ROM Hack [Release] Hyrule Warriors Legends Save Editor & NTR Plugin

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nedron92

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extdata error? Don't know if JKSV can delete the secure-value, maybe that's the problem.
I hadded an same problem (with the ext.data error) and delete save/secure-value and ext-data with savedatafiler.
Maybe you can try that or delete the extra-data with the 3DS System-Settings app?
 

Rigel

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Deleting the extra data via the system settings did not resolve the issue.

I do have CTR SaveDataFiler installed, but as everything is a relatively incomprehensible string of values to me, I'm not sure which one correlates to Hyrule Warriors?
 

nedron92

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That's no problem, check http://3dsdb.com/
and type in Hyrule Warriors ;)

Get the version you have (US) and search for the titleid, should be 000400000017EA00 and 17EA00 should show in Savedatafiler (usersave, and extdata with zeros befor it)
 

Rigel

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Ah, under "User" all of the instances of 017EA are listed as "-- broken --", but the R+X command to delete secure value is defaulting to the "revert to factory default" X hotkey instead. Deleting just the 17EA value in "Ext" did not resolve the issue either upon loading the edited save.
 

nedron92

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Okay, all broken?
Then try to delete them (revert to afctory default), maybe sometime the secure-value ahs the same option..yes. But do it also^^.
Hopefully that helps
 

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Failure!
DeleteUserSaveData()
Level : -7
Summary: 9
Module: 17
Desc: 335

I wasn't expecting this all to put up so much of a fight :unsure:
 

nedron92

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wtf? That's also strange for me. Even if I have broken saves, I can delte it again.
Don't know anything yet O.o Create new game and look after it to savedatafiler.
If there is already broken, mhm. then no idea.
The only and last thing you can do:
Create a new game, save it. Delete it via ^ or via JSKV and delete the extda with ^. Normally if you start the game again,
you should see the information about new extra-data (no failure, only info) and it will create new ones. Thent ry your old-save again (and probarly try to delete the secure-value with savedatafiler before).
If there is any failure after that, then sorry. I have no more ideas.
 

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Yeah, no amount of deleting and restoring seems to accomplish anything. I'm honestly surprised it lets me load and play on the original save given how thoroughly I've tried to sweep any trace of it.
 

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Yeah, no amount of deleting and restoring seems to accomplish anything. I'm honestly surprised it lets me load and play on the original save given how thoroughly I've tried to sweep any trace of it.
Glad to hear, that the orignal save works anyway..but no edited. mh.
Do you use the updated version of the game? Or the orignal one? I have no updates installed here and all fine.
Sorry, that I can't help, this is a day with many strange things.
 

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Oh! I use the updated version of the game. Is that really where this is all breaking down at?
 

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I'll see if I can't just uninstall the patch and load the sava data when I get home tonight. That strikes me as a very probable point of conflict.
 

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Even after uninstalling the update data, it seems it's a no-go. I'm not sure why I'm apparently the only person on the planet who is having trouble with this
 

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Using the info you gave me about how CRT SDF actually works, I managed to export and import an edited save using it and this time there weren't any issues! So I guess it was something about the way I was handling it with JSKV.

Thanks for the ridiculously useful GUI editor!
 
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nedron92

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Ahh nice, so finally yopu got it (:
No problem, I used often SDF, firstly to export my saves first, then use JKSV, cause its a bit easier to use.

And thanks (:
 

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Not really Save Editory talk, but woo, game update today with new character :3

Edit: I'm a day off ;_; I'm too excited for this :C

Nice, really a new update? I'm lookign forward to downlaod it today and check the new character as well, there will be an quick-update for the edfitor then xD

It was a minor point bugging me that editing material quantities would still leave ?????s in the badge market until you got that material legitimately. As far as I know if doesn't effect anything, you can still craft the badges and the drop probability is not changed to my knowledge by having found it before or not.

