Homebrew [CIA/3DSX][WIP]3DS Multi-Hex - Homebrew Powersave Alternative - v1.0.0!

Ricken

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You might ave to break it in half coz I forget but hex values can only be so long
so if that doesnt work, get the start, 0xD98|0xFFC9 and then whats after that 0xD9A|0x9A3B :)
NOW I REALLY GET IT!
I'M REALLY FEELIN' IT! (lol)
This will be a fun summer :lol:
 

Metab

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NOW I REALLY GET IT!
I'M REALLY FEELIN' IT! (lol)
This will be a fun summer :lol:
:D
You may need to ask in the rom hacking section for some help because I know very little about it but its essentially this;
You have a 'poiner' which is a location in the file, likewhen a file has line numbers, this is the equivilent, so pointer literally means 'point to this part of the file' and then we just write something equivalent to it;
like go to line '50' and at like '50' write '47'
 

Ricken

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:D
You may need to ask in the rom hacking section for some help because I know very little about it but its essentially this;
You have a 'poiner' which is a location in the file, likewhen a file has line numbers, this is the equivilent, so pointer literally means 'point to this part of the file' and then we just write something equivalent to it;
like go to line '50' and at like '50' write '47'
nZaIp2m.png

Once I realized what these numbers meant, it cleared all my confusion. lol
 

Ricken

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A. Will this work on eShop titles?
B. can you use this without CFW?
A. Yes it should, but you would need to move your saves for now since JK needs CFW (putting the saves where JK would but them)
B. Yes, see above (reworded, Backing up a save with save_manager/svdt and putting it where JK's save manager would put them)
 
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Metab

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A. Will this work on eShop titles?
B. can you use this without CFW?
It can theoretically hex edit any title (game or otherwise) that you can get save file access to;
I would assume it doesnt require CFW, but personaly havnt tested (It would also require a save manager that doesnt require CFW
P.s. location doesnt mAtter about the saves, as long as you put the path of the save correctly, it can be in the root (aka /save.bin) or in any folder you make (cheats/save.bin) its just easier to have it in JKSM because its the most popular, and doesnt require you to take out your SD card.
 
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ChaosRipple

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This is not a bad idea, but I'd suggest changing the format to something like XML, and that way as a community, we could just share our XML files. Of course, you would also at some point, have to support extraction and injection of the save file without other save managers, as well as decryption/encryption and decompression/compression of save files for certain games.
 

Metab

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This is not a bad idea, but I'd suggest changing the format to something like XML, and that way as a community, we could just share our XML files. Of course, you would also at some point, have to support extraction and injection of the save file without other save managers, as well as decryption/encryption and decompression/compression of save files for certain games.
Im working with the creator of JKSM to take away the need for that homebrew, I am also not bothering to add custom deompression, i might make small custom save editors for more popular games that require decompression
I've had to much troube using XML parsers libs so i made my own reader and its easy enough to add/share text files
 

ChaosRipple

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Im working with the creator of JKSM to take away the need for that homebrew, I am also not bothering to add custom deompression, i might make small custom save editors for more popular games that require decompression
I've had to much troube using XML parsers libs so i made my own reader and its easy enough to add/share text files

Oh, by decompression/decryption I meant that you should implement support for it, not actually implement it. The community will be the one to code the decompression/decryption methods for the games. For example, with the idea I had in mind, one of the tags in the XML file could point to the location of the compiled decompression/decryption code for some game. Then, your program would just execute the file passing in the bytes of the extracted save as a command line to decompress the game. I guess that idea is scrapped now, but it was just an idea. :D
 

Metab

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Oh, by decompression/decryption I meant that you should implement support for it, not actually implement it. The community will be the one to code the decompression/decryption methods for the games. For example, with the idea I had in mind, one of the tags in the XML file could point to the location of the compiled decompression/decryption code for some game. Then, your program would just execute the file passing in the bytes of the extracted save as a command line to decompress the game. I guess that idea is scrapped now, but it was just an idea. :D
Nah that would be almost impossible, the way everything is setup
 

richardparker

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guys, i have got a powersaves that is useless to me cuz most of my games are from cia's and i really wanna use this thing but i dont know a thing about hexes and unique id's and whatnot. is there anything i can do to help this project with my powersaves? i have pokemon X,pokemon OR and a Pokemon Super Mystery Dungeon Cartridge,if that helps. i have a a9lh luma 3ds on 11.0
 

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Do you Support Ar codes?

