Last year I shared a plugin for Fantasy Life which I decided to update a little to use my menu.
I join a list of the objects and items ID nicely dumped and shared by @TheDeKay in the archive.
Note that you must inverse the bytes from @TheDeKay's list.
Example: 3F 02 | object -> 023F
Have fun guys and happy new year 2017 !!
Changelog
From 3.2, I implemented a language system that I've been working on. I didn't tried it intensively, but it should load a language file according to the current system language.
Language files are simple text files, and every one can create or edit them.
Here the filenames according to language:
Sorry to bump the old thread.
Any chance to recompile the PLG into 3GX for the new Luma plugin loader.
I'm being locked with the new firmware & Luma. The NTR is no longer working at the moment and no ETA of the fix/update from Luma team...
Last year I shared a plugin for Fantasy Life which I decided to update a little to use my menu.
I join a list of the objects and items ID nicely dumped and shared by @TheDeKay in the archive.
Note that you must inverse the bytes from @TheDeKay's list.
Example: 3F 02 | object -> 023F
Have fun guys and happy new year 2017 !!
Changelog
From 3.2, I implemented a language system that I've been working on. I didn't tried it intensively, but it should load a language file according to the current system language.
Language files are simple text files, and every one can create or edit them.
Here the filenames according to language:
I want to start by saying that I understand the codes were originally meant for a modded/hacked 3DS.
But for some reason your codes do not seem to work on Citra, but codes I've found elsewhere in the same format (also meant for hacked/modded 3DS) as yours do.
Any suggestions to get them to work in Citra? Of interest are the codes that give you 99 of every stackable item in storage and the code to disable snapshots.
Edit: The Infinite S. Skill code works but the others I want to use, x99 of all stackable items in storage and the disable snapshots codes don't work.
But for some reason your codes do not seem to work on Citra, but codes I've found elsewhere in the same format (also meant for hacked/modded 3DS) as yours do.
Its because in a few cases I used code types added by Nanqutas' upgraded CTRPFAR plugin that don't exist on gateshark - namely bitwise operators on values stored in data to toggle specific bits on and off or bit masks in conditionals that only check part of the value as opposed to the whole value. Some of the loop codes also loop based on a value in data, which may not work on gateshark format
Any suggestions to get them to work in Citra? Of interest are the codes that give you 99 of every stackable item in storage and the code to disable snapshots.
If Citra has a memory viewer, go to the address 0x723289 and subtract 0x40 from the value there to turn off screen shots - but only if screenshots are already on (IE: if its 0xC1, it would become 0x81). I believe the storage code was from when I was experimenting with accounting for alternate save slots (which in practice I believe did nothing after the save was loaded since the game moves the loaded save to the first save's memory region even if you didn't load the first save). You should be able to remove lines 2-7 (the A0 line through the first D1 line) safely, which also removes the CTRPF specific conditional and loop functions.
Its because in a few cases I used code types added by Nanqutas' upgraded CTRPFAR plugin that don't exist on gateshark - namely bitwise operators on values stored in data to toggle specific bits on and off or bit masks in conditionals that only check part of the value as opposed to the whole value. Some of the loop codes also loop based on a value in data, which may not work on gateshark format
If Citra has a memory viewer, go to the address 0x723289 and subtract 0x40 from the value there to turn off screen shots - but only if screenshots are already on (IE: if its 0xC1, it would become 0x81). I believe the storage code was from when I was experimenting with accounting for alternate save slots (which in practice I believe did nothing after the save was loaded since the game moves the loaded save to the first save's memory region even if you didn't load the first save). You should be able to remove lines 2-7 (the A0 line through the first D1 line) safely, which also removes the CTRPF specific conditional and loop functions.
I'll give that a shot. Thank you very much for the timely response!
Edit: So unfortunately Citra does not have a built-in memory viewer. Cheat Engine does, however, but does not display addresses as you have written.
As for the storage items code, removing the lines you mentioned did not resolve the problem. I guess it's as you said, they are simply not compatible with Gateway cheats. (Well you mentioned Gateshark, but I'm assuming it's related to Gateway.)
