Shin Megami Tensei IV and IV:A Ghosting fix

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Not on all areas. In fact, in the areas that you have to travel with navarre, the game behaves well. It crashes when you move to an area that plays an event or instant bossfight. It also crashe when you enter to the Chaos Realm for the first time. (Lucifer's Palace)
interesting. the perma estoma is quite sick too. You know, it would be pretty sick to figure out the offsets to spawn in the fiends. I love IV duology but i can't be assed to replay it 8 times back to back for all the fiends.
 
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Not on all areas. In fact, in the areas that you have to travel with navarre to new areas to unlocks paths, the game behaves well. It crashes when you move to an area that plays an event or instant bossfight. It also crashe when you enter to the Chaos Realm for the first time. (Lucifer's Palace)
Most areas works fine with the code, but if i were you i will save constantly or turn of the code to avoid crashes. I played the game to the end and i have 4 crashes.
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interesting. the perma estoma is quite sick too. You know, it would be pretty sick to figure out the offsets to spawn in the fiends. I love IV duology but i can't be assed to replay it 8 times back to back for all the fiends.
Sadly, is not permanent. I don't know why i wrote inf., cause it isn't. When the estoma runs out, press START again to re activate estoma.
The fiend spawn offset should be doable, if i have some time, i will look a it.
 
Last edited by NanashiFinal13,
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Most areas works fine with the code, but if i were you i will save constantly or turn of the code to avoid crashes. I played the game to the end and i have 4 crashes.
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Sadly, is not permanent. I don't know why i wrote inf., cause it isn't. When the estoma runs out, press START again to re activate estoma.
The fiend spawn offset should be doable, if i have some time, i will look a it.
keep me posted on the fiend offsets :) i can test them out
 
Wow amazing thank you
This codes are fantastic. It looks great on my New 3DS!


If you'r looking aligment codes for SMTIV, i made some a while ago. Also posted a few other codes that i though it might be helpfull. For SMTIVA, i never cared about the aligment, cause you can choose any path, with only minor penaltys, like loosing your stuff.

SMTIV - 00040000000E5C00 (1.1)
[Activate Estoma Sword v1.1]
D3000000 08000000
0029DD00 00000001
D2000000 00000000
{As the code says, with this you have free Estoma Sword, no need to have a demon with the skill, and the effect is permanent. After some time, you will get the "The Estoma Sword's effect wore off" notification, but the effect remains.}

[Deactivate Estoma Sword 1.1]
D3000000 08000000
0029DD00 00000000
D2000000 00000000
{This turn off the code above.}

[Aligment: Neutral 1.1]
D3000000 08000000
10292784 00000000
102B757C 00000000
D2000000 00000000
{As the name indicates, use the code to remain on the the "Neutral" path no matter what your answers have been during the game.}

[Aligment: Law 1.1]
D3000000 08000000
10292784 00000014
102B757C 00000014
D2000000 00000000
{As the name indicates, use the code to remain on the the "Law" path no matter what your answers have been during the game.}

[Aligment: Chaos 1.1]
D3000000 08000000
10292784 FFFFFFEC
102B757C FFFFFFEC
D2000000 00000000
{As the name indicates, use the code to remain on the the "Chaos" path no matter what your answers have been during the game.}

[No Fusion Accident v1.1]
D3000000 0000000
00189614 0A000012
D2000000 00000000

[Always Fusion Accident v1.1]
D3000000 0000000
00189614 E320F000
D2000000 00000000
Wow amazing thank you so many great codes I have not seen.
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I'm not sure if this will help but this might be able to be checked as it is an save editor to activate fiends might give useful information, https://gamebanana.com/tools/23039
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I found this for a hard mode or master difficulty maybe this will help for creating a luma 3ds version of the cheat.
 

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Last edited by Serph-DDS,
Wow amazing thank you so many great codes I have not seen.
Thanks!
I'm not sure if this will help but this might be able to be checked as it is an save editor to activate fiends might give useful information, https://gamebanana.com/tools/23039
It seems that the save editor was ported as a script to be use with the latest release of Checkpoint, so you can activate the fiends on your 3DS, without a PC! Its not the same as a cheat code, but close enough.
I found this for a hard mode or master difficulty maybe this will help for creating a luma 3ds version of the cheat.
Try this:

SMTIV - 00040000000E5C00 (1.1)

[Fellow Mode]
D3000000 08000000
002B7230 00000001
D2000000 00000000

[Prentice Mode]
D3000000 08000000
002B7230 00000000
D2000000 00000000

[Master Mode]
D3000000 08000000
002B7230 00000002
D2000000 00000000
 
Last edited by NanashiFinal13,
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Thanks!

