Fire emblem engage gamebanana9/3/2023 ![]() ![]() (b) Many of the values/variables are written in Japanese - most of them have English translations, but many of the variables were left in katakana. If someone can figure out the files/lines for the FPS limit/cap, that would be a good start. I was able to guesstimate certain parameters being in certain files based on observing other people's mods, and figuring out what values they changed to achieve the results in their mod. (a) I have zero experience with Unity, so I am not familiar where certain files go. I was able to update the 9999 arena limit myself, and some of the mods are more stable because as long as they are not part of the game update, you do not need to update the mod (i.e. So far, I found a tutorial at Game Banana (they have fantastic mods for FE Engage there that is lifechanging and improves the gameplay by A MILE) on how to dump the game files, and export the files into editable text. I don't have a modded switch so I cannot test this theory.Īgainst this backdrop, I've been trying to figure out from my end how to add/create cheats without a modded switch. In an article I found at Cheat Slips, Edizon has a feature where if you run a cheat that does not work, it may automatically try to update the memory addresses if you have the prior memory address locations (i.e. (c) Assuming this gets done, when the game updates, in theory you'll simply need to update the memory addresses for each tweak and call it a day. Issues include animation speeds, running speeds, in-game physics, audio/video sync, and more. (b) Once you do, you then will need to go through the game and fix every single error you encounter as a result of the FPS boost, either at the memory level, or at the text parameter level. ![]() (a) First, you have to find the setting to crank the FPS from 30 FPS to 60 FPS (or faster). So I have been researching on how to create a 60 FPS mod, and I now appreciate the challenge of a perfect 60 FPS speed mod: ![]()
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