Thank you for trying to help, regardless.
Edit 2:
I wish there was a way to read/view .plg files so I could grab Nanquitas' codes and input them in Citra's cheat manager.
There's actually another option. The save is not encrypted and should be very easy to access with Citra, so open it in a hex editor and edit the byte at 0x22349 and modify it like I mentioned previously. Do NOT mess with the right digit at that address, as that contains the DLC flag for the save (though if you don't have DLC and want to activate it, add 8 if the value is 7 or below - just keep in mind its base 16 and not base 10, so 10-15 are represented as A-F).
That's actually because I made a minor error telling you which lines to remove (I had you keep line 1, the save slot identifier address instead of line 4, the actual start of the save in RAM). To make is simpler, start with the original code, remove lines 2-8 (you won't need the offset jump after the following), and change line one to "D3000000 007084D8", which will take it straight to the start of storage.
There's actually another option. The save is not encrypted and should be very easy to access with Citra, so open it in a hex editor and edit the byte at 0x22349 and modify it like I mentioned previously. Do NOT mess with the right digit at that address, as that contains the DLC flag for the save (though if you don't have DLC and want to activate it, add 8 if the value is 7 or below - just keep in mind its base 16 and not base 10, so 10-15 are represented as A-F).
That's actually because I made a minor error telling you which lines to remove (I had you keep line 1, the save slot identifier address instead of line 4, the actual start of the save in RAM). To make is simpler, start with the original code, remove lines 2-8 (you won't need the offset jump after the following), and change line one to "D3000000 007084D8", which will take it straight to the start of storage.
Holy hell, it actually works now! Thank you very much. You've just made Fantasy Life even more enjoyable than it already was for me now. (I already beat it legit, this is my fun "cheat run" replay as a refresher on the game before the new Fantasy Life sequel comes out.)
RE: The Mistake: That's alright, it's no problem. You've had patience with me technically necro'ing the thread, so I have patience with with that in return. No big deal at all.
Ah, so even if I found a way to magically view them, it wouldn't have mattered. I had thought they would be listed in the usual format inside the file. His codes are great, I wish there was some way to use them on Citra. Hopefully someone comes up with a way someday. (I am by no means a programmer or scripter.)
Uh, considering that abomination of a code (looks like one of the fort42 garbage codes) is actually setting the wrong address to 17224 and not health to 200, you simply don't use that code at all. Here's more effective codes that actually max your HP to whatever your current max is, so you don't need to worry about 200 vs 999 etc.:
Uh, considering that abomination of a code (looks like one of the fort42 garbage codes) is actually setting the wrong address to 17224 and not health to 200, you simply don't use that code at all. Here's more effective codes that actually max your HP to whatever your current max is, so you don't need to worry about 200 vs 999 etc.:
Good morning! I have a little problem, I was testing the "loot editor" and it was working perfectly. but now I can't open my items, my 3ds crashes and restarts. I can see my equipment, and sell my items if I want, but I can't directly access the item tab from the menu. Can anyone help me?
Post automatically merged:
Good morning! I have a little problem, I was testing the "loot editor" and it was working perfectly. but now I can't open my items, my 3ds crashes and restarts. I can see my equipment, and sell my items if I want, but I can't directly access the item tab from the menu. Can anyone help me?
It was ... well several. I'm compiling the list right now. My save file is usable, but if I select my items, it will crash.
I'm thinking maybe if I use the item via crafting that it will go away (I hope... 300+ hour save file)
89 0A | Divine Stone <--- This isn't the item, it's the boss "Divine Stone" (FML)
Having resolved this privately: to anyone else using the loot spawner in the plugin: don't use any item IDs from 0x0A1D through 0x0AAE ("1D 0A | Killer Bunny" through "AE 0A | Millennial Tree" in the item IDs text file) These are the bounties themselves (the ones normally in a bag/cage that you turn in at the bounty clerks to get the crafting item versions) and not the items you want. Having them in your inventory will crash the game when you try to view your inventory.
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Nintendo might just as well be a law firm more than a videogame company at this point in time, since they have yet again issued their now almost trademarked usual...
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