Forum: Cheat Code Hacking - General discussion of various cheat devices for the PS2 (AR/GS, CodeBreaker, Xploder, etc.) and code hacking.


The above video goes away if you are a member and logged in, so log in now!




 
Would you like to get all the new info from
PSX-Scene in your email each day?




Want to learn more about the team keeping you up to date with the latest scene news?

Read about them now!

Check out our Developer bios, too!

 


User Tag List

Thread: FF12 Cheats
  

Page 2 of 2 FirstFirst 1 2
Results 11 to 13 of 13
  1. #11  
    dlanor is offline Member
    Join Date
    Sep 2004
    Location
    Sweden
    Posts
    10,107
    Downloads
    5
    Uploads
    0
    Mentioned
    1 Post(s)
    Tagged
    2 Thread(s)
    Likes Given
    0
    Likes Received
    126
    Quote Originally Posted by haseosilva View Post
    i tested all the 3 codes
    R3+L2 before zone area= all the chests will be there
    R3+R2 in the zone area from code 1, don't use before, because all the chests will be vanished
    That is because those two codes manipulate the same variable, and the value needed for creation of the chests at area entry is opposed to the value needed when opening the chests for optimum resulting content.

    R2+L2+R3 reset all the codes
    kill all the enemies before enter in the area code, because the flyng enemies can't be dead, the damage it's reduced to 200,300(death skill miss always). and some enemies (not only flyng) get this bug too
    If this happens even after a proper use of R2+L2+R3 to normalize RNG for battles then that code is bugged.

    As I see it you should be able to use R2+L2+R3 at start of any battle to normalize the fighting, and then repeat R3+R2 when the battle ends to make the next chest opened have optimum content. Cleaning out the area beforehand should not be necessary, as long as you are careful about how you use the codes.

    All these codes do is to patch the current RNG so as to ensure a non-random result, except for the one using all three buttons, which is intended to restore things to normal.

    But it may fail to do this right if you are not careful in how you release the buttons. You should always release the R3 button first, so as to ensure that you do not momentarily have R3 plus only one of the other buttons pressed, as that will repatch the RNG to one of the two abnormal values again.

    i checked the split infinity diferences/extras faq on the gamefaqs, and all the treasures and the itens/equip are corrects, the code worked perfectly ^^
    i tested on 4 or 5 areas on cerobi step
    Good! This confirms that my translation to 'raw' code form was correct.

    OFF : someone knows a ps2-ntsc/pal-fix converter program that works fine ?
    Not for FFXII I'm afraid. None of the ones I know of can do a good job with this game.

    But I don't really see why you need it, unless you have a very old/crap TV set, since all modern PAL TV sets can handle NTSC anyway. All you need is to use either a SCART/RGB or Component RGB cable instead of the original Composite video cable that comes with each PS2 (even those with a SCART connector still use composite signal, if that SCART connector is one of those with three RCA connectors in its back).

    Best regards: dlanor
    Reply With Quote  

  2. #12  
    dlanor is offline Member
    Join Date
    Sep 2004
    Location
    Sweden
    Posts
    10,107
    Downloads
    5
    Uploads
    0
    Mentioned
    1 Post(s)
    Tagged
    2 Thread(s)
    Likes Given
    0
    Likes Received
    126
    Quote Originally Posted by yavorovich View Post
    Could you please give this patch? I want to make some experiments with it.
    Sure.

    Here is the code I use with the game version SLPM_667.50
    Code:
    Master Code
    9044BEA0 0C112F50
    -----     -----     -----     -----     -----     -----     -----     -----
    The Following 3 cheats modify the Exp gain factor to three different
    values, depending on which of the buttons Down, Right or Up that you press
    simultaneously with the Select button. The new Exp rate will then apply to
    all monsters slain thereafter, until you change it again (or reboot).
    
    The highest rate gives one MegaExp for each Exp point you'd normally get.
    The medium rate gives one KiloExp for each Exp point you'd normally get.
    The lowest rate is just what you would normally get.
    -----     -----     -----     -----     -----     -----     -----     -----
    
    SeUp => Maximum Exp rate (multiplier 2^20)
    E001FFEE 0056E5DC  if u16(gamepad) == ~(Select|Up)
    203B6BC4 0002AD00    patch opcode for 20 bit shift
    
    SeRt => Medium Exp rate (multiplier 2^10)
    E001FFDE 0056E5DC  if u16(gamepad) == ~(Select|Right)
    203B6BC4 0002AA80    patch opcode for 10 bit shift
    
    SeDn => Normal Exp rate (multiplier 2^0)
    E001FFBE 0056E5DC  if u16(gamepad) == ~(Select|Down)
    203B6BC4 0002A800    patch opcode for 0 bit shift
    I also have a similar code to control the accumulation of LP, but unfortunately I've lost the document form of it, so for now I'll just type in the raw codes from some notes I kept.
    Code:
    Set LP multiplier 1, 32, 999 at button combo R3 + Dn, Rt, Up respectively
    E001FFBB 0056E5DC
    202ED1CC 0040902D
    E001FFDB 0056E5DC
    202ED1CC 00029178
    E001FFEB 0056E5DC
    202ED1CC 000292B8
    Note that the game itself imposes an absolute 3 digit limit on all LP values, so you won't get any 'astronomical' LP amounts no matter what you do, and the top setting will just give you 999 LP for anything (though the real factor internally is 10 shifts == 1024).

