ROM Hack CTRPluginFramework - Blank Plugin - Now with Action Replay

cearp

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Is gateway still the best way to search for codes?
Or are there other methods now?
(I'm not sure if this plugin supports searching)
 

wicksand420

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Hello I need help when ever I put the action replay folder in my luma folder it still doesn't work ex: SD:lumal/plugin/action replay/action replay.plg
you have to make sure to download the boot.firm from the 1st page of this post and place it at the root of your sd

--------------------- MERGED ---------------------------

Is gateway still the best way to search for codes?
Or are there other methods now?
(I'm not sure if this plugin supports searching)
you can search for codes with this plugin.
 
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Daddymememaster

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You're doing it wrong, it should be EXACTLY as it says on the front page:
  • If a plugin isn't found in the tid folder, Luma3DS will search for ActionReplay.plg in sd:/luma/plugins/ActionReplay/ActionReplay.plg
No spaces and caps might matter I don't didntknow.
I didn't put spaces or caps originally and it still didn't work
 

dsrules

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I'll give this a try though I dunno if it'll work with the Luma plugin loader

edit: nope doesn't work with Luma, gives a crash
the comment says the cheat plugin works fine
"1.1.7 tested, the same old gold finger can continue to use! No problem at all"
try use regular ntr instead of Luma plugin loader
 

Chinch

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Hello,
Having a 2DS with Luma9, I installed the AR plugin to be able to cheat on Pokémon Ultra Moon. I replaced the boot.firm and I created a plugins folder at the root of the SD card. I put the file ultraSuMoFramework.plg that I renamed plugin.plg ... When I run the game I have the green screen and, in the game, when I press select, I have the menu with the codes. But when I select my code and come back in the game, the console crashes. For example, I tried the code to make spawn Dusk Form Lycanroc. I checked the Spawn ID and Spawn Form boxes and went back into play. When I go to the tall grass and I'm attacked, there's a Pokemon, but it's not Lycanroc. And when I beat it or flee, the console crashes. I also tried with the shiny code, when I press the R button, the console crashes too.

Where does my problem come from?
Before I used BootNTR Selector (I think it automatically went to 3.6 when I started it) and codes from another .plg file worked, but the code list was short.

I said that I am ban, I can not use the functions online and my version of Ultra Moon is in 1.0 because the codes did not work in 1.1.
The wifi is activated too. Maybe I have to turn it off?
 

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Kymsplat

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Hello,
Having a 2DS with Luma9, I installed the AR plugin to be able to cheat on Pokémon Ultra Moon. I replaced the boot.firm and I created a plugins folder at the root of the SD card. I put the file ultraSuMoFramework.plg that I renamed plugin.plg ... When I run the game I have the green screen and, in the game, when I press select, I have the menu with the codes. But when I select my code and come back in the game, the console crashes. For example, I tried the code to make spawn Dusk Form Lycanroc. I checked the Spawn ID and Spawn Form boxes and went back into play. When I go to the tall grass and I'm attacked, there's a Pokemon, but it's not Lycanroc. And when I beat it or flee, the console crashes. I also tried with the shiny code, when I press the R button, the console crashes too.

Where does my problem come from?
Before I used BootNTR Selector (I think it automatically went to 3.6 when I started it) and codes from another .plg file worked, but the code list was short.

I said that I am ban, I can not use the functions online and my version of Ultra Moon is in 1.0 because the codes did not work in 1.1.
The wifi is activated too. Maybe I have to turn it off?

The ultrasumoframework is a stand alone plugin not intended to work with this. You have to put the action replay plugin into either the title id folder or a general folder (I believe it searches for the folder ActionReplay if it can't find the title id). Then you create a cheats folder on the root of the sd card and put text files with the listed codes that are ported from action replay.

I probably explained it very confusingly, but if you check out the github there is a guide which should help you out xD
 

Chinch

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The ultrasumoframework is a stand alone plugin not intended to work with this. You have to put the action replay plugin into either the title id folder or a general folder (I believe it searches for the folder ActionReplay if it can't find the title id). Then you create a cheats folder on the root of the sd card and put text files with the listed codes that are ported from action replay.

I probably explained it very confusingly, but if you check out the github there is a guide which should help you out xD

I do not understand, I thought I read that it was enough to rename the .plg file of AnalogMan to plugin.plg and put it in the folder <tid>.

And where can I find the cheats.txt file? I do not know the USUM codes.

PS : Si jamais tu passes par là @Nanquitas, si tu pouvais m'expliquer en français, parce que je galère à comprendre ^^
 
Last edited by Chinch,

Kymsplat

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I do not understand, I thought I read that it was enough to rename the .plg file of AnalogMan to plugin.plg and put it in the folder <tid>.

And where can I find the cheats.txt file? I do not know the USUM codes.

