any interest in modding/hacking FEW: Three Hopes?

deathblade200

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dude stop saying I called Rhea and Sothis etc non-playable characters because I never did. You just keep failing to read/understand a sentence that starts with "IF".
"IF" while talking about content already in the game while saying they are non playable. that is why you quickly edited it afterwards to say something completely different. you could have easily used actual non playable characters in the example because they again would play the same there are only like 5 actual unique classes everything else is a clone
 
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simsimsim

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"IF" while talking about content already in the game while saying they are non playable. that is why you quickly edited it afterwards to say something completely different. you could have easily used actual non playable characters in the example because they again would play the same there are only like 5 actual unique classes everything else is a clone
Whoa, just whoa. At this point I don't think it's your lack of English comprehension skill that makes you unable to understand my comment.

For the last freaking time, I NEVER said Rhea and Sothis are unplayable. I said IF THEY ARE UNPLAYABLE, PEOPLE WOULD BE COMPLAINING BECAUSE THEY ARE POPULAR. How the fuck can I make the same point by talking about 5 other characters because the topic was about Rhea etc?

How about you just admit you failed to understand my comment the first time and move on? Everyone makes mistakes sometimes, but you are only making it more embarrassing when you keep make yourself look dumber by doubling down.
 
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deathblade200

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Whoa, just whoa. At this point I don't think it's your lack of English comprehension skill that makes you unable to understand my comment.

For the last freaking time, I NEVER said Rhea and Sothis are unplayable. I said IF THEY ARE UNPLAYABLE, PEOPLE WOULD BE COMPLAINING BECAUSE THEY ARE POPULAR. How the fuck can I make the same point by talking about 5 other characters because the topic was about Rhea etc?

How about you just admit you failed to understand my comment the first time and move on? Everyone makes mistakes sometimes, but you are only making it more embarrassing when you keep make yourself look dumber by doubling down.
editing it afterwards (not a tiny edit either a whole rewrite in order to hide it) to remove the part where you fucked up and called them non playable was already YOU admitting your failure so stop trying to turn it around on me for your fuck up that never works
 

simsimsim

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editing it afterwards (not a tiny edit either a whole rewrite in order to hide it) to remove the part where you fucked up and called them non playable was already YOU admitting your failure so stop trying to turn it around on me for your fuck up that never works
LMAO, whatever dude. If you even bothered reading that comment, it literally makes no sense that I would say such a thing, let alone go edit it for your sake lol.
Believe what you will. I'm done engaging in this completely pointless argument with you.
 

Amuyea

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i think i found Shez (Main Character) data, using the imhex editor, matched the hp and str, so whoever is managing the pattern, add this to it:
le u16 Shez @ 0x9676C;
le CharacterAbilities ShezAbility @ 0x9676C + 0x8C;
le CharacterStats ShezStats @ 0x9676C + 0x1D4;
Yes. They have 2 separate Shez (M/F) and Byleth (M/F) as well.


I have managed to make it look a bit better. But hard to edit it cuz it has checksum or something.

Most of my findings are here with some help from https://github.com/SilentLuna/few2-010-binary-templates and https://github.com/DeathChaos25/ThreeCopes_010EditorTemplates
 

