I would assume it works this way since there would be so many variables tied to that one event otherwise. It just seems strange no one else has noticed this oddity before.It's possible your selection sets event flags that are used for Rokkaku and other things in lieu of just checking to see who's been recruited. The recruit codes don't do anything except set the individual character's status. Anything else that might happen when you recruit someone is left to hope.
I don't have my old PS1 and Gameshark Pro so I'm not able to make my own codes anymore. Any time I try to search for this, my google-fu fails (or it doesn't exist) and normally nets me Window Set item codes. I was hoping for a Window Modifier Code that I could use from the start of the game (not needing to go recruit Tenkou) to get something other than the initial gold-border window. Any help with this would be greatly appreciated. Thanks.
Edit: I could probably figure out the digits once I had the address, but if the code made this window with a black background, that would be great. I don't know how the values are handled (if the window type and the color are independent addresses).
Sweet thanks Pyriel.https://gamefaqs.gamespot.com/ps/198844 ... /faqs/7180
It's about halfway down.
Hi Pyriel,Not sure off the top of my head what the Hero one is doing. I didn't see a damage modifier for single characters on either site you mentioned, and I don't know what the top line would be checking. It's a conditional, so the second line will only run if it evaluates true. That means you can't just plug a random value in there.
In any case, it looks like these are meant to be pure value swaps, not multipliers. If they do anything at all, you'd want values larger than 2 or 4, if that's what you're trying, because you'd only do 2 damage, or have 2 attack going into the damage calculation.
What follows is just a general warning. If you haven't tried larger values already, do that first.
That region of memory (2AB1A) is either the temporary store the game uses to shuffle different transient variables around (things as frequently used as X,Y on the map, and things as fleeting as your selected teleport destination), or the actual region used for core engine modules (in-battle code, and the like). I don't remember the start and end of those regions just now. If it's the former, a lot of those cheat codes don't function right. People who made them sometimes didn't realize that they were dealing with memory that's actually not preallocated, and the addresses can change. It just happens that things are generally allocated the same when you use the same machine, and play the same part of the game repeatedly. And some things in that region are fixed for quick access, just to make things really confusing. Anyway, they make the codes, and then they don't work for other people because using a different machine, or playing a different point in the game results in different locations being used. If it's the latter, then part of the problem is that the battle code is refreshed after the first round for some reason, and most of the routines change locations. If the cheat was made in the first round, it will likely never work in the second and beyond, and if it was made in a round after the first, it'll never work at the start of battle.
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