#Modifying title screen background color using cheat engine + anything else for forever and ever
1 messages ยท Page 6 of 1
but it works!
i definitely need to choose better colors
and work out why it's mostly invisible
but we got it!
just need to compare the two files and modify any string longer than 3 bytes that ends in FF i believe
Yeah!!!
regarding the player advantage diamond: I asked Twitter and yeah they were just overwhelmingly like... FEMC is pink/red/white/orange lol
someone suggested changing enemy advantage which was kinda interesting
hmmm maybe
i think we just need to find an acceptable range for femc colors and stick with that
doing the summoning colors is gonna be way harder due to the sheer number of addresses to change
i like the white idea
maybe we make it white with pink accents?
Yeah we could go for different approaches to see which one fits best
Lmao how did they code it
wrong i assume
Atlus... 
yeah white is out
i'm sticking with the old color
any info on the BED file colors?
here's my current modded one
you'll need to replace it in the battle/battle_pack(2).bin files
Think you made this one almost transparent by mistake
That's where the transparency might come from
Or maybe you deleted a byte by mistake??
Since looking at the next bytes they match
i totally did
Hopefully transparency issue solved then
Yep looking at the EOF there is one tiny byte missing
surprised it loaded then
Tbh 
fixed file
Looking good to me!
ok that one with the transparency was a huge part of it haha
Lol literally
wonder why it's all blue though
oh because of the color right next to it i didn't change
Yup i was looking at the next one
And seems it's blue
Let's see how it looks with that...
we also need to figure out the after flash red part as that's a different BED file it seems
ill have to test that though
vanilla it's blue
i'm using a mod that changes the summoning effect to be red for comparison
i sent it to you
so we know which values to change
Oh right right, thought it was only one file lol
no noticeable difference
Was asking because I didnt remember p3p having red summoning in allies lol
must be another color somewhere else
There kinda is tho
But must be handled in other part, there were more colors right??
Right 
now that's hot
Oh yeaaah that's way more noticeable
@wanton wyvern the advantage animation in full
Is there something else tho?? Can't really appreciate
Maybe here the floor is still blue??
oh shit maybe
Must be 1 or 2 colors left
i could've sworn i got everything though
you're right - it does look better in animation. I still wonder if there's any leeway to make it more reddish without making it too close to enemy advantage tho ๐ค
I can mess with it too when I get home I don't wanna just be here complaining lol
yeah you're pretty good at picking out colors already
i trust you
weird
that appears to be all the different colors handled @graceful pawn
maybe you wanna check my files and compare in 010?
Hmm weird, what could be handling that then?? ๐ค
probably one of the many other HATUDO_something files
I will look into It later, I'll have dinner right now
True that could also be actually
Always think it's one lol
lemme know if you find anything
just so we're not just talking in the concept thread
we'll handle the EPL stuff there since it's not in the scope of this
but otherwise we still need to figure out how to recolor the rest of the summoning smoke stuff
Lfgo the thread is not dead just yet 
yeah we gotta work out the summoning smoke and then the blue streaks in the aoa prompt
then i think we're done with this
that is assuming no one else comes in with other stuff to color
the packaging of the mod is outside the scope of this so we're good there
These are the new epls
About the copying I dunno
Just changed some ordering but I checked and it's suposedely being copied
Like I debugged the process and seems it's copying it
seems like it all got copied correctly
time to test again
yup turned out perfect
thanks
will package with the mod
nice
alright i have to handle some work related stuff
lemme know if you figure anything out with the rest of the HATUDO bed files
I'll be heading to sleep rn it's quite late here lol
that's basically the last major hurdle
aw dang
alright no worries
ill see if i have time to look into it later
All right gl then!! 
we forgot part of the analysis screen 
the little highlight part of the enemy
it's blue still ๐
ok add that to the list
HATUDO pink skill effects
blue streaks in aoa prompt screen
blue enemy selection highlight during analyze
Oh you are right forgot that one
We could also do the normal enemy selection if it's different
Maybe HATUDO_H might be the circle one, it has what looks like a texture and its rounded
Other than that can't find any colors making the diff but I do find that the texture changed between the 2 of them
So might be just a color change to the texture??
Seems to be a .tm2 because of the header
FINALLY GMOVIEW WORKS FOR ME 
I downloaded P4G model converter which seemed to use gmoview
And grabbed the gmoview from there which had the dependencies I needed probably
Okay so the blue HATUDO_H is this, which might be the blue area in the ground??
Seems red one has this, it's the same one but with transparency (?)
HATUDO_K seems to have a rmd which looks like this in Amicitia
The ones that seem very related to the animation seems to be E, P and S
Since all three have this kind of texture used in the animation
HATUDO_K is the exact same in the original and in the red mod
Colors I found in HATUDO_P -> 0B60C0FF, 4C06FFFF, 29BADEFF, 7E06FFFF, 040A0AFF, 001E50FF, 00004AFF, 4AF6F6FF, 0A0AF0FF, EAF6F6FF, 0A46D2FF
HATUDO_E might be the fusion spell longer animation???
At least in fes It had a longer animation iirc
looking super good
just need to figure out that final blue floor texture
and whatever hatudo_e is
Yeaaah
Seems HATUDO_E is the exact same both in blue and red
So E, K are like the original; S, P are pink now so that lead us to HATUDO_H being the floor culprit
@hot cliff do you know how could I convert tm2 into a png/dds for edition?
gimconv
it's part of that zip i sent you with gmoview
gimconv file.tm2 -o file.png
then magick to convert to dds
Oh right, thanks 
I wanna check what is the .tm2 inside this .gmo
Is it possible to extract the .tm2 within a .gmo??
gmoconv yeah
well no actually
gmoconv doesn't do that
you can use noesis to do that but the names won't be right
Could do it manually as well I guess
just export the gmo as an fbx or something and it'll dump the textures
you can use sadoaiya to extract the textures
but sadoaiya doesn't really like P3 models
and will error out sometimes as you saw in that one video
Yup, all right then will try some stuff
Uh in noesis something interesting is showing up
This is noesis output of the blue HATUDO_H
And this is the red HATUDO_H
This must be it!!
Definetely it's the textures 
We just need to recolor this
Any idea how to recolor it?? Could try to do something with gimp
yeah gimp could work
Yeah managed to change it 
I'll try to merge it with the .gmo with the same name
Seems to be called be_phatu.tm2 looking at the binary
you can also check the gms when you extract the gmo
alrighty
Slightly changed I think??? ๐ค
Doesnt look very changed tho
Wonder if it's one color somewhere we are missing or smth
it's definitely just colored by the EPL
probably not by the texture
very rarely are EPLs colored by textures
you're gonna need to find the actual value in the EPL / BED itself
Ic, well we can leave the pink texture there since probably it's doing something
And continue checking the other files
It's the hatudo_s and hatudo_p definetely
Just replacing the s is giving the red lightning at the start
And then when going to the p one the floor is blueish again
@graceful pawn found the hex code for the analysis hover
since it's green
need to find the one more
how much you wanna bet swine literally called it that
nope ๐
damn and the xrefs for render texture don't mention which function they're in
huh there's a function called framerate thing
i wonder if you could make P3P PSP 60 FPS
ohhhhhhhhhhhh wait there's a battle results function
which probably handles the skill selection stuff
ill make a note of that
that's probably why it wasn't breaking
stuff is just decided way earlier
yeah not sure if swine has it labeled
it's really interesting going through all of the label history and seeing what stuff was labeled when
like they're grouped almost lol
hoping persona menu control isn't it, that'd be hella dumb lmao
it is not ๐
but hey at least i got the little hover part so far
shit is the one more texture not in init_free.bin :/
im adding a break point to the spr that should have it but it's not changing when the texture is called
shit
i don't think it is
where else could it be if not in init_free.bin 
Uuuh great!!
Wasnt It blue tho?? Maybe I'm missremembering lol
Probably not that easy, might be pc exclusive since framerate is variable there
They are def something true
reversing them they're also green
definitely blue though
very confusing
yeah none of the colors im getting from here are lining up
damn it's probably these then
the numbers are too large to be hex codes though
311 doesn't fit
all of these codes point to just green or red
there are too many fucking colors in this function ๐ญ
like what the
5CA3FF is blue
5B7B7C is also blue
5D8686
ok those are the only blue ones
7aa3ff is also blue i guess
now i'm confused
do i need to read those top to bottom while the others are bottom up?
i lost my mojo with this stuff ๐
it used to make sense
jesus man
there should only be two things that are part of analysis hover, why are there so many color codes ๐ญ
i feel like if this were a real job and my boss looked over at my computer and saw me crazily inputting hex values into gimp i'd get fired
i'm getting nowhere fast
next is basically this color
how the hell did we find player advantage before this
closest thing i can get is this
but it's an entirely different shade
imagine i'm just barking up the wrong tree and it's not here
well there's no real way to get to where i need because it's part of a big spr
so i kinda need to find the function in ghidra first
i wish i could move onto the other stuff i have planned today but i'm waiting on other stuff to start those two :/
Lmao
Right so you tested this code is truly running while you analyse/check the enemy order
Just in case it's not from other part
But yeah you got a lot of colors in different parts lol, kinda hard to pinpoint
Yup that saves a lot of time in these cases
Well at least you know now for future changes
true
but now i know nowhere else to look 
i can't hook into the texture being called since it's a part of c_main_01.spr
Do you have the spr in hand??
np
that'd be lucky
Would be cool you could preview like the sprite right??
In amicitia I mean
Like you have the tmx to look you got x,y and the width/height so it should be possible to preview it somehow
you can with persona editor
But yeah not implemented I guess
Is it possible??
it's like amicitia but better and worse!
yeah
it shows the bounding boxes for sprites
Lmao like the description
Oh but you cant even check the sprts
Am I missing smth???
Right click on the spr and then click "View/Edit" iirc
that takes you to the spr editor thing which can show you the bounding boxes n such
Oh thanks!! That just does it 
np 
This is actually very useful lol
Now I dont know where next is in the tmxs I'll look for it
Is NEXT even here?? 
Cant seem to find it
ngl i couldn't find it honestly
There are a lot of elements tho
XDDD
you can try this
Can try to find the sprite with the graphic debugger of ppsspp
that's a thing?
Right, I'll check it then
damn why does ppsspp have all the cool stuff ๐
you need to use some debug menu psp cheat to find which functions are being run and when
Well I can see like the sprite its going to print, you can go through all elements it's drawing
But you cannot go to the code that called that
You can only see like the little sprite it's gonna print
weird
Yeah, probably the draw functions just leave like the stuff ready for the print part to do its job
And the graphic debugger is like the print part which has everything ready
Don't know exactly how it works, it's just how I think it might work lol
But yeah you can see like the draw order process like this
interesting
But yeah it helps because you can see like the whole tmx
And the part it's grabbing
So yeah it's interesting to have
Don't have it in pcsx but having it here is good
It's looking like this it seems
looks like it's battle\panel\b_com01.spr that it's in?
Goated 
Looks totally like it
Yeaah 
hmmmm not breaking
Maybe it's being loaded just when entering combat
ic ic makes sense
there we go
got it to break
it's step out to go up right? i forget
or step over?
hmmmm yeah it's stuck on the load file function
and i'm stuck in a loop ๐
156F9CBF0 check this address in PC ghidra, maybe i'm missing something
Right so it's loading the file into memory makes sense
yeah
but only seems to break on load
doesn't break when any of the textures are called
doing step into or step out or step over just keeps me in the load file function
and pressing run a few times just makes the game resume with no movement in cheat engine
Maybe we can try to breakpoint on the loaded address or smth along the lines
how would we get that
Guess it's probably the return address of this function
I'm gonna look for the sprt index of next to see if we can find this faster
Found it lmao
It's using RenderUISprite function to print it
And the color is 0x9f, 0xff, 0xe5, 0xff
Yup
It was using this one which has a clone one in pc, just had to step out
The psp function is looking like this tho
huh?
It's the one just under the higlighted one lol
step out from what?
From the RenderUISprite function I mean
I mean to find it I just placed a breakpoint in the renderUISprite function when the NEXT is being shown
And then when it stops I stepped out to see where it is coming from
And got to there yup
Was kinda lucky tbh that was using this already known function, I was just poking around to see if it would work
And it did yay
ugh it's not breaking for me
i added a break point to the renderuisprite function on access
and pressed the key for next
nothing, no break
On access?? Like read access??
yeah
oh
that makes more sense haha
ok so the entire game froze before i could do anything
how am i supposed to bring up next?
Yup, you gotta be fast or have some plan to do this 
You should be holding like the r button or whatever button to leave it in the next draw
Dont know if there is some way in pc
I kinda tried until I got it XDD
Lemme try smth real quick
Just a sec
Ugh I'm having trouble with x86 instruction, not being used to them 
Well lets say I may find it
I'll let you know when I do
Or if i do lol
Just found it lol
1400ba3dd
Should be this one
It's the same color after all
Also looks similar-ish
Just changed it
Went for #ff9fd9
Here is the updated patch
08A468E4 -> normal selection outter line
08A47214 -> analysis whole selection
08A4694C -> normal selection rotating blue square
Done, probably will need lighter pink values but was just for the patch, it can be changed later
This one also done now
Colors not definitive but just to keep it safe here 
Pc variants should be easy to find now that I've got the psp colors, could find it just like the NEXT one with ghidra
thank you!
just woke up from my nap and will get started on these later today
howโd you find them all so fast?
were they all really in one function or next to each other?
or was this the whole be fast thing
also uh
you sent psp addresses without sending me the psp ghidra file to compare to
or pictures of how the psp function looks
all i got from that is that theyโre close to each other lol
please tell me thereโs a better way of getting it break at the right spot other than to just โbe fastโ ๐ญ
iโm struggling so hard here
i need to add a data breakpoint to the render ui sprite function but doing that causes the game to insta break 
file is here
thereโs gotta be a better way man
Was gonna try to find the pc variants for pc but was too late so I went to sleep lol
This one is for the NEXT in pc tho, you can change the color here
I found the other colors just looking at the different drawUISprite calls
I nopped all the calls that were not drawing the stuff I wanted until I found the stuff
This should be normal selection outter line in pc 1400bb1ea
This is the rotating square in normal selection 1400bb244
For the color change in this one you'll need to change the instruction in this adress 1400bb219
It's an or with 0x75ff00 which is the color
But in this case it is represented as green blue red
So yeah think of that hex like that
Finally this is analysis whole selection 1400ba917
Found the 1 more colors, probably need to be changed as well to make them like the advantage colors but was a quick test
It might be this function for pc 1400bbfb0 (?)
Not really sure of this one, you'll have to check if the code breaks in the 1 more animation
Well here goes the patch for the 1 more as well so it doesnt get lost
Yeah this should be the correct function, it just changed from psp to pc quite a bit
Here it should be one of the colors for 1 more in pc 1400bc5e0
Think might be the diamond shape
And I think this call is the lighting 1400bc6b3
This last one is confusing, maybe it's denuvoed so that might be where the confusion is coming from
You can try to nop it to see if it really is the lightning tho
Got the changing persona animation now!!
damn youโre on fire
was it also a hex code or was it a bed?
save something for me ๐ญ
Hahaha sorry today was the day ๐ช
also wdym by just checking the draw sprite calls, tberes way too many to manually check them
Yup was a bed, was close to the hatudo ones
This is the pink one
I just nopped one by one until I found the ones I wanted lmao
It was like break, step out, nop, repeat
damn
interesting
well thank you for finding everything haha
wish i couldโve contributed more but man was i tired
we can definitely consult brawler on all of the colors once i make the inaba ex patches
If you mean how do I know the pc variants, I go to ghidra and try to find with the "Search instruction pattern" a drawUISprite with the same color I got in psp
That's how I found almost all of them
Yup, it's possible but there's no guarantee you ever get the color sometimes tho
Because you gotta nail the instruction the progam uses
Since the drawUISprite uses a similar instruction for the color in each color tho, I found the other calls like that
But yeah I gotta be sure it's something that gets drawn with drawUISprite function and that luckily the function uses the instruction I'm looking for
Since I have drawUISprite detected in my psp ghidra I can look almost through every variant in the pc ghidra
wild
thatโs fascinating
did you find anything related to the persona switching in ghidra?
i wanna know if infinite persona switcher is a thing thatโs possible
Naah just went for the bed file change, didnt look through code at all
But yeah that should be totally possible to do
yeah iโm just wondering how ya know
because in cheat engine you can keep a value at the same value by locking it
but can you do that via cheats in the psp version?
or via inaba exe patches?
wouldnโt it just write to memory once and then never again?
Well we can see where the persona disabler is set and just nop it
So it never disables the persona changing
oh good point
yeah iโll look into that later today
eating breakfast right now and then iโll do the basic inaba ex patches
Sweet 
do you have the bed file on hand already edited?
Yup, it's this one
Oooh you can convert it to a function remember??
Like you gotta go to the start of the function
Right click > Convert to a function
Smth like that
You go to the start which is 1400ba120
Right click in the asm > Create function
what'd you change this one to
and how lol
Yup
and what'd you replace this with?
ff0000?
or what?
ff0080?
I think I said the number I replaced here but dont remember lemme look for it
Inner rotating square
_L 0x20246934 0x3C05FF00 # RedGreen
_L 0x20246938 0x34A58000 # BlueAlpha
ohhhh
onto this now
it braks before the one more animation >.>
like insta break
oh lord there's hella colors here 
Niceee was right then
Was that many of them??
There should be just two, the ones I mention
are you sure that lightning one is right?
Like the instruction you are selecting here is one of them
took me here
yeah this one looks harder, it's denuvoed or smth 
Weird operations
ill try noping it out to see what happens
Yup lets see if it is the color
yeah that's it
just need to figure out how it gets it colors ๐
how does it look in the psp ghidra?
sorta working
[replacement Inner rotating square]
pattern = 41 81 C8 00 FF 75 00
offset = 4
replacement = bytes(00 80 FF)
// Inner Rotating Square = FF0080
weird
the inner square wrote to the right address
the color is right according to google
but it's not different??????
how?????
Wrote bytes 00 80 FF as value of Inner rotating square at 0x1400BB21D
[Inaba Exe Patcher] Applied replacement Inner rotating square from omegaultracheat.expatch at 0x1400BB21D
everything but the center glow and the inner circle thing is working
and i can't figure out why..................
cheat if anyone wants to test
Hmmm maybe its not green blue red but needs to be written other way??
The rotating square i mean
nah that can't be it
it's still the original color somehow
it's not being written to right
color should be fine, it's just not being called i guess
nah the old value is 00ff7500
but the color in game isn't different
so it's not calling the color from here
but somewhere else
the value here is changed yes, so the patch is applying right
but the default color is orange, and it's still orange
meaning the color isn't called from there
Orange is default??
yeah
Isnt blue the default color??
is it?
shit deos that mean it is working but it's doing some extra stuff to it ๐ญ
But should be on pc i mean
yeah....
Looks like it XDD
Maybe change the order randomly (?)
oh wait
the color was wrong lol
shit i just annihilated the shadow
one sec
working now
Uuuh niceeeee then
yeah the replacement bytes were FF 00 80 instead
instead of 00 80 FF
inner glow is all that's left
could it be any of these mov's?
how does the psp ghidra stuff look?
ok yeah that definitely handles part of the color
it's white as hell
the structure is so weird though
like 20c?
really?
would you say this is the color of the one more?
Naah it was more blue
I'll tell you the true one in a while
This is how the lightning looks in psp
Told you it's quite different
But at least you can know the true color
so different ๐
alright i gotta look into this more
can i just replace the last few parts with actual hex codes or nah
i feel like that'd be easier
hmmmm
yeah i can change the two byte ptr's to the actual value lol
what color did you go with again?
ff0077
so the g is 19
and the r is 0
so 00 becomes ff
Wait don't do that, too agressive 
This function is also called for enemies
So you will force that into them
I thought you could do like
Before calling the function check the current color it's gonna print
If it's the blue one just change it
And if it's other just leave it as it is
I think you did that already no??
Yeah that'd be the idea I guess
You didn't never??
there's gotta be a way to change how it's calculated for the player and enemy
But it does a lot of weird operations so...
The colors are
like it uses params to color it based on math
but we don't know what those params are ๐
bVar3, uvar4, uvar4
Well the last ones with some math but its not the point
uvar4 comes from param_2
And bBvar3 is the one we can safely change since it's set depending if it's an enemy or player 1 more
This should be roughly
The 0 one should be the player advantage since the original color is 0x0 for red
And you can try to look where param_2 is coming from I guess
But looking at the weird math operations I'm not sure
There should be some way tho backtracking the values
Well we can see something interesting as well with the if from uvar4
If uvar4 is 0 then the diamond color changes to enemy one I guess??
That means uVar4 is 0 when it's the enemy
Oh wait it's not that hard to change lol
Since uvar4 will be different than 0 then we will get -(1)
Which is -1 -> 0xffffffff
And if you and it with the value you want you will convert it to that same value
It's anding it with 0x19 so green will be 0x19
The second one will be 0xff since it's not anding it with nothing
So you should change
- the bvar3 0 value
- the & 0x19 value
- add an and in the last uvar4 to change it to the desired value
oh wait what
you figured it out?
how would i do that in cheat engine lol
still sounds like code mod stuff
I'm gonna work out for a while now
So I'll tell you a bit more when I'm done with It if you cant figure It out, but looks possible
Unless a new and needs to be added or smth
alrighty
i looked at it again and i sorta understand what you mean now\
i need to add another and to it for it to work
the last uvar4 uses this
but the second uvar4 looks like this
so i need to add another mov to this for it to be called somehow
not sure how, but i think it's possible to do in just an inaba exe patch
oh wait there already is a mov for the DL
but it doesn't use it.....
hmmmmmmmmmmmmmmmm
why though
well i also need to assign a value to DL so that's fun
you could make it into ff19ff
just by changing the bvar3 to ff
then adding an and to the other part
Well you gotta think It as binary since it's a binary operation so all 0xf will be ones
Since all are ones anding It with the value you want Will throw that same value you want
And when it's 0 since it's an and It Will be all 0 so you'll still get 0 with the and
oh huh
so i can change the bVar3 = 0 to equal 0xff
but not the other part?
if i'm understanding correctly?
or the other way around actually
i'm dumb
Yeah bvar3 is easy to change since no operation is done there
bVar3 will have to equal the actual value for ff
since it's not looking for a byte
which is 255
oh right
then yeah both can be ff
this color might be ugly but i'm going for it
oh wait you did ff0077
But yeah that's the one you can change as It is
that's way better
alright that should be easy enough to do
i just need to change the last blue value to have an and and set it's value to 0x77
however that may be possible
Looks like It yeah
based on my understanding
i need it to call the mov function a little bit below it
and then have a value assigned to the DL value it calls
but how do i get it to call the DL? the CL looks the exact same but it calls the CL
this here
Ugh x86 is kinda confusing, if only I were more used to it
Can look at It at my computer to try and think something
yeah whenever you get a chance
no rush of course, i might have to leave suddenly too
im gonna keep looking into it though, sure i'm missing something
I'll take a shower and take a look at it
Right 
i think it's the EAX
the xor EAX,EAX
logical exclusive xor
yeah that's the difference
the xor EAX,EAX
Uh that'd make sense
then the assigning of the value
then the adding of the and part
but how do you add instructions......
Damn, there's gotta be some way without adding instructions
yeah :/
i can't think of a way right now but that makes the most sense
whyd they have to make this stuff so complex on PC 
for an animation that lasts less than half of a second
Denuvo ruining the fun...

Weird thing about xor is it's using eax
yeah?
And then it uses cl which should be part of ecx rather than eax if i understand correctly
yeah that is weird
So maybe eax is for other thing
sbb seems to be substraction so might be the -() part
yeah highlighting that just shows the subtraction part
i really think we need to add instructions
i don't think that would be a code mod
we should be able to extend the instructions with inaba ex patch
safely? probably not.....
Okay so DL is the blue tho??
Uh then I think we might be into something
yeah?
yeah?
We might be able to insert an and there
๐
To change the DL
how would that work
we'd still need to assign a value to DL
oh wait
you showed that
It's the exact same operation, will be ending up being an and with all 0xfs
Lets see if this makes sense... (Hopefully)
make sig is taking ages
Wait maybe you should go for this:
41 b0 ff
80 e2 19
Would be these
Well 19 you can change it to the desired value
B0 it is because we are loading just a byte there so we make some space for the next instruction
and the E2?
E2 would be the dl register
๐
[replacement One More Lightning R&B ]
pattern = 41 B8 FF 00 00 00 66 F7 D8
replacement = bytes( 41 B0 FF 80 E2 77 )
[replacement One More Lightning G ]
pattern = 80 E1 19
offset = 2
replacement = bytes( 00 )
//Lightning = FF0077
that should've worked
like it makes sense
lemme check cheat engine
Yeah maybe something went wrong ๐ค
Yup looks like it
What if you and it to 0 tho??
So that we have no blue
If any blue shows up it'd be crazy lol
Right so we are into something here
It is yeah
I think eax is actually our 0 tho of player advantage
Like the xor eax, eax
So it should be the red
wait what?
Higlighting it shows it is 0
And makes sense xor with a same value will always throw 0
ohhhh so i changed the wrong thing
damn
one sec
so i need to change xor eax, eax
to xor eax, 00?
progress!
how do i turn that into an inaba ex patch....
oh wait it noped out the code for the 0x19
It did nopped it yeah lol
mov eax, 00 makes it green?????
but undoes the nope sooooo
lemme start over and try again
Think it is because the xor is a very light instruction
Just takes 2 bytes lol
And you are replacing it by a 4 bytes instruction
5 actually I think
I have a plan tho
and without it the entire thing is still blue
We want 0xff as red right??
That goes into our favour
that's the color you went with lol
Since either player or enemy will be using 0xff
Knowing this we can replace the conditional mov to a mandatory mov of the 0xff bytes
In an ideal world that is 
We can try stuff while we go tho
alright easy
This would also confirm whether the other change worked as well
oh and then just test?
Sure
Thing with the other change is that we changed from moving 4 bytes to 1 byte
And I'm not sure whether it's in the high part of the register or the lower one
so r is now ff
G is now 00 i think, not sure
but B doesn't appear to be 77
since it's yellow
ok g is not 00 or else it would be red
Yeah right??
I meant the changed 0x19 and
Does look good then
[replacement One More Lightning R ]
pattern = 41 0F 44 C0 41 B8 0C 02 00 00
replacement = bytes( 41 8B C0 90 )
[replacement One More Lightning G ]
pattern = 80 E1 19
offset = 2
replacement = bytes( 00 )
//Lightning = FF0077
Sure, you can try that
Feels good when you get it tho
alright thanks again for the help with this
i gotta look into the blue starting part of the aoa background
Sure 
Yeah that must be in the files right??
Or do you think its code
yeah it's probably in the gmo lol
Yup, makes sense
Great 
Huh managed to disable the blue effect
Also disabled the shadows tho
So gotta pinpoint where that blue thing is
But might be close
Will try to look later where that is
Take a look at the other videos on the channel. In case you want to follow someone from the reaction videos, I left the names of each one in the video. Thanks for watching. :)
LMAO 
Lol
Hmmmm...
Looks like an epl, it's loading the same stuff the summoning animation does
Wanna try to find which one tho
I'm not sure but it might be possible it is MIX_1.BED
I gotta check tho
Nah it's not that one ๐ญ
This one is so hard
FOUND IT 
**I think **
Should be SYUCYU.BED
I just deleted all contents of it placed it again in battle_pack.bin files and the effect just does not show up
LFGOOOO 
This is the new bed for this animation
YOOOO

Its okay, wasnt really other way of finding It than looking at the code/memory for it
It wasnt being logged so yeah
Okay so with this, everything should be done right??
Or is there something left??
i think that should be everything
End of an era then... 
wait now that bonq left we're NEVER gonna get that summarize of the process he did ๐ญ๐ญ๐ญ๐ญ๐ญ
You mean the process to convert from PC to psp??