It seems that the save editor was ported as a script to be use with the latest release of Checkpoint, so you can activate the fiends on your 3DS, without a PC! Its not the same as a cheat code, but close enough.

Try this:

SMTIV - 00040000000E5C00 (1.1)

[Fellow Mode]
D3000000 0800000
002B7230 00000001
D2000000 00000000

[Prentice Mode]
D3000000 0800000
002B7230 00000000
D2000000 00000000

[Master Mode]
D3000000 0800000
002B7230 00000002
D2000000 00000000

Great thanks very much, your missing a 0 on the start of the first line of the code, the master mode seems to work as it increases shop prices, It doesn't unlock the settings for changing difficulty but this great thanks for your work.
 
Great thanks very much, your missing a 0 on the start of the first line of the code, the master mode seems to work as it increases shop prices, It doesn't unlock the settings for changing difficulty but this great thanks for your work.
Ups, my bad lol i suck at typing on my phone. I "ported" the code from that video, and his code doesn't unlock the difficulty settings, so this will not do it either. It should be possible, if you can find the adress that store the new game + offset, cause that's what unlock the hard mode.
 
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Okay I understand, thanks for porting the code.
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It seems to be working good even when you save and turn off the game, then turn it on it holds master difficulty even with out having to use the code again which is great, from my testing anyway.
 
Last edited by Serph-DDS,
Okay I understand, thanks for porting the code.
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It seems to be working good even when you save and turn off the game, then turn it on it holds master difficulty even with out having to use the code again which is great, from my testing anyway.
Yes, the effect of the code should persist, unless you change the difficulty without the code.
 
Wow amazing thank you
Wow amazing thank you so many great codes I have not seen.
Post automatically merged:

I'm not sure if this will help but this might be able to be checked as it is an save editor to activate fiends might give useful information, https://gamebanana.com/tools/23039
Post automatically merged:

I found this for a hard mode or master difficulty maybe this will help for creating a luma 3ds version of the cheat.

great find on the save editor for the fiends. Interesting that the odds flag for them is on the save file. It seems to fix the 1 in 256 odds, but I'm not sure if it also spoofs the save cycle count for each of the different fiends to show up. It's a pretty recent tool it seems as well, looks like all of us are running into IV remake fever. Maybe next year, I say in my eternal mainliner copium, maybe next year I can have my cheeked up green clown in full HD.
 
Yeah the more people researching, creating codes and modding the game the better.

in a hilarious tangent, while I was digging into the romfs files for IV apocalypse to see where other animation data is stored, i noticed that the devs actually left in one of their planning excel sheets for the legion battles. I am unsure if this excel file is also in IV, as it was also Atlus that introduced a new bug in Apocalypse where if you change the volume in the title screen, the change does not get saved (which worked correctly in IV). I have attached copies of it in the original japanese and translated in this zip file. It does look like they did clean up the unused legion battles as their data is not in the files, but somehow the excel file stuck around after all this time.

1789315290584.png
1789315391751.png

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Question: Do you have any fiend? Cause in my save file i have all of them, so i don't think a fiend spawner code will work on my savs file, but i have some adresses to test.
I don't have any actually, so yeah i can test it out for you.
 

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in a hilarious tangent, while I was digging into the romfs files for IV apocalypse to see where other animation data is stored, i noticed that the devs actually left in one of their planning excel sheets for the legion battles. I am unsure if this excel file is also in IV, as it was also Atlus that introduced a new bug in Apocalypse where if you change the volume in the title screen, the change does not get saved (which worked correctly in IV). I have attached copies of it in the original japanese and translated in this zip file. It does look like they did clean up the unused legion battles as their data is not in the files, but somehow the excel file stuck around after all this time.

View attachment 590518View attachment 590520
That's interesting, it would be really cool to mess with it and maybe do "other legions"

I don't have any actually, so yeah i can test it out for you.
Great, try this whenever you can:

[Fiend: Chemtrail]
D3000000 00000000
0026FAE8 E3A00000
D2000000 00000000

It should appear on Shinjuku West Entrance Park.

