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SCIII Modification Codes (All Version); Complete with a special CaS Guide
Topic Started: Sep 9 2007, 07:33 AM (19,520 Views)
C.T
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Perseonn Balthasaar
Jan 27 2008, 02:34 AM
I'll create a category later and restructure it :) BTW, Google has already indexed the guide forum :D

Is that so? How come I did not see when I searched it up on Google a moment ago.

Anyways, to answer this from you which I forgot to respond:

Perseonn Balthasaar
Jan 26 2008, 07:12 PM
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 :)


The ELF structure of SCIII isn't unlabeled, it's filled with labels actually, but they are all quoted labels which only directs to bytes (however still helpful in locating codes).

I find that SCIII's ELF structure is quite different from other games which are easier to hack into. When you jump to a quoted label, then jump to the addresses, the desired code will majority of the time not be in those addresses themselves but be obscured somewhere in hyphens placed elsewhere down or up the line.
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Perseonn Balthasaar
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I don't know what's your keyword, but I used no keyword (result in indexing all, 9 results, one of which is the guide sub-forum.)

So, how can you find the 'in hyphens'? Did you use trial and error on several codes? What type did you aim (e.g. jal, word, etc.)

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C.T
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Perseonn Balthasaar
Jan 27 2008, 03:23 AM
I don't know what's your keyword, but I used no keyword (result in indexing all, 9 results, one of which is the guide sub-forum.)

So, how can you find the 'in hyphens'? Did you use trial and error on several codes? What type did you aim (e.g. jal, word, etc.)

It's mostly trial and error, as I don't grasp any real knowledge of the MIPs programming language. I usually test several of the hyphened codes up and down between the label after I initiate a jump. The labels in SCIII are also confusing and there often multiple labels that indicate they accomplish the same thing (e.g. GameCamera, Camera, BTLCAM).

BTW, any progress on that Battle Theater port? Sorry if it seems I'm a bit rushing.
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Perseonn Balthasaar
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Thanks for the info.

I'm quite sure this is the code. Not yet tested:
NTSC-J
202356CC 3C014700
202356F0 3C014000
20235700 3C01C600
202356EC 4614A301

NTSC
20234A34 3C014700
20234A58 3C014000
20234A68 3C01C600
20234A54 4614A301

PAL
20235D34 3C014700
20235D58 3C014000
20235D68 3C01C600
20235D54 4614A301

@Cyraxis: Have you confirmed these codes? :blink:

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C.T
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Yep, works dandy. Now I'm off to create some crazy videos. :smile:

BTW, if you're wondering about that advanced camera hack I've mentioned earlier, here it is. I'm barely able to get an understanding of what the code accomplishes and how it's carried out.

Perhaps it can be ported and tested.

Camera central point fixing (PAR)
200F6600 3C010000
200F6604 44810000
200F6608 3C010000
200F660C 44810800
200F6610 3C010000
200F6614 44811000
200F6618 0804CAD2
Fixing (R1+ 0)
D0473C82 0000D7FF
20132B24 0803D980
Cancellation (R1+×)
D0473C82 0000B7FF
20132B24 C6000050

Central point Y-axis operation (main point camera central point fixed necessary cord/code)
D0473C82 0000F7FE
200F6610 3C01BC23
D0473C82 0000FDFE
200F6610 3C013C23
Operation: At the time of camera central point fixed mode
(Selection with +R1/R2 central point Y-axis movement)

-----------------------------------------------

Central point X axial operation (main point camera central point fixed necessary cord/code)
D0473C82 0000FBFE
200F6600 3C01BC23
D0473C82 0000FEFE
200F6600 3C013C23
Operation: At the time of camera central point fixed mode
(Selection with +L1/L2 central point X axial movement)

-----------------------------------------------

Central point Z axial operation (main point camera central point fixed necessary cord/code)
D0473C82 0000FFFD
200F6608 3C013C23
D0473C82 0000FFFB
200F6608 3C01BC23
Operation: At the time of camera central point fixed mode
(With R3/L3 central point Z axial movement)
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Perseonn Balthasaar
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I don't know which code go after which, CT :wacko:

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C.T
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How about just do the initial one, and perhaps the one below it? If it does anything we can steadily attempt the others.
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Perseonn Balthasaar
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Umm.. I'll try if I have the time. It's night now and I want to rest :smile:

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Kristof
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i really enjoy the camera release codes. and that weapon size modifier code is sick, especially in weapon exhibition. any way to modify character size? it would have more variety in CAS creation, i know i would like to make a few of my characters a little taller.
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C.T
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If you modify your character's size you're altering both height and width attributes, it'll be difficult to alter solely height, unless it's implemented somehow in the game.

I did attempt to search for a character size address, however I'm having no luck. It's very likely that character size is not implemented in the game's coding.

I did find this sort of useless code which mutes the character (the character does not speak nor move his/her lips).

204B4870 00000000

I guess it would be useful for a new character personality, like one who doesn't talk.

EDIT - I toned down and made more sense of the posted camera codes. Let me know when you are able to port them, Perse.
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Buster Wolf
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C.T
Jan 28 2008, 03:27 AM
I did find this sort of useless code which mutes the character (the character does not speak nor move his/her lips).

204B4870 00000000

I guess it would be useful for a new character personality, like one who doesn't talk.
Does this also affect Pre-battle & Post-battle quotes? Like using Soul of Lizardman minus grunting? Wouldn't want to ask for re-do's of certain characters if the quote lines still appear
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C.T
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Buster Wolf
Jan 29 2008, 07:55 PM
C.T
Jan 28 2008, 03:27 AM
I did find this sort of useless code which mutes the character (the character does not speak nor move his/her lips).

204B4870 00000000

I guess it would be useful for a new character personality, like one who doesn't talk.
Does this also affect Pre-battle & Post-battle quotes? Like using Soul of Lizardman minus grunting? Wouldn't want to ask for re-do's of certain characters if the quote lines still appear

It appears to be random, sometimes quotes will show up while other times they won't. It's a pretty much useless code (except for perhaps permanently muting annoying characters such as Yun-Seong or Voldo).

And you shouldn't remake characters solely for this reason even if it did worked flawlessly, as the creator of the character would be required a cheating device to recreate the effect.
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Cyraxis
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It might be of potential use where trying to make a female character with male face 1...

-David
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C.T
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Added standard character edit color camera release codes for NTSC-U. I'll tackle the central camera fix code since Perse isn't doing it yet.

EDIT -

Here's the initial part of the central camera fix code:

200F6600 3C010000
200F6604 44810000
200F6608 3C010000
200F660C 44810800
200F6610 3C010000
200F6614 44811000
200F6618 0804CAD2
D046DBA2 0000D7FF (R1+Circle to activate)
20132ac4 0803D980
D046DBA2 0000B7FF (R1+X to disable)
20132AC4 C6000050

It can be activated in any battle. As of now it doesn't do much, only bailing out of the customary camera mode into a centered and fixed camera state. As soon as I am successful in porting the X, Y, and Z axis codes however it would allow you to manipulate the camera further in this state, I suppose.

EDIT 2 -

Not anything related to the central camera fix code, but I've got a much better character freeze and defreeze code. Unlike the one we have, this one keeps the character's current stance/position intact and they don't slide. It's also shorter.

D046DBA2 0000FFFD
201d5d80 10000121
D046DBA2 0000FFFB
201d5d80 10640131

L3 to activate, R3 to stop
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Perseonn Balthasaar
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Way to go, C.T.

I've re-arranged the first post and put a ToC.

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