ROM Hack [Save Edit] Fire Emblem: Awakening (with Ironhax/SDM)

that girl

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I don't suppose anyone's located the Weapon Proficiency values?
I want to adjust my characters to have A or "-" level proficiencies.
-----------------
Edit:
Nevermind, I found them.
 
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RisinDevil

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Not sure if this counts as Necroing a thread or not but wasn't sure if this should go on the Fire Emblem Editor page since it's for if anyone is still interested in manually hex editing by hand the save. It's similar to the other two pictures posted on thread but since I'm mainly concerned with setting the learned skills to swap I was trying to figure that out, mashed some of the other info in there too!

XByhd7Q.png


The Blue is the Character Value, the Red is the Class, I forgot to color it but the first two values at offset 9E0 is the character level and XP, Purple is Boots quanity, green is items (all start with 04 then item value, not sure what the second one is, durability and then I believe is 10 is on last it's if it's registered as equipped), First yellow is equipped Skills then Second Yellow is learned skills. The learned skills seem to be grouped in some kind of order but all the FFs I have in that yellow box gives you ALL skills as learned even the enemy only skills.

Thank you @ToyPlushdoll and @NickTheProgrammer for the pictures of the offsets you posted that helped me out in doing this and @Triforce141 for the Excel sheet you posted with values.
Hope this helps someone besides me or if there is a better place to post this let me know and I'll move it.
 

that girl

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fea-values.png

Updated image to include a basic legend
---------
• Additional HP, Strength, etcetera will not exceed active stat-cap cap, FF disables)
• Additional Move points: Boots increases this value by 2, not 1.

• Weapon Proficiencies: 5A is A-Rank
• Acquired Skills:
FE FF FF FF FF FF BF FF FF FF FF 0F 78 - Is all StreetPass-functional skills, except Special Dance

FE FF FF FF FF FF FF FF FF FF FF FF 7F - Is all skills, even enemy skills.

The BF in the 7th block is what removes Special Dance, but gives the other seven skills in that block.

0F 78 at the end removes the enemy skills, while giving the other eight in those last two blocks.

FE and 7F are the first and last "skills" omitted, since there are only a total of seven skills in each of those blocks, (total fourteen) meaning the Hex value FF on the ends actually changes two binary values that really shouldn't be modified.
 
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seany1990

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Purple (Circle) = Extra movement/Boots

2 = one Boots used.
4 = two Boots used.
6 = three Boots used.
etc.
I'm not sure if you can use odd numbers. I haven't tried it.

So can you use this even if you have never picked up boots before? I just set my value at this location from 0 to 2 if I want to go from 0 boots total to 1 boots?
 

fuyukaidesu

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Every time I inject back my save, the game crashes on startup and makes the console reboot, I'm using JKSV.
Even editing simple things such as gold. Is it normal the value isn't 4-bytes aligned?
 

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So I'm confused, will changing the character ID of a logbook Robin change the name and portraits or is there more to this than just editing the character ID?
 

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So I'm confused, will changing the character ID of a logbook Robin change the name and portraits or is there more to this than just editing the character ID?
It will change everything, if you change it to a campaign's unit ID, Chrom for example, your Avatar will turn into a Chrom (portrait, name, and all). It could crash, given that other units than 0x0, 0x1 and 0x2 (male avatar, female avatar, and spotpass/dlc generic units IDs) don't save their name in the save file, but I haven't tested that.
 

Dark1

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It will change everything, if you change it to a campaign's unit ID, Chrom for example, your Avatar will turn into a Chrom (portrait, name, and all). It could crash, given that other units than 0x0, 0x1 and 0x2 (male avatar, female avatar, and spotpass/dlc generic units IDs) don't save their name in the save file, but I haven't tested that.
So I changed one of my logbook avatars ID to female Morgan's and when I view her model it's Morgan's but the portrait and name are still the logbook avatars, any ideas how to fix this?
 

Olmectron

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So I changed one of my logbook avatars ID to female Morgan's and when I view her model it's Morgan's but the portrait and name are still the logbook avatars, any ideas how to fix this?
Remove the Name and appearance values. Just look for the name in the hex editor, and remove from it and onwards, until before the next unit block.
 

Dark1

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Remove the Name and appearance values. Just look for the name in the hex editor, and remove from it and onwards, until before the next unit block.
Did just that but when I load the save it just crashes, what am I doing wrong?

