]
80000040
04000000 000AD564 1A88B100
20000000

[Max Movement Point(R to switch off)]
80000080
04000000 000AD564 1A88B2E0
20000000

Can someone update for 1.1.0
 

AxelKatsuragi

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Code:
[Press ZL Enemy dont move]
80000100
04000000 000AD564 1A9FB3E0
20000000

[L+A one hit kill]
80000041
580F0000 01A1A7A8
580F1000 00001A48
780F0000 0000004C
300E0000 00000003
640F0000 00000000 00000000
780F0000 00000004
310E0000
20000000

Could anyone update this codes too, please? Thank you in advance.
 

Ultimos54

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apogolies i haven't done much here guys, just been very busy with my other forum and discord for Pokemon Sword and Shield i will add that v1.1.0 txt to the OP :)

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

that .txt seems a bit short, can someone upload a updated folder with the correct path for current patch so i can add to the OP :)
 

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