    Also i thinking about divider which used in game for 2 or 3 active party members. It simply divide earned EXP for 2 or 3 and round this for integer. For example if foe gives 16 EXP than each of active party member earn 5 EXP. Maybe there is a way to increase thats divider for 2 or 3 active party members?
    I think you may be wasting your time on this angle. To me it seems that the entire EXP division system has been completely replaced in the IZJS version of the game. So basing your experiments on results with the old game versions will lead nowhere for the newer game version.

    P.S. I try to manipulate with patch from US game version:
    comment=2x Exp Gained (After Battle)
    patch=1,EE,203B3D34,word,00000000
    patch=1,EE,203B3EE4,word,0002A840
    Sorry, but I don't understand this patch notation. The 8 digit code values are easy enough to understand, but I have no idea what you mean by "patch=1,EE".

    Checking my cheats for the US version, your cheats clearly manipulate one of the same variables I used above (though for the IZJS version), and in partly the same way, as 0x0002A840 is a shift opcode (for a single shift left, as shown here).

    It helps to set multiplier to 2x, 4x, 8x and 16x, but i didn't find a way hot to set a divider.
    Look at my cheats again, and note how they use different patch values for an opcode, with variations in the bit field of that value which controls the number of left-shift steps that opcode will perform. It should be quite simple to replace that opcode with a corresponding right-shift opcode, and then control the shift amount through the corresponding bit field of that opcode.

    Essentially you manipulate a 5-bit field starting at bit 6 of the opcode, so that the value 1 is encoded as 0x00000040 while the top value of 31 shifts is encoded as 0x000007C0, with the value you need being 'ored' into the base opcode value. And the effective divisor is naturally two raised to the power of that shift value.

    The main opcode in this case is represented by the combination of the top 11 bits and the lowest 6 bits of the overall value, with the remaining 15 bits only determining the register usage and shift amount. For top 11 bits and bottom 6 bits of all zeroes, as used in the EXP multiplier, the corresponding opcode is "sll", which has a right shift counterpart in "srl" encoded in exactly the same way, but with bit 1 set instead of cleared.

    So instead of a base opcode of 0x0002A800 for "sll" we instead have 0x0002A802 for "srl", and if we assume that you just want to halve the Exp amount, so that you need a shift value of 1, but encoded as 0x00000040, the resulting patch value (to replace those in my codes) becomes 0x0002A842. And a possible way to make that button controlled could be like this (similar to my other cheats):
    Code:
    SeDn => Halved Exp rate (Divisor 2^1)
    E001FFBE 0056E5DC  if u16(gamepad) == ~(Select|Down)
    203B6BC4 0002A842    patch opcode for 1 bit shift right
    Unfortunately my own setup and documents are in a rather messy state right now after a series of computer crashes, so I can't conveniently test all this myself right away, but I'm sure others will be able to do it too, long before I get around to it... (hopefully you as well)

    I hope I have given enough to go on for you to do the rest yourself.

    NB: I did not specify any replacement opcode to divide LP above, because I think it inadvisable to mess with that. Since most monsters only give a single LP, any reduction would yield zero, which the game code is not intended to handle. But the same principle would apply there too, though with some different register usage and opcode choice. Those multipliers used "dsll" with base opcode (for those registers) of 0x00029038, and the corresponding "dsrl" equivalent would then be 0x0002903A (again differing only in bit 1).

    Best regards: dlanor
    Reply With Quote  

  3. #13 Checksum bypass? 
    Chalef is offline Registered User
    Join Date
    Apr 2010
    Posts
    1
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    Hello people,


    my apologies if I am posting in the wrong thread, but I'm new to these forums, and searching for "checksum bypass" did not offer any beneficial results.

    I would like to request a code for ARMAX or GS2v4, a checksum bypass code. I've done the v0.18 patching, the game works fine, but trying to use any codes for it gives me the "Corrupt save data" error. I know there is a checksum bypass code for the original FFXII english version, but I'd suppose that, for the english conversion, the same codes used for the japanese international version are needed. I googled a lot and gathered many codes, they all work fine, but once I save the game I cannot continue playing later .

    MaxConvert gives FFXII: International the GAME ID: 11A8
    The master code I'm using for all codes and works fine is (M): Y02Z-ENEP-7BTE9 (ARMAX).
    Not sure if this information helps at all anyway. If my post is in the wrong thread and you need to move it, please send me a PM because as I said before, I'm new


    Thank you.
    Reply With Quote  

Page 2 of 2 FirstFirst 1 2
Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •