AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

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WD932
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AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by WD932 »

Apologies in advance this is going to be more than just the pnach request.

First time ever seeing or dealing with pnach. Was trying to use the codes provided by @Pyriel (for Codebreaker I believe it was) by entering them directly and just saw this today in Aether Patch Code section that it needed pnach format. How to convert the code so that it is recognized and usable by the emulator? Go easy with me please as I am a caveman when it comes to learning new things. Club me over the head with each step. If there is conversion to be done kindly please direct me to a tablet/mobile phone friendly location.

As a side note I am just looking for the codes that will give the winning grand prize and regional prize for each lottery location to see what they are because I have never played it before in any playthrough *yes I know that leads to an incomplete game but back then I did not care about such things* (preferably ticket added to 30th slot to avoid overwriting items if possible,) item guaranteed drop after battle (if there is one) and increased inventory spaces (if possible without a large hassle.

I see some places there is a master code listed but not sure if it is necessary? Is there a way to give the skills available to all characters to every character without taking up a slot (sort of make them passive at max rank?)

I have been also looking for a recommended recruiting path by each portion of the Trinity Sight. What I mean is which recruits work better with each of the (4 or 5?) 'Main' cast and their initial crew (before the chapter where they all blend together that is.)

Sorry for anyone that reads this but it is late and third time being awoken. I had to get this off my thoughts.
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Pyriel
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by Pyriel »

Code: Select all

gametitle=Suikoden 3    [SLUS_203.87] (USA) [5F3DD929]


//Geld(Potch),der Wert(Wert ist das Zahlen Briket hinter "word,"und ist beliebig veränderbar) bleibt eingefroren
//patch=1,EE,01771FBC,word,00000000
//patch=1,EE,01768118,word,00000000
//patch=1,EE,01768130,word,00131021
//patch=1,EE,01768148,word,24020000
//patch=1,EE,016CA7F8,word,00000000
//patch=1,EE,017681F0,word,2402000B

//patch=1,EE,11981C36,extended,0000003F
//patch=1,EE,20676160,extended,00000000

//Gained Experience x2
//patch=1,EE,216C9000,extended,00068040

//Gained Skill Points x2
//patch=1,EE,216C90C8,extended,00068040


//67615C
patch=1,EE,E0021062,extended,0067616E
patch=1,EE,20676160,extended,00000000
patch=1,EE,10676158,extended,00000003

//Copy list
patch=1,EE,51981BC8,extended,00000096
patch=1,EE,000C0000,extended,00000000
patch=1,EE,100C0096,extended,0000003F
patch=1,EE,200C0098,extended,00420041
patch=1,EE,100C009C,extended,00000000
patch=1,EE,21768238,extended,3C05000C

//Support? 6762c8
patch=1,EE,11981CA4,extended,00000081
patch=1,EE,E0011062,extended,0067616E
patch=1,EE,106762CA,extended,00001000
That's kind of it. You just take the code, and insert the first 8 characters after "patch=1,EE," and then the second 8 go after "extended,". Depending on your emulator, you might be able to turn things off in the menu, or you'll always have to edit the file and do "//" comments to deactivate things before loading the game. Your emulator should have a sample file.

The painful bit is that, if it follows PCSX2's example, you might need to get the emulator to give you the checksum it expects for the file name. As I recall, PCSX2 did a checksum of the SYSTEM.CNF file and maybe the main exe on the disc. Anyway, the file name it expected for the NA version of Suikoden 3 was "5F3DD929.pnach".
WD932
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by WD932 »

So it is always simply //patch=1,EE,(first line),extended,(second line) no matter how many lines it is for the code? Very simple then.

If the // deactivates each line then I can manually edit them on and off individually to use only the codes I want as there is an edit option as well as an option to enable/disable all at once.

Now as for my emulator it seems to create the file since it says Add Patch within game not just import file. It also has the disk file name listed under the title when adding a patch. Will give it a go to find out soon!
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Pyriel
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by Pyriel »

Every line of the code has to be written like that, yeah, but that's all there is to it for most of the cheat codes you'll find.

They do have to be unencrypted, though. So if you're grabbing from CodeTwink, or Datel, or MadCatz, assuming the latter two even still exist, you'll have to decrypt the codes most likely. Most things not put up by the cheat device companies will be unencrypted.

Well, with the exception of anything posted for the AR MAX (Datel) because it requires encryption. They're usually pretty clearly marked, and the codes look like "IMMA-DUMB-TH1NG" so they're hard to mistake for anything else.
WD932
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by WD932 »

Thank you very much! Always a pleasure hearing from you ☺️! I have been ae to successfully incorporate a lot of codes now that you helped me understand. Some codes however I did not find anywhere and was hoping you could assist?

I was wondering if there is a code to encounter rare spawn battles more/less likely or all/none of the time? I am trying to make the game a bit more challenging in some ways.

Are there codes to increase or decrease bag or warehouse space? I ask because some characters do not need all 30 slots it seems while others could use a bit of those spaces. Just to kind of balance it out better. I would lean more to increase though since it is what most others desire I see. Also would the code be a one and done by turning it off after?

Is there a way to make a "Universal" Support Character? Someone that has both Bujutsu and Rune Master at S for a simple example. I am asking because some characters only get one or two skills but there is space for 8 skills, but you can not train them at any teacher to get more than they have so there is a lot of blank slots (not empty slots that could be trained mind you.) Would these codes need to be in or could be saved and turned off?
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Pyriel
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by Pyriel »

To my knowledge, there are existing codes to decrease encounters, but not to increase them.

Nah, increasing bag space would be a pretty significant mod. The game sets aside a fixed amount of space for inventory. You'd have to force something else out of memory and out of the save file in order to expand.

I don't remember this game well enough to answer that accurately. From what I recall, I don't see why you couldn't add skills to a character via codes and have access to those support features, but I also can't say it would work.
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KingSpilly
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by KingSpilly »

I don't know much about pnach files, but when messing around with Cheat Engine, I can increase encounters by raising the number that tracks when an encounter is going to happen, the same number you would set to 0 to turn encounters off.
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Pyriel
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by Pyriel »

Yeah, it's not a hard code to make. I just don't think anybody's made it yet.
WD932
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by WD932 »

What part of the codes for decreasing them is the part that I would change to increase them?
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Pyriel
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by Pyriel »

None. I'm pretty sure I made those by plugging into the Champion rune checks. It either skips checking for encounters entirely, or fakes the flag so it looks like you have a Champion rune. That's all a connected, but different system to what KingSpilly is talking about, which is the "danger" level the game keeps increasing after an encounter.

Typically, you'd have some number of steps/seconds worth of grace after an encounter where the danger doesn't increase, or goes up much more slowly, then it increases more quickly, raising the chances of an encounter, until one triggers randomly, or it effectively hits 100% and one is basically guaranteed to trigger. Assuming that's in a fixed location, and it probably is for this game, it's pretty simple to make a code out of it. I'll dig up my disc in a little bit and see what's up. We'd might as well have a code like that.
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Pyriel
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by Pyriel »

Increased encounters:
117024A8 00003C23

patch=1,EE,117024A8,extended,00003C23

You can play around with it if you want. I was having trouble testing, and didn't realize until a little while ago that when I updated PCSX2 sometime back it had switched all the settings to "run fast, but make hacking/debugging as annoying as possible" mode. As far as I can tell, this mostly functions to eliminate the grace period, so you always hit an encounter after traveling about 5 of whatever units they're using to measure between encounters.
WD932
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by WD932 »

Thank you! Will work with this to see what works best.

Update

I tried to get that code to do something for me but no changes to the code modified encounter rate. I even tried adding the Enable/Master codes with it. Not sure what I am doing wrong but all other codes are working for me (except adding a rune to a slot) so far.
WD932
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by WD932 »

Pyriel wrote: Tue Jun 10, 2014 9:52 am Hey, CMP came back up finally.

Enable Damage Modification (Required for next two codes)
200C0300 03E0A82D
200C0304 0C5F7128
200C0308 3401270F
200C030C 10400004
200C0310 00000000
200C0314 9045002A
200C0320 085F715A
200C0324 02A0F82D
217FD16C 0C0300C0

Enemies Take Maximum Damage
200C0318 0025A00B

Allies Take No Damage
200C031C 0005A00A

These work in normal battles and duels. It should work in the major battles as well, but I've apparently taken the path through the game that has the longest lapsed time between starting and hitting a major battle. If you're wondering, nothing fun happens if you beat Guillaume or Yuber.

Encounter Modifier
Press Start + L1 for No Encounters
Press Start + L2 for Champion Rune Effect
Press Start + R1 for Normal Encounters

D19797C6 0000FBF7
21774150 24020000
E002FEF7 019797C6
21774150 0C5DCFFA
2177418C 24020001
E002F7F7 019797C6
21774150 0C5DCFFA
2177418C 0C5C09D0
Found this in Codemaster thread. Not sure which to take out and which to leave. I would like to have it so start + L1 is champion effect and start + L2 is normal (if it will work for my emulator.) How would that look?

Also the previous code given on this thread is not affecting anything for me although as I explained I tried everything I know to do. Battles are still randomly spaced still with no effects on.
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Pyriel
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by Pyriel »

Encounter Modifier
Press Start + L1 for Champion Rune Effect
Press Start + L2 for Normal Encounters
E002FBF7 019797C6
21774150 0C5DCFFA
2177418C 24020001
E002FEF7 019797C6
21774150 0C5DCFFA
2177418C 0C5C09D0

Didn't test, but it's just removing a couple of lines and changing a button mask.

Like I said, the increase code just removes the grace. As written, you should get encounters pretty regularly, but the value in there A: doesn't increase encounters to stupid levels the way I'd normally like—still more to do there—and B: is the top 16 bits of a 32-bit, floating-point. I don't know what you were trying to change the value to, but your intuition is probably broken for it. Increasing it will decrease encounters, and the value I provided already zeroes out what it affects.
WD932
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Re: AetherSX2 needs pnach format for cheat codes?? *Possible Spoilers*

Post by WD932 »

Thank you. Going to go try out the encounter toggle code. I will be satisfied if I can at least get this aspect going to avoid having to let go every battle.

Without the code most of my in between battles time was about 3 to 6 seconds. As for the grace period code provided as it is I more often than not had 10 seconds between encounters (sometimes a full minute) but my changing values did nothing different either. I think I tried both higher and lower with results less favorable the higher I went (as you have just stated above.)
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