This hack allows Monster player characters to seal and equip learned abilities just like player characters of other races. Any ability previously absorbed or already listed as known is available.
Credit goes to Zaraktheus for researching and creating the gameshark codes which I used to make this hack. To see more of his work, check out his data and mechanics guide for SaGa Frontier at GameFAQs:
http://www.gamefaqs.com/ps/198537-saga-frontier/faqs/58412
If you're interested in hacking SaGa Frontier, check out my site:
http://biolab.warsworldnews.com/index.php
Since Zaraktheus did all hard work of researching and creating this code - and
all I did was look for stuff based on where his codes wrote to memory - I'll
let him do the talking.
Mir_Vimes
Come visit the Biolab for more SaGa Frontier hacking!
biolab.warsworldnews.com
****
From:
http://www.gamefaqs.com/ps/198537-saga-frontier/faqs/58412
SAGA FRONTIER DATA/MECHANICS GUIDE
By Zaraktheus
Ctrl + f "[PATCH11]"
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Monster PCs can freely Seal and re-Equip any Abilities they Know:
d00691f4 f1ed
800691f4 0000
d00691f6 0c02
800691f6 2402
d0069a44 f1ed
80069a44 0000
d0069a46 0c02
80069a46 2402
d0069242 12c2
80069242 1000
d0087c84 0030
80087c84 00b0
I created this code set to allow Monster PCs to use the Equip Abilities Menu to
access and Equip all the Abilities they've ever Absorbed (or had on their pre-
Absorbed list, etc), just like any other Race can do.
The Monster Abilities will now be included within the "Fighting" sub-Menu (they
aren't normally in any sub-Menu, but I added them in).
With this, there's no longer any need to agonize over what Abilities to keep on
your Monster, since you can get anything you've ever had back at will. Again,
this really just brings Monsters into balance with the other Races in this
respect. You can also freely change your Monster's Ability setup for specific
situations, again just like you can normally do with any other Race, making
them much more easily adaptable to specific boss fights, etc.
Also, this alleviates the need to diligently record on a checklist every
Ability each Monster Absorbs, so that you can keep track of which ones you've
already gotten and which ones you still need. Now it's as simple as opening
the Menu and reading the perfectly up-to-date list of Abilities they already
Know.
Because certain Monster PCs begin play with Abilities (e.g. DivingPress,
Kusanagi) on their pre-Absorbed list which they could never naturally Absorb
and use, this code set gives those PCs the option to use those Abilities. If
you like that, have fun with it; if you don't, just don't Equip those
Abilities.
Similarly, some Monster PCs start with extensive pre-Absorbed lists and will
now begin play with access to many more powerful Abilities than normal. Again,
if you like that, have fun with it; if you don't, just don't Equip those
Abilities.
This code set also (intentionally) eases a few other Equip Abilities
restrictions on other Races, but it's nothing you'd notice anyway without
hacking Abilities onto them that they couldn't normally have. This is just a
heads-up for anyone who may do that and be surprised to find that they can
Equip more than they were expecting.
It basically just allows every PC to Equip ANY Abilities they Know, rather than
being limited to specific sub-sets according to Race (e.g. Mecs can only Equip
from the Special sub-Menu, Mystics can only Equip from the Magic sub-Menu,
etc). Again, that doesn't make any difference unless you have PCs who Know
Abilities they wouldn't legitimately Know, but if you did have such PCs, this
would make it much more convenient to change their Abilities around, since you
could now do it through the in-game interface instead of needing to create a
specific code for each Ability you want to Equip.
Specifically, the code set:
1. Gives all Races access to the sub-Menus normally available to Humans, which
is every sub-Menu except Special.
2. Further, treats every PC as if they were Red or Asellus, in that they also
get access to the Special sub-Menu. Don't ask me why Red gets access to the
Special sub-Menu, since he never normally Learns anything on it. Probably has
to do with something that got cut.
3. Bypasses the exclusion that normally plays the "Denied" noise and prevents
Monster PCs from being able to do anything with a Slot after double-clicking
it.
4. Extends the range of Abilities eligible for the Fighting sub-Menu to include
the Monster Abilities. With that, every Ability in the game is now accessible
in one of the sub-Menus.
Enjoy!
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MD5 of unpatched *.bin
95f57b8f33470e6763c0a947b9e1a13f