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Gamerjin

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well, i think i figured out the class xp area, so if we can add this to the templates (and i realize its incomplete):
Code:
struct ClassExp {
    u16 class02 [[name("Myrmidon")]];
    u16 class03 [[name("Soldier")]];
    u16 class04 [[name("Fighter")]];
    u16 class05 [[name("Monk")]];
    u16 class06 [[name("Lord")]];
    u16 class07 [[name("Mercenary")]];
    u16 class08 [[name("Thief")]];
    u16 class09 [[name("Armored Knight")]];
    u16 class10 [[name("Cavalier")]];
    u16 class11 [[name("Bridand")]];
    u16 class12 [[name("Archer")]];
    u16 class13 [[name("Brawler")]];
    u16 class14 [[name("Mage")]];
    u16 class15 [[name("Dark Mage")]];
    u16 class16 [[name("Priest")]];
    u16 class17 [[name("X")]];
    u16 class18 [[name("X")]];
    u16 class19 [[name("SwordMaster")]];
    u16 class20 [[name("Assassin")]];
    u16 class21 [[name("X")]];
    u16 class22 [[name("X")]];
    u16 class23 [[name("X")]];
    u16 class24 [[name("X")]];
    u16 class25 [[name("X")]];
    u16 class26 [[name("Sniper")]];
    u16 class27 [[name("X")]];
    u16 class28 [[name("X")]];
    u16 class29 [[name("X")]];
    u16 class30 [[name("X")]];
    u16 class31 [[name("X")]];
    u16 class32 [[name("X")]];
    u16 class33 [[name("X")]];
    u16 class34 [[name("X")]];
    u16 class35 [[name("Bow Knight")]];
    u16 class36 [[name("X")]];
    u16 class37 [[name("X")]];
    u16 class38 [[name("X")]];
    u16 class39 [[name("X")]];
    u16 class40 [[name("X")]];
    u16 class41 [[name("X")]];
    u16 class42 [[name("X")]];
    u16 class43 [[name("X")]];
    u16 class44 [[name("X")]];
    u16 class45 [[name("X")]];
    u16 class46 [[name("X")]];
    u16 class47 [[name("X")]];
    u16 class48 [[name("X")]];
    u16 class49 [[name("X")]];
    u16 class50 [[name("Trickster")]];
    u16 class51 [[name("X")]];
    u16 class52 [[name("X")]];
    u16 class53 [[name("X")]];
    u16 class54 [[name("X")]];
    u16 class55 [[name("X")]];
    u16 class56 [[name("Prionsa")]];
    u16 class57 [[name("Gungan")]];
    u16 class58 [[name("Asura")]];
};
and add this to each character block:
Code:
le ClassExp ClassXP @  <Character "special value"> + 0x204;

ie for Shez(F):
le ClassExp ClassXP @ 0x9676C + 0x204;
 
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deathblade200

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well, i think i figured out the class xp area, so if we can add this to the templates (and i realize its incomplete):
Code:
struct ClassExp {
    u16 class02 [[name("Myrmidon")]];
    u16 class03 [[name("Soldier")]];
    u16 class04 [[name("Fighter")]];
    u16 class05 [[name("Monk")]];
    u16 class06 [[name("Lord")]];
    u16 class07 [[name("Mercenary")]];
    u16 class08 [[name("Thief")]];
    u16 class09 [[name("Armored Knight")]];
    u16 class10 [[name("Cavalier")]];
    u16 class11 [[name("Bridand")]];
    u16 class12 [[name("Archer")]];
    u16 class13 [[name("Brawler")]];
    u16 class14 [[name("Mage")]];
    u16 class15 [[name("Dark Mage")]];
    u16 class16 [[name("Priest")]];
    u16 class17 [[name("X")]];
    u16 class18 [[name("X")]];
    u16 class19 [[name("SwordMaster")]];
    u16 class20 [[name("Assassin")]];
    u16 class21 [[name("X")]];
    u16 class22 [[name("X")]];
    u16 class23 [[name("X")]];
    u16 class24 [[name("X")]];
    u16 class25 [[name("X")]];
    u16 class26 [[name("Sniper")]];
    u16 class27 [[name("X")]];
    u16 class28 [[name("X")]];
    u16 class29 [[name("X")]];
    u16 class30 [[name("X")]];
    u16 class31 [[name("X")]];
    u16 class32 [[name("X")]];
    u16 class33 [[name("X")]];
    u16 class34 [[name("X")]];
    u16 class35 [[name("Bow Knight")]];
    u16 class36 [[name("X")]];
    u16 class37 [[name("X")]];
    u16 class38 [[name("X")]];
    u16 class39 [[name("X")]];
    u16 class40 [[name("X")]];
    u16 class41 [[name("X")]];
    u16 class42 [[name("X")]];
    u16 class43 [[name("X")]];
    u16 class44 [[name("X")]];
    u16 class45 [[name("X")]];
    u16 class46 [[name("X")]];
    u16 class47 [[name("X")]];
    u16 class48 [[name("X")]];
    u16 class49 [[name("X")]];
    u16 class50 [[name("Trickster")]];
    u16 class56 [[name("Prionsa")]];
    u16 class57 [[name("Gungan")]];
    u16 class58 [[name("Asura")]];
};
and add this to each character block:
Code:
le ClassExp ClassXP @  <Character "special value"> + 0x204;

ie for Shez(F):
le ClassExp ClassXP @ 0x9676C + 0x204;
I mean could we even correctly use classes like for example Prionsa which is a unique class for Rufus
 

