ROM Hack [Request] Final Fantasy Explorers save editor

unknowndatax

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Do you have their ID names by chance? And 50 bytes long eh. Not so much a problem then.
I do, but I haven't updated my tool to put a name to an ID. The file attached contains the ID and the name ID (used to find the name). An entry is 0x58 bytes long.

Entry:
0x00000000, 4 bytes = ID
0x00000004, 4 bytes = index
0x00000008, 4 bytes = index
0x0000000c, 4 bytes = Name ID
 

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Jan Tan

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I do, but I haven't updated my tool to put a name to an ID. The file attached contains the ID and the name ID (used to find the name). An entry is 0x58 bytes long.

Entry:
0x00000000, 4 bytes = ID
0x00000004, 4 bytes = index
0x00000008, 4 bytes = index
0x0000000c, 4 bytes = Name ID
Thanks! Is this the list of mutations or jist the skills? Do you mind sending me a private message on how you extract data, like this table, to make a compilation. Your other compilation helped a lot btw.
 

LoDeus

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Hello! I have a *little* problem: I can't extract the save data files :/ I only got a red bottom screen when I try with SVDT or Save Manager (I'm on n3DS, 10.5.0-30E, Browserhax, Digital copy of the game bought on the eShop, I love the theme :3 )
 

unknowndatax

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Thanks! Is this the list of mutations or jist the skills? Do you mind sending me a private message on how you extract data, like this table, to make a compilation. Your other compilation helped a lot btw.
It's just the abilities, but I've attached the mutation table.

The way I've been getting them is just looking at a memory dump from the game. All you do is search for any related information and piece the information together.
Entry = 0x6c
0x00000000, 4 bytes = number (this is used in the save file)
0x00000004, 4 bytes = display name id
0x00000008, 4 bytes = name id

can we edit stats of accesory ?
In order to do it, you will need the accessory ID, and trait ID(s). Once you have that, you can give the trait a value if it allows it.
 

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Jan Tan

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It's just the abilities, but I've attached the mutation table.

The way I've been getting them is just looking at a memory dump from the game. All you do is search for any related information and piece the information together.
Entry = 0x6c
0x00000000, 4 bytes = number (this is used in the save file)
0x00000004, 4 bytes = display name id
0x00000008, 4 bytes = name id


In order to do it, you will need the accessory ID, and trait ID(s). Once you have that, you can give the trait a value if it allows it.
You make my life easier. Thank you.

EDIT: I was able to edit a custom ability:

Ultima11
MultiHit 3 (2e00) #46
AP inv factor 3 (4400) #68
AoE 1 (2d00) #45
Resonance Boost 4 (4e00) #78

First thing I noticed is that editing affects the Custom Abilities you already have. Second, there seems to be no pattern on how skills are arranged in the hex editor. In my game, I have Ultima first then Skill A with mutations A B C. In HxD, I still have Ultima then Skill Y with mutation Q. Can you see my dilemma here?

As for mutations, they seem to only take the ID values of the skill (see above). I am thinking that these mutations follow the order they appear in the CS list located in the Notebook.

EDIT2: Nevermind. I went to Datels database and followed the order the mutations listed.
 
Last edited by Jan Tan,

Tenaro

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They can tell me why the scythers tab does not have any weapons it?
it is possible to edit them or do something to obtain them ?
and referring to her as the character rises EL, is to change some experience factor so I can leave my character with EL taller quickly ?

if they can help me I will be grateful
 

Arikaido

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Hello! I have a *little* problem: I can't extract the save data files :/ I only got a red bottom screen when I try with SVDT or Save Manager (I'm on n3DS, 10.5.0-30E, Browserhax, Digital copy of the game bought on the eShop, I love the theme :3 )
I'm having a similar issue. I can extract other save files just fine, so I'm not sure why it isn't working specifically for FFEx. Anyone aware of this or a workaround?

ADDED: After a little research, it seems like this is a somewhat known issue. Seems like there's a new encryption involving games released after a certain point. Guess I'll just have to hold on until that encryption is cracked.
 
Last edited by Arikaido,

Lexar

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It's just the abilities, but I've attached the mutation table.

The way I've been getting them is just looking at a memory dump from the game. All you do is search for any related information and piece the information together.
Entry = 0x6c
0x00000000, 4 bytes = number (this is used in the save file)
0x00000004, 4 bytes = display name id
0x00000008, 4 bytes = name id


In order to do it, you will need the accessory ID, and trait ID(s). Once you have that, you can give the trait a value if it allows it.


but how can i found item, i'm looking for accesory wich boost movement speed
 

infinete

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Has anyone figured out how to add the legendary weapon quests rather than just unlocking the items?
I have save data imediatly before and after applying the serials from the CE pack (EU)..I can see the differences in hex but making those changes to my non ce save did not unlock the quests...unless someone else wants to take a look?
 

Tenaro

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Good morning , I was noticing that the offset 540 , which corresponds to the EL, when it changes its value later on in the offset 544 and 545 their values also change would be they data that matches the amount of XP gained to change your permanent EL ?
someone could help me with this?
thank since already attention .
 
Last edited by Tenaro,

bunnymod

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Is there any offset that determines which classes are unlocked? Specifically looking for Machinist at the moment.
 

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