| SCIII Modification Codes (All Version); Complete with a special CaS Guide | |
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| Tweet Topic Started: Sep 9 2007, 07:33 AM (19,521 Views) | |
| Perseonn Balthasaar | Jan 26 2008, 06:12 PM Post #151 |
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Another Stage of History
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No. Ishortened it and add multiple skip to those who support it
BTW, many web-based tutorial uses too easy ELF structure. I hope you can provde CT. I need one who used unlabelled structure like SCIII
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| Cyraxis | Jan 26 2008, 08:20 PM Post #152 |
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Maestro
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The camera code listed there is for SCII. I found it pop up quite a number of times under SCII codes and only a small handlful under SCIII. Anyway, I found some PAR codes that look like they're for SCIII. http://d.hatena.ne.jp/toaruhito/20051204/1133660000 The camera codes differ depending on the section of the game (ie. Character Profile, Battle Theater, CaS etc). -David |
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| Perseonn Balthasaar | Jan 26 2008, 09:32 PM Post #153 |
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Found the code. But zoom limit isn't on. SLPS (JP-NTSC) 20132E10 10000016 202EB514 10000006 202EB540 10000003 SCUS (NA-NTSC) 20132DB0 10000016 202E6894 10000006 202E68C0 10000003 SCES (PAL) 20132CD0 10000016 202EB9EC 10000006 202EBA18 10000003
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| C.T | Jan 26 2008, 09:34 PM Post #154 |
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Ruler
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Perse: Does that code only work on character profiles? Here are some new codes for the NTSC-US version of SCIII. Most of them have been tested and should be working. Sadly no working camera code ATM, although I'll attempt to see if I can create/find one. Let me know if you are having any issues with any of these codes. Player moving speed modifier: P1: 204B5FBC xxxx0000 P2: 204D373C xxxx0000 xxxx: speed times = 0000: 0 3F00: 0.5 3F80: 1 3FC0: 1.5 4000: 2 4080: 3 4100: 4? Player is invisible (except for weapon): P1: 204B4874 00000000 P2: 204D1FF8 00000000 Player's weapon is invisible: P1: 204B4878 00000000 P2: 204D1FF8 00000000 Would be useful for grieve edge discipline. Player weapon size modification: P1: 204B4C40 xxxx0000 P2: 204D23C0 xxxx0000 xxxx: size amount = 0000: 0 3F00: 0.5 3F40: 0.75 3F80: 1 3FC0: 1.5 4000: 2 4040: 3 4080: 4 4100: 8 Blowing rate modification: P1: 204B4C44 xxxx0000 P2: 204D23C4 xxxx0000 xxxx: blow amount = 0000: 0 3F00: 0.5 3F40: 0.75 3F80: 1 3FC0: 1.5 4000: 2 4040: 3 4080: 4 4100: 8 Higher blow rate = the more your character will fly after being hit. Strong winds: 200FDC60 AE000008 No wind: 200FDC60 E6020008 1P floats in a sit position: 204B62A0 00000000 Try it and see for yourself. Shift main screen 90 degrees CCW: 20132E0E 10000016 202EB512 10000006 202EB53E 10000003 This one's quite interesting, it flips your main screen but leaves text intact. Would be useful I suppose for capturing stills of your character in height priority. ![]() I'm in the process of testing a code that allows you to change your character on the fly (much like SCII's moveset modifier via BGM volume, if you've ever heard it) and I'll let you know of any progress. |
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| Perseonn Balthasaar | Jan 26 2008, 09:57 PM Post #155 |
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Profile only, unfortunately. Here's our bingo code: SLPS (JP-NTSC) 202EB4A8 10000003 202EB570 50000004 SLUS (NA-NTSC) 202E6828 10000003 202E68F0 50000004 SCES (PAL) 202EB920 10000003 202EBA48 50000004
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| C.T | Jan 26 2008, 10:14 PM Post #156 |
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Ruler
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If you're personally porting these codes, it would be nice if you could also achieve the same results with the battle theater camera and the character customization camera. I am utterly confused myself, as the offsets are different for each line of code. Here are the JPN codes for those: # battle theater camera dismantling of control 202356CC 3C014700 202356F0 3C014000 20235700 3C01C600 202356EC 4614A301 # custom character creation camera dismantling of control 2030F9F0 460C0301 2030F9F4 46006006 2030FAE4 46006006 |
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| Perseonn Balthasaar | Jan 26 2008, 10:23 PM Post #157 |
