I love your editor. But while using the Item Editor to give my equipment skills I noticed if it already had a skill it adds the new edit into the second slot. Is there anyway to edit both slots?
An exception occurred
Processor: ARM11 (core 0)
Exception type: data abort
Fault status: Translation - Section
Current process: FLLINK (0004000000113100)
R0 100000EC R1 100000D4
R2 100000E4 R3 100000F4
R4 00000000 R5 10000044
R6 00000000 R7 00000000
R8 00000000 R9 00000000
R10 00000000 R11 00000000
R12 00000000 SP 0FFFFFFAC
LR 0701292C PC 070438BC
CPSR A0000010 FPEXC 00000000
FAR 100000CR Access type: Write
Press A to save the crash dump
Press any other button to shutdown
Stack dump:
0FFFFFAC: EC 00 00 10 2C 29 01 07
0FFFFFB4: 00 00 00 00 00 00 00 00
0FFFFFBC: 00 00 00 00 EC 3B 00 07
0FFFFFC4: 10 00 00 00 00 00 00 00
0FFFFFCC: 00 00 00 00 00 00 00 00
0FFFFFD4: 00 00 00 00 00 00 00 00
0FFFFFDC: 00 00 00 00 00 00 00 00
0FFFFFE4: 00 00 00 00 00 00 00 00
0FFFFFEC: 00 00 00 00 00 00 00 00
0FFFFFF4: 00 00 00 00 00 00 00 00
0FFFFFFC: 00 00 00 00
most of the codes here are done in C++ or C#. there is not base AR for many of them.Would it be possible for you to release your plugin in .txt format for both US and Eur version? I am not tech savvy enough to know how to convert them for use with CTRPF-AR.
just saw this. the item ID can be checked to verify if the item can be stacked or not. I have a list I can send you on which ID ranges can have a quantity. all of the tiem IDs are contiguous for the same type of item format (IE: materials, armor, weapons, tools, etc. are all grouped with others of the same type). alternatively, a force quantity 1 could be added to revert. I helped TheDeKay successfully implement it on the online save editor already. essentially consumables, and materials are right next to each other and are the only items that stack, so only the item IDs within a single range need to be verified. I have also verified via ram dump that the data format in-game is 99% identical to the save structure (certain values are different when in ram, but the structure is the same, with each save slot in sequence)I'll check that, thanks.
Yep, this has been known from the very beginning, but it's how the code works.
There's no way to find which item is in the storage, which is why I try to give more options to change the inventory.
did you install the NTR selector, or with the custom Luma payload to launch automatically when the game starts? Your setup will change slightly depending on which you're usingSo, stayed up until 5:00 in the morning on 5/25/18 to get everything installed for the customer firmware, got a custom theme, and got the action replay to display.
My only issue is, while running fantasy life, when I enter into the action replay setting for cheats, nothing shows up. I placed the .plg files under luma (ActionReplay.plg & FantasyLife.plg).
Did I do something wrong, or missed something within the setup process?
I have both installed, but I'm running through the custom Luma payload. I can pull up the action replay after the "Level 5" logo, when the lower right of the top screen states that the plugin is good.did you install the NTR selector, or with the custom Luma payload to launch automatically when the game starts? Your setup will change slightly depending on which you're using
It seems the default Action Replay plugin is being loaded instead of the game specific plugin (which is normal for when a specific game plugin isn't detected). You need to put your Fantasy Life plugin in as sd:/luma/plugins/0004000000113200/plugin.plg - including renaming it to "plugin.plg"I have both installed, but I'm running through the custom Luma payload. I can pull up the action replay after the "Level 5" logo, when the lower right of the top screen states that the plugin is good.
I open the action replay to look at the cheats to make sure that they are available, using the available .PLG for Fantasy Life, but it's empty. Would a folder structure or image help out?
So, one step forward, two steps back.It seems the default Action Replay plugin is being loaded instead of the game specific plugin (which is normal for when a specific game plugin isn't detected). You need to put your Fantasy Life plugin in as sd:/luma/plugins/0004000000113200/plugin.plg - including renaming it to "plugin.plg"
When the proper plugin is loaded, the regular codes will appear on the main screen, whereas any AR codes set up in the editor/stored in a text file under sd:/cheats/0004000000113200.txt will appear under the Action Replay section.
An exception occurred
Processor: ARM11 (core 0)
Exception type: data abort
Fault status: Translation - Page
Current process: FLLINK (0004000000113200)
R0 070AF000 R1 FFE6B928
R2 00000000 R3 00000001
R4 00000000 R5 00000000
R6 00000000 R7 00000000
R8 00000000 R9 00000000
R10 00000000 R11 00000000
R12 00000000 SP 0FFFFFFC4
LR 07000038 PC 070001A4
CPSR A0000010 FPEXC 00000000
FAR 070AF000 Acess type: Write
--------------------------------------------
Stack dump:
0FFFFFC4: 10 00 00 00 00 00 00 00
0FFFFFCC: 00 00 00 00 00 00 00 00
0FFFFFD4: 00 00 00 00 00 00 00 00
0FFFFFDC: 00 00 00 00 00 00 00 00
0FFFFFE4: 00 00 00 00 00 00 00 00
0FFFFFEC: 00 00 00 00 00 00 00 00
0FFFFFF4: 00 00 00 00 00 00 00 00
0FFFFFFC: 00 00 00 00