Monster Hunter Freedom Unite [USA]
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04-05-2022, 06:58 AM
Post: #121
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RE: Monster Hunter Freedom Unite [USA]
is there a way to display the parts1~9 name in HPD 7.7? (head, left leg, etc...)
ULJM-05500 mhp2g |
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01-17-2023, 11:33 PM
Post: #122
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RE: Monster Hunter Freedom Unite [USA]
i figured out how to manually add skills to armor pieces. thought i'd share.
i've mapped out the codes for each armor piece, but you'll have to change the values to what skills you want. here's an example Code: 1 _C1 Head Skills i want Evade +15 so on line 4 i replace those last two zeros of the first 0x000000 with 3E and on line 7 i replace the last zero of the first 0x000000 with F. 3E is the id of the skill and F is the number 15 in hexadecimal. Say you wanted Guard +20 you'd do the same thing, just with 10 in the skill type line and 14 in the amount line. again, 10 is the id for Guard and 14 the amount of that skill we want. remember 14 is actually 20 in hexadecimal. documented skill hex values Code: 0: Nothing see code below Code: _C1 Head Skills i haven't tested these extensively, so hopefully everything's correct! |
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04-20-2023, 02:32 AM
Post: #123
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RE: Monster Hunter Freedom Unite [USA]
Is it possible to make it so an equipment skill activates with a cheat code without it being actually linked to the equipment skill in the game? Like activating the fast sharpening skill without it popping up in the status menu next to actual Equipment skills.
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07-15-2023, 09:32 AM
Post: #124
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RE: Monster Hunter Freedom Unite [USA]
Does anyone have a set of the "Synchronize Save" and "Synchronize Save [Disable]" codes for the Japanese version of Monster Hunter Freedom 2 (called "Monster Hunter Portable 2nd") with the ID: ULJM-05156. I have found the code for all three regions of Freedom 1, Freedom Unite, and even one for both releases of Portable 3rd, but I've had no luck for the Japanese region of Freedom 2.
Thanks for your time. |
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01-16-2024, 11:06 AM
Post: #125
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RE: Monster Hunter Freedom Unite [USA]
Felt a bit nostalgic and decided to play again from scratch. Ran out of patience real quick. LMAO
So here I am looking to make the early stages a breeze and stumbled upon this gem. First, thank zach for digging this up. Second, here are corrections to the documented skill hex values that I tested: 5D: Fury (Confirmed: SteadyHand) 5E: AntiFirDrg (Confirmed: Fury) 5F: AntiDoara (Confirmed: AntiFirDrg) 60: AntiChamel (Confirmed: AntiDoara) 61: ShortCharg (Confirmed: AntiChamel) 62: AutoReload (Confirmed: ShortCharg) 63: AutoReload Just giving back |
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02-06-2024, 07:03 AM
Post: #126
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RE: Monster Hunter Freedom Unite [USA]
Anyone knows how to return the max crit to normal again
_C0 Max all weapons Critical _L 0x8015A111 0x047D0018 _L 0x00000064 0x00000000 |
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09-14-2024, 05:03 PM
Post: #127
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RE: Monster Hunter Freedom Unite [USA]
@LunaMoo
Thanks for taking the time to even view this if it catches you. Before I go deep into explanation I just wanted to state that this is in reference to an old (10+ years at this point) conversation - this thread (page 2) - on allowing times 1.X/2.X/3.X...etc multiplication of the player's attack instead of x2/x4/x6/etc. (There's also a similar code discussed later in the thread in relation to defense values, but I am mainly focused on the xAttack versions). Here are the codes in reference: Code: _C0 Attack x XXXX / YYYYY Code: Example Additionally, this is the standard x2 attack code that was referenced initially in the thread that was requested to be changed to x1.2/x1.3/etc Code: _C0 Attack x 2 ------------------------------------------------------------------------------------ I'm interested in using these codes with the JPN version of the game (P2ndG) for compatibility with another project/mod so I was looking to simply translate these over to that version. If I understood the process well enough, I was also looking to make similar codes for the other PSP games in the series. I have a slight level of knowledge of assembly and reading hex values so I took a look at the CwCheat "documentation' over at https://datacrystal.romhacking.net/wiki/CwCheat to get an understanding of the process for making these cheats. From what I understand, this is what's happening in the cheat: Code: _L 0xE0080CCC 0x100D9298 (this line is optional) Code: _L 0x200D9298 0x0A200CCC Code: _L 0x20003330 0x2416XXXX The following is where I am roadblocked, I am assuming the remainder if the actual multiplication process, but I have no understanding of it: Code: _L 0x20003338 0x02160018 ------------------------------------------------------------------------------------ This is the Attack x2 code for the JPN version of the game, which uses a different address value than FU: Code: _C0 Attack x2 I thought I could simply convert the above process to the times 1.X variants by simply swapping out the Attack Values address and came up with the following, but that doesn't seem to be the case. My Attempt/"Conversion": Code: _C0 Attack x 000C(12)/000A(10) (x1.2) For the address values in lines 2-9 (0x217FFF50 - 0x217FF00C) I used the address locations of an existing HP Display code since I thought this would be a "free space" in memory where I could store the address values used for the multiplication. This code causes a freeze when accessing the Status Page in game when enabled. If you could help me out or guide me in the right direction on this it would be greatly appreciated. |
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09-14-2024, 05:06 PM
Post: #128
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RE: Monster Hunter Freedom Unite [USA]
Thanks for taking the time to even view this if it catches you.
Before I go deep into explanation I just wanted to state that this is in reference to the conversation you had with another user in this thread (page 2) allowing times 1.X/2.X/3.X...etc multiplication of the player's attack instead of x2/x4/x6/etc. (There's also a similar code discussed later in the thread in relation to defense values, but I am mainly focused on the xAttack versions). Here are the codes in reference: Code: _C0 Attack x XXXX / YYYYY Code: Example Additionally, this is the standard x2 attack code that was referenced initially in the thread that was requested to be changed to x1.2/x1.3/etc Code: _C0 Attack x 2 ------------------------------------------------------------------------------------ I'm interested in using these codes with the JPN version of the game (P2ndG) for compatibility with another project/mod so I was looking to simply translate these over to that version. If I understood the process well enough, I was also looking to make similar codes for the other PSP games in the series. I have a slight level of knowledge of assembly and reading hex values so I took a look at the CwCheat "documentation' over at https://datacrystal.romhacking.net/wiki/CwCheat to get an understanding of the process for making these cheats. From what I understand, this is what's happening in the cheat: Code: _L 0xE0080CCC 0x100D9298 (this line is optional) Code: _L 0x200D9298 0x0A200CCC Code: _L 0x20003330 0x2416XXXX The following is where I am roadblocked, I am assuming the remainder if the actual multiplication process, but I have no understanding of it: Code: _L 0x20003338 0x02160018 ------------------------------------------------------------------------------------ This is the Attack x2 code for the JPN version of the game, which uses a different address value than FU: Code: _C0 Attack x2 I thought I could simply convert the above process to the times 1.X variants by simply swapping out the Attack Values address and came up with the following, but that doesn't seem to be the case. My Attempt/"Conversion": Code: _C0 Attack x 000C(12)/000A(10) (x1.2) For the address values in lines 2-9 (0x217FFF50 - 0x217FF00C) I used the address locations of an existing HP Display code since I thought this would be a "free space" in memory where I could store the address values used for the multiplication. This code causes a freeze when accessing the Status Page in game when enabled. If you could help me out or guide me in the right direction on this it would be greatly appreciated. |
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