When Yes her my Digimon World ReDigitalize Original Adresses.

Atk 03BA8E48
Def 03BA8E4A
Speed 03BA8E4C
intelligence 03BA8E4E

Hp 03BA8E38
03BA8E3C

Mp 03BA8E40
03BA8E44

Wight 01455858
03BA8E50
 

Metab

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guys, i have got a powersaves that is useless to me cuz most of my games are from cia's and i really wanna use this thing but i dont know a thing about hexes and unique id's and whatnot. is there anything i can do to help this project with my powersaves? i have pokemon X,pokemon OR and a Pokemon Super Mystery Dungeon Cartridge,if that helps. i have a a9lh luma 3ds on 11.0
What you can do is, get a fresh save for one of the games, Copy the save file (the fresh, un-altered one) a copy of the save into powersave, and use 1 cheat and then compare the fresh save file and the one you ran the cheat in (like x999 slots for slot 1) and use the 'compare files' function in HxD and find the value that was changed, now that is the value you can use with my program; hope this was clear enough to do yourself :)
 

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What you can do is, get a fresh save for one of the games, Copy the save file (the fresh, un-altered one) a copy of the save into powersave, and use 1 cheat and then compare the fresh save file and the one you ran the cheat in (like x999 slots for slot 1) and use the 'compare files' function in HxD and find the value that was changed, now that is the value you can use with my program; hope this was clear enough to do yourself :)
umm..but i dont wanna use this with my cartridges,all i wanna do is hack some of my digital edition games...which i cant cuz i dunno how
 

Metab

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umm..but i dont wanna use this with my cartridges,all i wanna do is hack some of my digital edition games...which i cant cuz i dunno how
Well you can back up the saves of your cartridges, and get the cheat codes for those games, and this edits saves so it doesnt at all effect the game itself, so its ave to use digitally or on a physical cartridge
 

Ricken

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umm..but i dont wanna use this with my cartridges,all i wanna do is hack some of my digital edition games...which i cant cuz i dunno how
Slight clarification; You would do this by either
A. Making a fresh save, make a backup with something like JKSV, modify that save with a single Powersaves code, make a JKSV of the modified save, then find all the differences in a hex editor (Cart only)
B. Make a backup of a game save, modify a value (modifying others minimally as possible), saving, making another backup, and rinse repeat like 8 times and find the value that consistently follows your changes (don't modify said value in the exact same way every time tho, or you'll end up with multiple consistencies)

If your Powersaves works, then you could make a backup with JKSV of one of your games, apply a single cheat, make a new JKSV backup, and note the difference
only supports 1 pointer->value lines at a time, if your cheat requires multiple pointers to values make a new line or wait for a new release
This is all that's stopping me with making the Sm4sh one... Namely with the unlock all characters code (but some other ones as well) there's a TON of value changes... and It isn't very fun tapping A ~52 times XD
So new release hype ^_^
 

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Slight clarification; You would do this by either
A. Making a fresh save, make a backup with something like JKSV, modify that save with a single Powersaves code, make a JKSV of the modified save, then find all the differences in a hex editor (Cart only)
B. Make a backup of a game save, modify a value (modifying others minimally as possible), saving, making another backup, and rinse repeat like 8 times and find the value that consistently follows your changes (don't modify said value in the exact same way every time tho, or you'll end up with multiple consistencies)

If your Powersaves works, then you could make a backup with JKSV of one of your games, apply a single cheat, make a new JKSV backup, and note the difference

This is all that's stopping me with making the Sm4sh one... Namely with the unlock all characters code (but some other ones as well) there's a TON of value changes... and It isn't very fun tapping A ~52 times XD
So new release hype ^_^
i just gave u an internet . what was that?
 

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