PS : Si jamais tu passes par là @Nanquitas, si tu pouvais m'expliquer en français, parce que je galère à comprendre ^^

That only works with NTR. The luma in this thread is exclusively made to work with JUST the action replay plugin that is in this thread also. Read the github for a guide on how to set it up or continue to use NTR.
 

dpad_5678

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Can I ask what the blank .plg is for? I'm trying to create my own plugin menu, independent from NTR CFW's menu.
 

Chinch

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That only works with NTR. The luma in this thread is exclusively made to work with JUST the action replay plugin that is in this thread also. Read the github for a guide on how to set it up or continue to use NTR.

I read the Github, but it does not really advance me... If the plugin AnalogMan does not work with Plugin Loader, how can I do? How do those who have a 2DS?
What seems strange to me is that the console recognizes the USUM plugin because the codes are displayed in game when I press select.
If I read what Nanquitas says in his first post, the AnalogMan project is an NTR plugin that uses CTPRF and that only CTPRF plugins can be loaded with Plugin Loader. I read that people had managed to make it work by renaming it "plugin.plg" and by doing this way: "sd: / luma / plugins / <tid> /plugin.plg".

I'm just trying to understand, I'm not a computer scientist and talking about it in English is even more confusing for me ^^
 

wicksand420

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I read the Github, but it does not really advance me... If the plugin AnalogMan does not work with Plugin Loader, how can I do? How do those who have a 2DS?
What seems strange to me is that the console recognizes the USUM plugin because the codes are displayed in game when I press select.
If I read what Nanquitas says in his first post, the AnalogMan project is an NTR plugin that uses CTPRF and that only CTPRF plugins can be loaded with Plugin Loader. I read that people had managed to make it work by renaming it "plugin.plg" and by doing this way: "sd: / luma / plugins / <tid> /plugin.plg".

I'm just trying to understand, I'm not a computer scientist and talking about it in English is even more confusing for me ^^
If @AnalogMan made the plugin, you could ask him if he has the txt file he made the plugin from
 

Chinch

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If @AnalogMan made the plugin, you could ask him if he has the txt file he made the plugin from

Thank you for your advice, but finally I think I found the solution. I have not read all the comments on AnalogMan's topic and it seems that I have to update my version of Pokémon Ultra Moon for the codes to work. So the plugin works well with Plugin Loader! No need for .txt file :)

Edit : Its good ! I just made the update and I started the game, it works! I am happy :)
 
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dpad_5678

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Can someone provide me with an example of:

  1. Reading the value of an address into a variable
  2. Adding 1 (0x1) to the value (not appending, but the sum)
  3. Writing back the value

I really appreciate it! I've been at this all morning.
 

cephalonsipps

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-I’m trying this for Pokemon OR and I have all the files in the correct places, but nothing is working. Luma is up to date and nothing is still working. Anything else I should do?-

EDIT: I ran GodMode9 and installed the firm that came with it and the plugin works
 
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dpad_5678

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This is the code I'm working with:

Code:
if (cheatEnabled[4]){
        offset = READU32(offset + 0x08B4080);
        WRITEU32(offset + 0xA14, 0x389);
        offset = 0;
        data = 0;
}


This sets the first item in Terraria to the Coin Gun (dec value 905, hex value 389). I'm simply trying to add 1 to the item ID value and write it back. Tried using the data variables but I've had no luck.
 
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DocKlokMan

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This is the code I'm working with:

Code:
if (cheatEnabled[4]){
        offset = READU32(offset + 0x08B4080);
        WRITEU32(offset + 0xA14, 0x389);
        offset = 0;
        data = 0;
}


This sets the first item in Terraria to the Coin Gun (dec value 905, hex value 389). I'm simply trying to add 1 to the item ID value and write it back. Tried using the data variables but I've had no luck.
If I'm understanding this right, this is an existing cheat that gets the offset for the inventory from the pointer stored in 0x08B4080 and then writes the Item ID for Coin Gun (0x389) to the first item slot (0xA14). You want to instead write an Item ID 1 value higher, so 0x38A, is that right? If I understood that right the code would just be:
Code:
if (cheatEnabled[4]){
        offset = READU32(offset + 0x08B4080);
        WRITEU32(offset + 0xA14, 0x38A);
        offset = 0;
        data = 0;
}

You don't even have to use hex, it only uses hex because I assume they copied the code from a GateWay cheat. So you could also write this:

Code:
if (cheatEnabled[4]){
        offset = READU32(offset + 0x08B4080);
        WRITEU32(offset + 0xA14, 906);
        offset = 0;
        data = 0;
}

The data value at the bottom is set to 0 at the end of the cheat because the original GateWay cheat ended with D2000000 00000000 which is a terminator code. Officially it seems like you'd actually want this:

Code:
if (cheatEnabled[4]){
        offset = READU32(offset + 0x08B4080);
        data = 1;
        WRITEU32(offset + 0xA14, 0x389 + data);
        offset = 0;
        data = 0;
}

All the above examples all do the exact same thing.
 
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