Edit: fixed the problem be coping the character block of a female Morgan I had on another save and overriding the logbook avatars character block with that.
 
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GurkhaJr

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whew. i've been lurking in this thread for weeks now. I finally edited my gold to 999999. problem left is, where and how do i find the other values, aka, character pointer, class pointer, logbook pointer etc. Also, i dont understand. say, chrom's char pointer is 0x03. how in the hell do i find it using HxD? no matter how i think and try, i just cant find it. pls help :/

Edit: Ok, guys, i finally got most of it. only thing left is to locate the logbook pointer. if i 00 it down, my edited character is finally good. ^^v
Edit: Nvm guys. I finally got it. Already got Emm. Hihi ^^v
 
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burningstallion

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Fire Emblem: Awakening basic convoy inventory editing:
3DS uses Little endian, so 1234 is 04D2, but it is in big endian.
To convert to little endian, place bytes in reverse, so 04 D2 -> D2 04.
  1. Dump, and uncompress your save.
  2. Open in any hex editor.
  3. You will need to know how many usages your vanilla, unforged bronze sword is. Example, you have 3 unscathed, 50 uses bronze sword, and a used, 16 usage left, bronze sword. Then (3*50)+16=166, or A6 in hex. In my save I have 16 usage left, so 10 in hex, for me.
  4. Now search "NART" in plain-text, without the quotes.
  5. 5 bytes ahead, you will see your bronze sword usages. In my case that is 10 00.
Each item occupies two bytes, or two blocks in your hex editor.
Each item have a theoretical maximum usage of 65535, so for 1000 usages for an item, it's 03E8, or E803 in little endian.
Each item is sorted according to this table (source: https://serenesforest.net/forums/in...akening-hacking-topic/&page=8#comment-3713879)
0x01 bronze sword
0x02 iron sword
0x03 steel sword
0x04 silver sword
0x05 brave sword
0x06 armor slayer
0x07 wyrmslayer
0x08 killing edge
0x09 levin sword
0x0A rapier
0X0B noble rapier
0X0C missiletainn
0X0D sol
0X0E amatsu
0X0F falchion
0x10 exalted falchion
0x11 parallel falchion
0x12 mercurius
0x13 tyrfing
0x14 mystletainn
0x15 balmung
0x16 sol katti
0x17 Ragnell (player)
0x18 Ragnell (inf)
0x19 tree branch
0x1A Soothing Sword
0X1B Glass Sword
0X1C Superior Edge
0X1D eliwood’s blade
0X1E roy’s blade
0X1F alm’s blade
0x20 leif’s blade
0x21 eirika’s blade
0x22 seliph’s blade
0x23 bronze lance
0x24 iron lance
0x25 steel lance
0x26 silver lance
0x27 brave lance
0x28 javelin
0x29 short spear
0x2A Spear
0X2B beast killer
0X2C blessed lance
0X2D killer lance
0X2E luna
0X2F Gradivus
0x30 gungnir
0x31 gae bolg
0x32 log
0x33 miniature lance
0x34 Shockstick
0x35 Glass Lance
0x36 Superior Lance
0x37 sigurd’s lance
0x38 ephraim’s lance
0x39 finn’s lance
0x3A bronze axe
0X3B iron axe
0X3C steel axe
0X3D silver axe
0X3E brave axe
0X3F hand axe
0x40 short axe
0x41 Tomahawk
0x42 hammer
0x43 bolt axe
0x44 killer axe
0x45 vengeance
0x46 wolf berg
0x47 hauteclare
0x48 Helswath
0x49 armads
0x4A ladle
0x4B imposing axe
0x4C Volant axe
0x4D glass axe
0x4E Superior Axe
0X4F titania’s axe
0X50 Orsin's Hatchet
0X51 hector’s axe
0X52 bronze bow
0X53 iron bow
0X54 steel bow
0x55 silver bow
0x56 brave bow
0x57 blessed bow
0x58 killer bow
0x59 Longbow
0x5A astra
0X5B parthia
0x5C yewfelle
0x5D nidhogg
0x5E double bow
0x5F slack bow
0x60 towering bow
0x61 underdog bow
0x62 Glass Bow
0x63 Superior Bow
0x64 wolt’s bow
0x65 innes’ bow
0x66 fire
0x67 elfire
0x68 arcfire
0x69 bolganone
0x6A valflame
0x6B mjollnir
0x6C elthunder
0x6D arcthunder
0x6E thoron
0x6F mjolnir
0x70 wind
0x71 elwind
0x72 arcwind
0x73 rexcalibur
0x74 forseti
0x75 excalibur
0x76 Book of Naga
0x77 flux
0x78 nosferatu
0x79 ruin
0x7A waste
0x7B goetia
0x7C grima’s truth
0x7D Mire
0x7E dying blaze
0x7F micaiah’s pyre
0x80 Superior Jolt
0x81 katarina’s bolt
0x82 wilderwind
0x83 celica’s gale
0x84 Aversa's Night
0x85 heal
0x86 mend
0x87 physic
0x88 recover
0x89 fortify
0x8A goddess staff
0x8B Rescue
0x8C ward
0x8D hammerne
0x8E kneader
0x8F balmwood staff
0x90 Catharsis
0x91 dragonstone
0x92 Dragonstone+
0x93 beaststone
0x94 beaststone+
0x95 blighted claws
0x96 blighted talons
0x97 expiration
0x98 vulnerary
0x99 concoction
0x9A Elixir
0x9B pure water
0x9C hp tonic
0x9D strength tonic
0x9E magic tonic
0x9F skill tonic
0xA0 speed tonic
0xA1 luck tonic
0xA2 defense tonic
0xA3 resistance tonic
0xA4 door key
0xA5 chest key
0xA6 master key
0xA7 Seraph Robe
0xA8 Energy Drop
0xA9 Spirit Dist
0xAA Secret Book
0xAB Speedwing
0xAC Goddess Icon
0xAD Dracoshield
0xAE Talisman
0xAF Naga’s tear
0xB0 Boots
0xB1 Arms Scroll
0xB2 Master Seal
0xB3 Second Seal
0xB4 bullion (S)
0xB5 bullion (M)
0xB6 bullion (L)
0xB7 sweet tincture
0xB8 gaius’s confect
0xB9 kris’s confect
0xBA Tiki's Tear
0xBB Seed of Trust
0xBC reeking box
0xBD Rift Door
0xBE Supreme Emblem

