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Author Topic: How to increase HP and PP limit beyond 1999?  (Read 4393 times)
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« on: May 29, 2016, 02:00:15 PM »

In editor, HP and PP seem to be in 32767.

How can I change HP & PP limit beyond 1999, up to 32767 with hex editing without IPS patch?
« Last Edit: May 29, 2016, 02:04:17 PM by GoldenSunFan1989 » Logged
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« Reply #1 on: May 29, 2016, 02:08:20 PM »

You know that if you had an IPS patch, you can still see what it edits by using a program... For example, IPSelect can show you the addresses of what is edited...

http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=40 = This one can increase it to 9999.

Opening that in IPSelect will show you this in the Hunk list:
0x0ADB2C - 0x0ADB30
0xFFFD80 - 0xFFFDD6 (Likely was free-space which was used because the above hunk didn't have enough room for the edit?)

If viewing in VBA, prefix with 08... (i.e. 080ADB2C) (In the event that code is edited... see VBA's Tools>Disassemble... (This should be one of those cases.)
« Last Edit: May 29, 2016, 02:13:47 PM by Fox » Logged

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« Reply #2 on: May 29, 2016, 02:37:53 PM »

Numbers in hexes what I have to look for:
1999
9999
32767
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« Reply #3 on: May 29, 2016, 02:53:28 PM »

Usually, numbers are built up in a calculation... (Although it is possible to use ldr-relative to load a 32-bit number...)

The mov instruction can only do 0-255 (00-FF), so such a number could be shifted/added to to get a bigger number... for example.... (The unpatched version.)
For most instructions, usually the first register listed is where the result goes.

@080ADB2C, in disassembler, we see:
mov r0, 0xDA //r0=0xDA .. The mov command sets it to the constant shown.
lsl, r0, r0, 0x3 // Same as r0 = r0 << 3.... Since we know what is in r0, we can see it as r0 = 0xDA << 3 ... which equals 0x6D0.) ; << is  bit-shift to the left, and you can tell how it works if you look at it in binary... also, Windows calculator should have it as well... (May be known as Lsh.)
add r0, 0xFF // Finally, because a bitshift wasn't enough to get to the number we need, we add 0xFF... So take what was last put in r0 (0x6D0), and add 0xFF to it... You get: 0x7CF ... Which is 1999 in decimal.
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« Reply #4 on: May 29, 2016, 02:59:52 PM »

In what? Memory Viewer or Disassemble.
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« Reply #5 on: May 29, 2016, 03:06:06 PM »

Well, you view code in Disassemble... you edit in memory viewer.


* disassemble1999.png (33.45 KB, 859x399 - viewed 151 times.)
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Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

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« Reply #6 on: May 29, 2016, 03:59:33 PM »

Just to add to what Fox is saying, you need a hex editor to actually save the changes. Memory viewer is great for testing though.
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« Reply #7 on: May 29, 2016, 04:04:28 PM »

Just to add to what Lord Squirtle just said, you can still save the changes without using another hex editor. Put your cursor at 0x08000000, press the save button, and save 0x1000000 bytes. (If GS2... But 0x800000 if GS1... depending on the size of the ROM.) The file will be of .DMP, but you can still change it to .gba. Works like a charm.
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Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

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« Reply #8 on: May 29, 2016, 04:30:48 PM »

Oh yeah, I forgot you can do that!

Just to make sure, but does the hardmode scaling work for HP values that high?
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« Reply #9 on: May 29, 2016, 11:39:31 PM »

In memory Editor,

It seems like this: 1999
80ADB2C - DA 20 C0 00 FF 30 01 1C 34 23 FA 5E 33 68 00 2B
80ADB2E - C0 00 FF 30 01 1C 34 23 FA 5E 33 68 00 2B 01 DA
80ADB30 - FF 30 01 1C 34 23 FA 5E 33 68 00 2B 01 DA 00 23
« Last Edit: May 29, 2016, 11:47:28 PM by GoldenSunFan1989 » Logged
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« Reply #10 on: May 30, 2016, 12:04:10 AM »

It's a tad confusing the way you did it, but it didn't take long to figure out! :P

Quote
80ADB2C - DA 20 C0 00 FF 30

Is more accurately read as the following, since THUMB instructions are typically read in 16-bit format:

Quote
80ADB2C - 20DA 00C0 30FF

The first moves xDA to register 0 (r0); [218]
The second shifts it left by x03 (where x01 essentially multiplies by 2, x02 = by 4, x03 = by 8, x04 = by 16, and so forth); [218 x 8 = 1774] (Not literally multiplication, but the end result is similar)
The third adds xFF to this larger value; [1774 + 255 = 1999]


So all this means is that you have to change the second one to shift by a larger value. In this case, shifting xFE left by x07 will make it x7F00 while adding xFF will make it x7FFF. In other words, the value you want.

Quote
80ADB2C - 20FE 01C0 30FF

The above should do it. Please note that this only changes player values, as enemy stats are handled elsewhere. We can help out with that too if you want.
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« Reply #11 on: May 30, 2016, 12:34:06 AM »

After this, would I add it as IPS patch?
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« Reply #12 on: May 30, 2016, 06:00:44 AM »

ips patches are made with lunar ips, which uses your modded rom and the (backupped) untouched one to generate a patch by comparison between the two
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« Reply #13 on: May 30, 2016, 07:18:16 AM »

Well, I try to modify the not-modified game and save a dump, and I exit it and the game is not modified.

I tried it but the screen got white. When I patched it, the screen was white.
« Last Edit: May 30, 2016, 08:17:51 AM by GoldenSunFan1989 » Logged
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« Reply #14 on: May 30, 2016, 11:45:40 AM »

If you just want a patch so you can save the changes (especially as a means of applying them to a different ROM or sharing them), then the easiest way would be to use patching software and an unmodified copy of the ROM you are working with; something like LunarIPS or equivalent should work. This software basically compares the two ROMs and saves the changes in a format that makes them easier to apply to another ROM.

As for how to save anything you do in a modified ROM, using a hex editor will definitely work if you're not having luck with the dump. While there are many to choose from, I've grown quite attached to Hex Editor Neo myself if you want a recommendation.
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October 13, 2018, 03:23:06 AM
Salanewt: Updated it to provide more info that I forgot to mention.
October 13, 2018, 03:16:48 AM
Salanewt: I'm still trying to iron out IQ 2 but I'm pretty sure it's entirely random targeting.
October 13, 2018, 03:16:29 AM
Salanewt: Oh yeah, I posted some more info about enemy IQ.
October 12, 2018, 09:51:27 PM
FoxThe HTML5 project is too small to count
October 12, 2018, 06:19:48 AM
Luna_blade: there is jjppof's html5 project...
October 12, 2018, 06:19:17 AM
Luna_blade: Though Momo rings a bell it seems I came here after you left
October 11, 2018, 12:49:41 AM
Fox: (If that makes sense.)
October 11, 2018, 12:48:33 AM
Fox: Yeah, I guess so.  More just saying that's a good place to get answers to GS related questions at the moment.
October 11, 2018, 12:42:28 AM
Crystal Sonata: I did before, but I guess I could try it again
October 11, 2018, 12:41:32 AM
Fox: Not much at the moment. This forum seems pretty quiet. Perhaps you'd be interested in joining the Discord for GSHC that seems to have more activity?
October 10, 2018, 11:16:53 PM
Crystal Sonata: Any projects going on? I need a distraction from the daily grind and I'm interested in hacking GS again.
October 10, 2018, 10:02:53 PM
Fox: Thanks, and good to see you too!
October 10, 2018, 10:02:10 PM
Fox: A few people I'm sure... Most likely the regulars of the past. Such as Atrius, Charon, Role, Salanewt....
October 10, 2018, 03:11:17 AM
Crystal Sonata: I find myself wondering who still remembers me here. Obvs you do (Good to see ya Tea)
October 10, 2018, 12:46:11 AM
Fox: On second thought, it might be because you haven't posted much as Crystal Sonata.
October 10, 2018, 12:41:12 AM
Fox: And your intro isn't that bad. - I imagine most people would say the same about theirs?
October 10, 2018, 12:39:39 AM
Fox: :O - You've been gone so long, I think I forgot you were Momo.  Interesting.
October 09, 2018, 10:23:39 PM
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