This page have a map displaying the exact point:
https://megamitensei.fandom.com/wiki/Chemtrail
 
Last edited by NanashiFinal13,
That's ineresting, it would be really cool to mess with it and maybe do "other legions"
Yeah, it would be interesting. It seems no one has really figured out how the earg files work. They likely just contain the battle info and references to the actual demon bin files that should be loaded. That being said, the excel files having the enemy id numbers listed is a godsend since that means I don't need to convert all 630 something cmp sprite sheets to confirm who is who. I'll need to eventually make a table to make a note of all of them though.

Great, try this whenever you can:

[Fiend: Chemtrail]
D3000000 00000000
0026FAE8 E3A00000
D2000000 00000000

It should appear on Shinjuku West Entrance Park.

This page have a map displaying the exact point:
https://megamitensei.fandom.com/wiki/Chemtrail

Awesome. I'll give it a try on both Apocalypse and IV. In theory it should work on both since they are effectively the same game underneath.
 
Yeah, it would be interesting. It seems no one has really figured out how the earg files work. They likely just contain the battle info and references to the actual demon bin files that should be loaded. That being said, the excel files having the enemy id numbers listed is a godsend since that means I don't need to convert all 630 something cmp sprite sheets to confirm who is who. I'll need to eventually make a table to make a note of all of them though.



Awesome. I'll give it a try on both Apocalypse and IV. In theory it should work on both since they are effectively the same game underneath.

What type of mod are you trying create with the demon files?
 
What type of mod are you trying create with the demon files?
Honestly I don't have a mod planned, but rather I always wanted to be able to have the sprites in animated form and preserve them. Basically an animation data viewer tool.

Basically, each animated battle sprite is stored in cmp format in romfs/tex/stex/devilGtix as a compressed STEX using LZ11. With decompression and reading the pixel data, you get a result like this, which is also what you would get if you have "Dump Textures" on in an emulator. Here's Metatron (en001) as an example. It seems that each animation frame is generated in layers on the fly, which is also what allows for the sprites having a layered effect in 3D mode (try it, its awesome).


en001 (Image 0).png


Recreating the animation frames for over 630 entities is a grueling task, which may not even end up being accurate. In romfs/battle/devil, the binary data for all of the entities is present, leading me to believe this is where the animation data is stored. Reverse engineering the ELF generated from combining .code and the external header, I have found references to the function that draws the sprites in battle with the binary files as input, with additional references to EnemyGrRenderer and EnemyRenderTex, which are the classes I'm trying my hardest to reverse engineer in IDA. I guess I could also modify the bin file itself, load it as a layeredFS mod, go into the battle and see the results if I end up getting nowhere in IDA.

1789318023539.png

1789318113717.png
 
Honestly I don't have a mod planned, but rather I always wanted to be able to have the sprites in animated form and preserve them. Basically an animation data viewer tool.

Basically, each animated battle sprite is stored in cmp format in romfs/tex/stex/devilGtix as a compressed STEX using LZ11. With decompression and reading the pixel data, you get a result like this, which is also what you would get if you have "Dump Textures" on in an emulator. Here's Metatron (en001) as an example. It seems that each animation frame is generated in layers on the fly, which is also what allows for the sprites having a layered effect in 3D mode (try it, its awesome).


View attachment 590524

Recreating the animation frames for over 630 entities is a grueling task, which may not even end up being accurate. In romfs/battle/devil, the binary data for all of the entities is present, leading me to believe this is where the animation data is stored. Reverse engineering the ELF generated from combining .code and the external header, I have found references to the function that draws the sprites in battle with the binary files as input, with additional references to EnemyGrRenderer and EnemyRenderTex, which are the classes I'm trying my hardest to reverse engineer in IDA. I guess I could also modify the bin file itself, load it as a layeredFS mod, go into the battle and see the results if I end up getting nowhere in IDA.

View attachment 590528
View attachment 590530

Wow that's cool, I thought you were trying create a mode where the bottom screen for battle in smt iv would be sprites like the top enemy screen or something similar to Strange Journey Redux.
 
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Wow that's cool, I thought you were trying create a mode where the bottom screen for battle in smt iv would be sprites like the top enemy screen or something similar to Strange Journey Redux.
It would be pretty neat to have the actual animated sprites on the bottom screen. Maybe not animated, but at least one frame of it. That being said, I'm almost certain that the bottom screen battle portraits are the same as used in the compendium and cutscenes (and would also save on game size, the entire game is only like 1.6 gigs), so it would be kind of awkward to replace with just a LayeredFS mod I'd imagine.
 
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