If you are the only one who has this issue there must be something different on your end then. And I can only help you if I know what you have done different. Telling me it doesn't work and it doesn't matter what you have done is nothing but waste of time because I need to ask you again about more details which could have been avoided by telling me the details directly at the beginning. I don't like wasting my time on a Sunday.
So let me be clear of what I need:
Steps you have done. From activating trainer to applying your change. I need to know where you have done which step in the game. And it would also help me to know if the editor displays the value of strength or nothing at all.
[Edited by 0x90, 9/21/2014 1:19:40 PM]
FFFanatic posted on Sep 22, 2014 12:17:45 AM - Report post
Thanks for the trainer, as always, 0x90. It's working great on my end so far.
By the way, it would be nice if some form of item editor gets incorporated into the trainer. Just to assist a little, here are my findings:
Each item is represented in the form of XXYYZZ00, Little Endian, where (one byte each): XX = Item ID YY = Item Category ZZ = Item Quantity 00 = Must be zero
Notes: - Item ID must be paired with Item Category to identify a unique item. Example: 9113 = Gold Needle, 911A = Rod - Item Category does not necessarily reflect who can equip what. It can simply be considered as an arbitrary value with limited grouping significance. - Since both Item ID and Category must be paired to uniquely identify an item, this can essentially be treated as a 2 byte value. - Item Quantity caps at 99. While it can be set to the max byte value of 255, the game will correct itself and set the quantity back to 99 at some point (on item use, etc.). - If 00 is not zero due to setting item quantity past a byte's max value, the game will crash upon accessing the inventory. It is likely used as a delimiter to separate item slots.
In Cheat Engine, the related addresses are:
FF4.exe+232C10 = Slot 1 Item ID and Category (2 bytes) FF4.exe+232C12 = Slot 1 Item Quantity (1 byte) FF4.exe+232C14 = Slot 2 Item ID and Category (2 bytes) FF4.exe+232C16 = Slot 2 Item Quantity (1 byte) ...
If items/key items gets added or removed, another value must be updated to tell the game how many different items there are in the inventory, and display them correctly, using Total Unique Items/Key Items. This value should be no more than a byte, as there doesn't seem to be more than 255 known unique items or key items. Edit: In addition, this value should equal the number of item slots you have filled, to prevent undesirable outputs.
As for the Item ID's, this will be posted in a separate post. These seem to be identical to the ones on the iOS/Android ports, so credits mostly to xTopWarmachinex for the values on GameFAQs. I'll be re-posting it here, with item values re-sorted and useless items omitted for convenience.
[Edited by FFFanatic, 9/22/2014 11:51:15 AM]
FFFanatic posted on Sep 22, 2014 12:18:20 AM - Report post
2F23 - Rat Tail 3223 - Pink Tail D123 - Red Tail D223 - Black Tail D323 - Blue Tail D423 - Green Tail D523 - Yellow Tail
[Edited by FFFanatic, 9/22/2014 12:24:28 AM]
Shimatsu posted on Sep 22, 2014 7:34:42 AM - Report post
Welp FFFanatic, I DID promise. I love you forever now. Of course I've never used Cheat Engine before, so this should be fun
[Edited by Shimatsu, 9/22/2014 8:03:27 AM]
Edit 2: Have you had any luck adding augments into the key item list when there was no key item there to begin with? Tried, but had no success. Also, though I was able to change the number of augments that was available (bumping it to 99), I noticed that if I learned that specific augment with my people, then switched it to a different augment (say, from Auto Potion to MP +50%), my people would forget the Auto Potion augment. I could switch the augments back to get Auto Potion, but it looks like you'll have to unlock each of them and manually bump their numbers up to get every augment. Unless I'm doing it wrong somehow.
[Edited by Shimatsu, 9/22/2014 10:52:10 AM]
FFFanatic posted on Sep 22, 2014 12:22:33 PM - Report post
1. I've tried emptying my Key Items list through the memory browser, and I've also tried starting a brand new game. In both cases, I was able to add and teach augments properly.
2. With regards to changing an existing augment to another, my characters still retained any augments that have been already taught to them, regardless of how I edit the key items thereafter. I'm not too sure why this issue would occur for you.
Nevertheless, this is how it should be done, or how I would do it, in Cheat Engine (Example: Treasure Hunter in Slot 1 of Key Items):
0. Make sure you're not viewing the Key Items.
1. Use Add Address Manually and add all the addresses in my other post. Allocate the correct type as indicated in the parentheses (1 or 2 bytes). Make sure you include the "FF4.exe+" part.
2. For "Slot 1 Key Item ID and Category" (if you copied the description), right-click and select "Show as hexadecimal". Double-click the value and change it to 23BC (the value is flipped due to difference in hex representation from the memory browser).
3. For "Slot 1 Key Item Quantity", change it to anything above 0.
4. Make sure "Total Unique Key Items" is set at 1, or more according to how many different key items you have.
5. Go to your Key Items and you should see Treasure Hunter in the first slot.
[Edited by FFFanatic, 9/22/2014 12:27:21 PM]
Shimatsu posted on Sep 23, 2014 3:57:17 AM - Report post
That much was working fine, it just that if I teach my characters an augment, then change the slot 1 Augment to something else then go back in and teach that new augment to my characters, they would forget whatever the first augment was. Not sure why...I'm following that same process. It's possible that something I'm doing is just conflicting somehow, but I don't know enough about Cheat Engine to figure it out
FFFanatic posted on Sep 23, 2014 5:00:34 AM - Report post
Hmm...I may have to progress further to see if there's any difference. I actually haven't gotten far in this version yet (though I did on the original and iOS versions), experimenting with the trainer, inventory and all.
Hopefully others can verify if the problem occurs on their end. Otherwise, there's not much else I can do if I still can't reproduce the problem...