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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: SNESmtGBA on July 22, 2009, 04:27:40 AM

Title: Game Genie / Pro Action Replay codes for...
Post by: SNESmtGBA on July 22, 2009, 04:27:40 AM
Hello, I've been looking around for gamegenie/proaction replay codes for FF2US that would enable me to avoid all random encounters!

I've been looking for a while and couldn't find a thang, so I figured I'd ask the experts here. Is there any kinda cheat I can use to avoid random encounters alltogether?(I guess technically I'm playing ff4 right now on my pc, so I'm looking for something that will work with 4, but I own the real deal released in the USA and a game genie, so I'd like to bring this cheat over to my cartridge if possible).

I'm sure there's a way to do it in ZSNES, but I couldn't figure out how. It's a lot trickier for me then I thought it would be, there doesn't seem to be an integer that holds the # of steps until an encounter, yet my save state always gets into a random battle on step # 9! Any thoughts?
Title: Re: Game Genie / Pro Action Replay codes for...
Post by: Phoenix on July 22, 2009, 06:04:13 AM
I don't know about GameGenie/Proaction Replay codes, but if you know how to use IPS patches, I whipped up a quick one that should change the chance of all enemy encounters to 0%. I've attached it to this post. It should work for all versions (FF2 1.0, FF2 1.1, FF4 1.0, FF4 1.1, FF4:ET) as long as it's a headered ROM. I haven't tested it, so let me know if it doesn't work. Obviously, this won't remove boss battles and such, but hopefully it helps you out.
Title: Re: Game Genie / Pro Action Replay codes for...
Post by: SNESmtGBA on July 22, 2009, 04:34:52 PM
Wow, that was *fast*!

Thanks! Though I just tried it on FFIV(J2E), and FFII(1.1, also had a [b1] in the file name), and the header became corrupted and turned the rom into jelly! Wouldn't load from save states either.

You still get 5 stars for speed though :p
Title: Re: Game Genie / Pro Action Replay codes for...
Post by: Phoenix on July 22, 2009, 06:10:02 PM
Wow, that was *fast*!

Thanks! Though I just tried it on FFIV(J2E), and FFII(1.1, also had a [b1] in the file name), and the header became corrupted and turned the rom into jelly! Wouldn't load from save states either.

You still get 5 stars for speed though :p

No problem, I had the day off yesterday and was doing some hacking anyway. It only took me about 30 seconds -- though it would be nicer if the patch worked for you.

I'm not sure why the header would have become corrupted . . . are you sure you used headered ROMs? Or could your IPS patching tool be bad? In any case, if you know how to use a hex editor, you can do it pretty easily yourself. Just change all the bytes from 0x74500 to 0x74741 to 0x00.
Title: Re: Game Genie / Pro Action Replay codes for...
Post by: JCE3000GT on July 22, 2009, 08:27:24 PM
Just change all the bytes from 0x74500 to 0x74741 to 0x00.

I remember when I found this data...I went ape.  I accidently filled this in with 11 and as you can imagine I had battle after battle. 
Title: Re: Game Genie / Pro Action Replay codes for...
Post by: SNESmtGBA on July 23, 2009, 02:38:09 AM
Hmm, this is pretty interesting...

I must be doing something wrong(?)

In both FFIVJ2E, and FFII, I tried replacing x74500 - x74741 with all zeros in a hex editor. They both looked identical in these spots, which contained mostly empty data, but did contain 3-4 seperate strings of data, each looked kinda like this:

0x74500:00000000000000000000
0x74510:00000000000000000000 etc

0x74540:0000HEXDATA--------->
--------------------------------------->
0x745a0:0000000000000000000


Anyway, after replacing with zeros, both games still had random battles, both in the world map, and in caves. Though interestingly, I never remembered seeing FloatEyes and DiveEagles in the world map right outside Baron in FFII, but this must just be my rusty memory.

Are you sure that fixes random encounters? I don't think my IPS patcher is botched, I've used it pretty successfully with every game I've patched so far(Dark Law being the latest and it worked like a beaut), plus ZSNES recognizes the headers for both FFIVJ2E and FFII on boot up, soooo....

Well, I'm stumped :/

Didn't try the 11's thing, maybe I'll do that tomorrow and see if I get into a fight everystep of the way.
Title: Re: Game Genie / Pro Action Replay codes for...
Post by: Dragonsbrethren on July 23, 2009, 12:06:23 PM
Try 0x74300 - 0x74541 and see if that works, your ROM is probably unheadered.
Title: Re: Game Genie / Pro Action Replay codes for...
Post by: SNESmtGBA on July 23, 2009, 05:15:11 PM
Try 0x74300 - 0x74541 and see if that works, your ROM is probably unheadered.

Yup, you got that right!

I always thought a unheadered rom would show garble in the information startup in ZSNES, but it looks like I was mistaken.

I wonder if there's a way a Game-Genie/Proaction Replay device could do the same thing?

At any rate, no more random battles for me, cheers!
Title: Re: Game Genie / Pro Action Replay codes for...
Post by: HHIPDragonFox on January 31, 2010, 05:28:16 PM
I Usually don't go out of certain areas to find things, but this was interesting to find with the set parameters mentioned before.
@ &074500 headered, &074300 unheadered. Turn into addressing value BF 00 C3 0E was easy to find.
So Finding this and the Memory/Accumulator Value address was to be at $7E-17EF:00.
Code: [Select]
    000B4D = ? [E6 88]  [E6 86]  [D0 09]
    000B53 = ? (AD) EF 17  {18}(69) 11  (8D) EF 17
    000B5C = ? (AD) 00 17  (C9) 00  [D0 3A]
    000B63 = ? (AD) 07 17  {4A} {4A}  (29) F8 [85 06]
    000B60 = ? (AD) 06 17  {4A} {4A} {4A} {4A} {4A}  {18}[65 06]  {AA}
    000B78 = ? (BF) 00 C3 0E   [85 06]
    000B7E = ? {DA} {7A}
    000B80 = ? [A5 C0]  [D0 10]
    000B84 = ? [A5 86] {AA}
    000B87 = ? (BF) 00 EE 14
    000B8B = ? {18}(6D) EF 17  [C5 06]  [90 01]  {60}
    000B94 = ? 5A FA
    000B96 = ? (BF) 42 C5 0E
    000B9A = ? {4C} 0B 8A
    000B9D = ? (C9) 01 [D0 33]
    000BA1 = ? [A5 C0] [D0 12] [A5 86] {AA}
    000BA8 = ? (BF) 00 EE 14
    000BAC = ? {18}(6D) EF 17
    000BB0 = ? (CF) 40 C3 0E
    000BB4 = ? [90 01]
    000BB6 = ? {60}

Glad to have helped.

So only Setting 7E17EF to 00 is part of the solution, which would allow the random check to reset at different longer variables.
Maybe the rest  7E1700,  has to do with this, too.
7E1706 to 00 shows half the sprite, and can;t move.
7E1707 to 00 makes the sprite not move.


Better Idea, Change 000B78: (BF) 00 C3 0E     to (AF) A8 16 7E
This is the Address After the Gil(A0,A1,A2), Time Slots(A3,A4,A5), and you'll be able to manually encounter battles at PAR 7E-16A8:##.
00 none, FF Always on Each Step, 01 - FE unknown Variable length.