Amuyea

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well, i think i figured out the class xp area, so if we can add this to the templates (and i realize its incomplete):
Code:
struct ClassExp {
    u16 class02 [[name("Myrmidon")]];
    u16 class03 [[name("Soldier")]];
    u16 class04 [[name("Fighter")]];
    u16 class05 [[name("Monk")]];
    u16 class06 [[name("Lord")]];
    u16 class07 [[name("Mercenary")]];
    u16 class08 [[name("Thief")]];
    u16 class09 [[name("Armored Knight")]];
    u16 class10 [[name("Cavalier")]];
    u16 class11 [[name("Bridand")]];
    u16 class12 [[name("Archer")]];
    u16 class13 [[name("Brawler")]];
    u16 class14 [[name("Mage")]];
    u16 class15 [[name("Dark Mage")]];
    u16 class16 [[name("Priest")]];
    u16 class17 [[name("X")]];
    u16 class18 [[name("X")]];
    u16 class19 [[name("SwordMaster")]];
    u16 class20 [[name("Assassin")]];
    u16 class21 [[name("X")]];
    u16 class22 [[name("X")]];
    u16 class23 [[name("X")]];
    u16 class24 [[name("X")]];
    u16 class25 [[name("X")]];
    u16 class26 [[name("Sniper")]];
    u16 class27 [[name("X")]];
    u16 class28 [[name("X")]];
    u16 class29 [[name("X")]];
    u16 class30 [[name("X")]];
    u16 class31 [[name("X")]];
    u16 class32 [[name("X")]];
    u16 class33 [[name("X")]];
    u16 class34 [[name("X")]];
    u16 class35 [[name("Bow Knight")]];
    u16 class36 [[name("X")]];
    u16 class37 [[name("X")]];
    u16 class38 [[name("X")]];
    u16 class39 [[name("X")]];
    u16 class40 [[name("X")]];
    u16 class41 [[name("X")]];
    u16 class42 [[name("X")]];
    u16 class43 [[name("X")]];
    u16 class44 [[name("X")]];
    u16 class45 [[name("X")]];
    u16 class46 [[name("X")]];
    u16 class47 [[name("X")]];
    u16 class48 [[name("X")]];
    u16 class49 [[name("X")]];
    u16 class50 [[name("Trickster")]];
    u16 class51 [[name("X")]];
    u16 class52 [[name("X")]];
    u16 class53 [[name("X")]];
    u16 class54 [[name("X")]];
    u16 class55 [[name("X")]];
    u16 class56 [[name("Prionsa")]];
    u16 class57 [[name("Gungan")]];
    u16 class58 [[name("Asura")]];
};
and add this to each character block:
Code:
le ClassExp ClassXP @  <Character "special value"> + 0x204;

ie for Shez(F):
le ClassExp ClassXP @ 0x9676C + 0x204;
Yeah, I also notice that it does change when you change class & u16: ID after 41 CC 9B 18 73 9A EF 50 in each character
 

Gamerjin

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ok, got some more ids for the templates:
le u16 Avarl @ 0xC17EC;
le u16 Balthus @ 0xAEEEC;
le u16 BylethF @ 0x9826C;
le u16 BylethM @ 0x974EC;
le u16 Constance @ 0xAE16C;
le u16 Hapi @ 0xAFC6C;
le u16 Yuri @ 0xAD3EC;
le u16 ShezF @ 0x9676C;
le u16 ShezM @ 0x959EC;

been using a 2 out of three matchup: hp / str / class
so far it has been working out....
 