0xBF all stats +2

0xC0 paragon

0xC1 iote's shield

0xC2 limit breaker

0xC3 silver card

0xC4 dread scroll

0xC5 wedding bouquet

0xC6 1000 gold

0xC7 3000 gold

0xC8 5000 gold

0xC9 7000 gold

So the first one is always bronze, iron, steel, silver etc.
If you don't possess that item, it will read 00 00.

Untitled.png


so in reds are my bronze swords, orange is my iron swords, yellow is my steel swords

Extra knowledge:
Fire Emblem: Awakening saves offset of each save game parts (or lets say data block) for each important save data.
This be can known by searching EDNI in plain text. Each data block offset occupies 4 bytes, and again, in little endian.
Untitled.png

The highlighted offset is for NART data block, or in normal-speak, convoy contents. Again, in little-endian, so in big-endian, or in normal form, the offset is 0x2831.
 
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Plagueis_the_wide

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I know this thing's been dead for a while, but I think what I'm about to show you guys is well....it's neat is all.

Let's just say I gave Lucina Anchor Arms.
Swolcina.jpg

No, your eyes do not decieve you. I somehow gave Lucina +10 to Strength.

It has to do with how the game records Robin's Asset and Flaw for Children. Apologies if I'm saying this wrong, this is something I ran into on dumb luck. Here's Lucina in my save file. I married Chrom to Robin (who had +Str -Mag). And well, I noticed something peculiar about her "Parent" stats.
Swolcina-code.jpg

The Black circles are her "Parent" numbers. "03" for Chrom and "01" for Robin. Following Chrom is just zeroes, but following Robin there's two numbers. 02 and 03.

Now, we know the assets and flaws are stored as 1=hp 2=str =3mag and so on (which I learned from Fireedit, thanks for that by the way), so it's fairly simple to reason out that these are Robin's asset and flaw respectively.

On a hunch, I added "Strength" to Chrom's asset as well, (changing the code from 03 00 00 00 00 to 03 00 02 00 00) while removing the flaw on Robin. Then to test it, I maxed out her stats. Lo and behold, she's now the size of Amelia. In theory, this can apply to anyone with any parents, not just Robin. Hell, considering the implications, it very well could mean that you could give assets and flaws to anyone. This also, however, implies assets and flaws are not "truly" inherited, so you can't chain it from multiple parents to increase the effect.
 
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