But it still bugged me so I went hunting and found a series of 4 4-byte bitmasks representing the discovered state of each material.
Code:
0x001A24
       0x1  Metal Plate
       0x2  Monster Tooth
       0x4  Old Rag
       0x8  Soldier's Uniform
      0x10  Rock
      0x20  Aeralfos Leather
      0x40  Fiery Aeralfos Leather
      0x80  Gibdo Bandage
     0x100  ReDead Bandage
     0x200  Lizalfos Scale
     0x400  Dinolfos Fang
     0x800  Moblin Flank
    0x1000  Shield-Moblin Helmet
    0x2000  Piece of Darknut Armor
    0x4000  Stalmaster Wrist Bone
    0x8000  Big Poe Necklace
   0x10000  Essence of Icy Big Poe
   0x20000  Hylian Captain Gauntlet
   0x40000  Goron Armor Breastplate
   0x80000  Ganon's Mane
  0x100000  King Dodongo's Claws
  0x200000  Gohma's Acid
  0x400000  Manhandla's Toxic Dust
  0x800000  Argorok's Embers
0x1000000  The Imprisoned's Scales
0x2000000  Cia's Bracelet
0x4000000  Volga's Helmet
0x8000000  Wizzro's Robe
0x10000000  Link's Boots
0x20000000  Lana's Hair Clip
0x40000000  Zelda's Brooch
0x80000000  Impa's Hair Band

0x001A28
       0x1  Ganondorf's Gauntlet
       0x2  Sheik's Kunai
       0x4  Darunia's Spikes
       0x8  Ruto's Earrings
      0x10  Agitha's Basket
      0x20  Midna's Hair
      0x40  Fi's Heels
      0x80  Ghirahim's Sash
     0x100  Zant's Magic Gem
     0x200  Round Aeralfos Shield
     0x400  Fiery Aeralfos Wing
     0x800  Heavy Gibdo Sword
    0x1000  ReDead Knight Ashes
    0x2000  Lizalfos Gauntlet
    0x4000  Dinolfos Arm Guard
    0x8000  Moblin Spear
   0x10000  Metal Moblin Shield
   0x20000  Large Darknut Sword
   0x40000  Stalmaster's Skull
   0x80000  Big Poe's Lantern
  0x100000  Icy Big Poe's Talisman
  0x200000  Holy Hylian Shield
  0x400000  Thick Goron Helmet
  0x800000  Ganon's Fang
0x1000000  King Dodongo's Crystal
0x2000000  Gohma's Lens
0x4000000  Manhandla's Sapling
0x8000000  Argorok's Stone
0x10000000  The Imprisoned's Pillar
0x20000000  Cia's Staff
0x40000000  Volga's Dragon Spear
0x80000000  Wizzro's Ring

0x001A2C
       0x1  Link's Scarf
       0x2  Lana's Cloak
       0x4  Zelda's Tiara
       0x8  Impa's Breastplate
      0x10  Ganondorf's Jewel
      0x20  Sheik's Turban
      0x40  Darunia's Bracelet
      0x80  Ruto's Scale
     0x100  Agitha's Pendant
     0x200  Midna's Fused Shadow
     0x400  Fi's Crystal
     0x800  Ghirahim's Cape
    0x1000  Zant's Helmet
    0x2000  Big Blin Hide
    0x4000  Stone Blin Buckler
    0x8000  Monster Horn
   0x10000  Big Blin Club
   0x20000  Stone Blin Helmet
   0x40000  Helmaroc Plume
   0x80000  Phantom Ganon's Cape
  0x100000  Twili Midna's Hairpin
  0x200000  Young Link's Belt
  0x400000  Tingle's Map
  0x800000  Linkle's Boots
0x1000000  Skull Kid's Hat
0x2000000  Pirate's Charm
0x4000000  Tetra's Sandals
0x8000000  King Daphnes's Robe
0x10000000  Helmaroc King's Mask
0x20000000  Phantom Ganon's Sword
0x40000000  Twili Midna's Robe
0x80000000  Keaton Mask

0x001A30
       0x1  Tingle's Watch
       0x2  Linkle's Compass
       0x4  Majora's Mask
       0x8  Island Outfit
      0x10  Tetra's Bandana
      0x20  King Daphnes's Crown

Like everything else they're stored little-endian so to 'discover' all materials you'd set the following values:
Code:
0x001A24 FFFFFFFF
0x001A28 FFFFFFFF
0x001A2C FFFFFFFF
0x001A30 3F000000

It would be nice if the editors could update these correctly when adding materials that have not been previously collected, but as I say it appears to be purely cosmetic.
Note as well that I've not individually tested each material's mask values. But the ones I did all fit the assumption that they followed the same order as the quantities themselves.

Finally I implement it to my core (but was a bit confused because you gave me directly the little-endian values and I put them in ..without thinking, that I implement my editor with an auto-read-to-little-endian function xD )
I will update the github-repo later today (maybe in 5 hours) and don't know if I release it as a new version or only let it build the nightly-build. ^^
 
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