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Amuyea

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well, i think i figured out the class xp area, so if we can add this to the templates (and i realize its incomplete):
Code:
struct ClassExp {
    u16 class02 [[name("Myrmidon")]];
    u16 class03 [[name("Soldier")]];
    u16 class04 [[name("Fighter")]];
    u16 class05 [[name("Monk")]];
    u16 class06 [[name("Lord")]];
    u16 class07 [[name("Mercenary")]];
    u16 class08 [[name("Thief")]];
    u16 class09 [[name("Armored Knight")]];
    u16 class10 [[name("Cavalier")]];
    u16 class11 [[name("Bridand")]];
    u16 class12 [[name("Archer")]];
    u16 class13 [[name("Brawler")]];
    u16 class14 [[name("Mage")]];
    u16 class15 [[name("Dark Mage")]];
    u16 class16 [[name("Priest")]];
    u16 class17 [[name("X")]];
    u16 class18 [[name("X")]];
    u16 class19 [[name("SwordMaster")]];
    u16 class20 [[name("Assassin")]];
    u16 class21 [[name("X")]];
    u16 class22 [[name("X")]];
    u16 class23 [[name("X")]];
    u16 class24 [[name("X")]];
    u16 class25 [[name("X")]];
    u16 class26 [[name("Sniper")]];
    u16 class27 [[name("X")]];
    u16 class28 [[name("X")]];
    u16 class29 [[name("X")]];
    u16 class30 [[name("X")]];
    u16 class31 [[name("X")]];
    u16 class32 [[name("X")]];
    u16 class33 [[name("X")]];
    u16 class34 [[name("X")]];
    u16 class35 [[name("Bow Knight")]];
    u16 class36 [[name("X")]];
    u16 class37 [[name("X")]];
    u16 class38 [[name("X")]];
    u16 class39 [[name("X")]];
    u16 class40 [[name("X")]];
    u16 class41 [[name("X")]];
    u16 class42 [[name("X")]];
    u16 class43 [[name("X")]];
    u16 class44 [[name("X")]];
    u16 class45 [[name("X")]];
    u16 class46 [[name("X")]];
    u16 class47 [[name("X")]];
    u16 class48 [[name("X")]];
    u16 class49 [[name("X")]];
    u16 class50 [[name("Trickster")]];
    u16 class51 [[name("X")]];
    u16 class52 [[name("X")]];
    u16 class53 [[name("X")]];
    u16 class54 [[name("X")]];
    u16 class55 [[name("X")]];
    u16 class56 [[name("Prionsa")]];
    u16 class57 [[name("Gungan")]];
    u16 class58 [[name("Asura")]];
};
and add this to each character block:
Code:
le ClassExp ClassXP @  <Character "special value"> + 0x204;

ie for Shez(F):
le ClassExp ClassXP @ 0x9676C + 0x204;
Screen Shot 2022-07-11 at 11.43.26 PM.png

Like this ID?
 

Gamerjin

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no, i mean the class xp for each class, as in the total exp for that class. if you go to training, or an actual battle, any exp you earn is stored there. so it would be possible to max a class you havent even unlocked yet, or a more practial use would be to zero a class out to "re-learn" the skills should they somehow get overlooked.
 

Amuyea

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no, i mean the class xp for each class, as in the total exp for that class. if you go to training, or an actual battle, any exp you earn is stored there. so it would be possible to max a class you havent even unlocked yet, or a more practial use would be to zero a class out to "re-learn" the skills should they somehow get overlooked.
Oh, I see. then "<Character "special value">"?
The 2 bytes after 41 CC 9B 18 73 9A EF 50 right?
 

Gamerjin

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Prepare to be mind-blown:
i do believe i have figured the "checksum" value for the character:
i will try to explain this as best as i can, the program i used to do this with is called HxD.
for example, whoever was at block 974EC, this is the checksum value.
now in hxd, go to the checksum value address (0x974EC) and go +0xA bytes,
so now you are at 974F6.
goto edit-> select block -> and choose length = D77.
(just so you know you did it right, its just under the CC in "41CC9B18739AEF50" ----> the next checksum value.)
now Analysis -> Checksums -> checksum-16
so in case, my checksum value is C5 44 or 44C5
and the checksum i just did is 44C5. it matches? yes, it does!


dont believe me?
watch, i will do it again.
ok, so this time, we are at location 0x9B86C, value = 4D0E
Range = (9B86C+0xA) 9B876 -- 9C5EB
Checksum16 value = 4D0E
Value 4D0E =? 4D0E
4D0E == 4D0E yes, its true, they ARE equal.
 
Last edited by Gamerjin,

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