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Yes, it's ported. Fortunately, neither uses pointer. CCC Camera release (Zoom/Tilt): SLPS (JP-NTSC) 2030F9F0 460C0301 2030F9F4 46006006 2030FAE4 46006006 SLUS (NA-NTSC) 2030ACA8 460C0301 2030ACAC 46006006 2030AD9C 46006006 SCES (PAL) 2030FEC8 460C0301 2030FECC 46006006 2030FFBC 46006006 |
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| C.T | Jan 26 2008, 10:30 PM Post #158 |
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Ruler
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Good job. After the battle theater port I'll post an advanced camera hack that I don't seem to understand well, but could be exceptional. |
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| Perseonn Balthasaar | Jan 26 2008, 11:17 PM Post #159 |
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Will do it later. BTW, the front code guide is partially assembled in Japanse also. |
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| C.T | Jan 26 2008, 11:27 PM Post #160 |
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Ruler
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Why?? We only have one Japanese person on here (and she understands English) plus it's a bit unrealistic expecting a non-English speaking Japanese person to be cruising a English board. I personally think it makes it less newb friendly and thus unnecessary, and so are the NTSC-J codes. Actually, it looks like a UTTER MESS IMO. BTW, here's a good code: Player operation change: 1P: 204B4858 000000xx 2P: 204D74D8 000000xx xx: operation = 00: budge? 01: controller 02: CPU The good bit of it is that if you alter 2P to controller you can play 2 players in modes such as ToS and CotS. EDIT - Added new codes to the initial post and fixed some of Perse's tag wrap errors. I still suggest you get rid of the Japanese; I use this guide often and I'm having a burdensome time reading it.
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| Perseonn Balthasaar | Jan 27 2008, 12:42 AM Post #161 |
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Another Stage of History
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Because I port some codes from Japanese. I think I should help them out too. Eventually search engines crawler will come and index it. You removed the separator so it looks messy Funny why you did this and say it's in utter mess. Of course it will be in utter mess if you removed the sepatator...Added Japanese names to the character digit |
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| C.T | Jan 27 2008, 12:56 AM Post #162 |
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Ruler
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The separaters made it messy since if we were to follow the current layout every single discrete code will have to have a separater underneath it, rendering an abundance of ugly separater lines. And if you're going to be including Japanese and PAL codes you'd better port and label all of the codes in Japanese, otherwise the guide will reek of inconsistency and unfinishedness. BTW, if even this thread isn't indexed yet on Google nor Yahoo!, how would it be indexed to Japanese audiences? |
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| Perseonn Balthasaar | Jan 27 2008, 01:11 AM Post #163 |
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Another Stage of History
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Who told you that is the layout? The layout is 'categorized codes type', not single codes ![]() I already did that: Porting all of it (only practical ones) is just matter of time. Don't you believe in hope? |
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| C.T | Jan 27 2008, 01:22 AM Post #164 |
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Ruler
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I realized that, but if we're going by categorized codes type I believe each discrete code will be their own category as well, hence the necessity of a separater line. Perhaps I'm a bit dashing over the line but I take consistency really seriously. With the minute amount of indexed threads at this board (the count is not even a mere 10), I would have to have mountain heightening hope for that. |
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Achievement obtained 6/5/2011:
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| Perseonn Balthasaar | Jan 27 2008, 01:34 AM Post #165 |
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Another Stage of History
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I'll create a category later and restructure it
BTW, Google has already indexed the guide forum
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Funny why you did this and say it's in utter mess. Of course it will be in utter mess if you removed the sepatator...

12:32 AM Jul 11