Homebrew [Release]JK's SaveManager - Homebrew CIA Save manager.

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Ripper00420

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This is so good, I thought I would upload my Zelda Hyrule Warriors save with almost everyone unlocked, and maxed out.
 

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Ryccardo

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Nice job!
I have two feature requests, though:
  1. Normalization of folder names (so that we don't end with "Super Smash Bros." as the final dot pisses off Windows, or "Pok{theta}emon"... replace each special character with a "-", maybe?)
  2. NAND savedata (apart from helping with research, you could be the first to provide an user-friendly Mii Plaza backup tool)! Apparently, this is done through a permission in the CIA (just like you need to attach twlsavetool.3dsx to a game that already supports DS cards)!
Thanks again and in advance!
 
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wurstpistole

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Fantasy Life (EU) CIA version doesn't seem to work. Says "Couldn't load SaveArch".
Same problem here.
Also can't be exported via SaveDataFiler, says its broken.

Savegame works in the game. Strange.

--------------------- MERGED ---------------------------

Fantasy Life (EU) CIA version doesn't seem to work. Says "Couldn't load SaveArch".
Would you look at that:

Dumping your save
Explaining the saves:
Fantasy Life saves are actually "stored" in the folder "extdata\00000000", so copying just the .SAV file will not backup your progress. But when backuping your progress copy both, just in case. :)

Saves version:
EU: 0004000000113100.sav and "extdata\00000000\00001131"
 

Xenosaiga

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Ryccardo

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Not inherently, games where the save format changes between regions won't be helped by this, and SaveDataFiler is probably superior if you want to be sure you're copying "in the right direction"!
 

Shadowfied

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Will this make easier the save file transfer between regions?
Yes! If you export a game in one region, then go to the import section for the same game of another region, you'll be able to import that save, which is extremely handy. The problem is that the app doesn't tell you which is which, so you'll have to find that out by yourself for now.
 
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Shadowfied

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Can you use this to restore saves from different cartridge ID? (or any way to achieve this :P)
Got an example of your situation?
Do you mean like different region carts of the save game? You could do it manually. Use this tool to export one set of both games save, then move the ones you want imported to the folder of the other one you exported and then re-import it. (That sounded a bit messy but I hope you got it :P)
 

escequi

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Got an example of your situation?
Do you mean like different region carts of the save game? You could do it manually. Use this tool to export one set of both games save, then move the ones you want imported to the folder of the other one you exported and then re-import it. (That sounded a bit messy but I hope you got it :P)
No i mean, atleast with flashcards, the .sav is only compatible with the rom it's used with (if you're using .3dz with header), the .sav is linked to the cartridge ID (with normal .3ds roms the flashcard ignores the header as if it is empty, so .sav from any .3ds works)
 

Shadowfied

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No i mean, atleast with flashcards, the .sav is only compatible with the rom it's used with (if you're using .3dz with header), the .sav is linked to the cartridge ID (with normal .3ds roms the flashcard ignores the header as if it is empty, so .sav from any .3ds works)
AFAIK you're SOL with a .sav. If you can access the system where you got the .sav though, you can put the .sav in your SD root, then use SDF or this tool to decrypt the save into the actual save files, then restore them onto another version (cart or digital)
 

Ryccardo

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Yeah, that's a problem if you access the saves from the lower level of an "external observer" (which is why you can't go from a save editor to Powersaves), but it has never been a problem for on-console save tools!
 

escequi

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AFAIK you're SOL with a .sav. If you can access the system where you got the .sav though, you can put the .sav in your SD root, then use SDF or this tool to decrypt the save into the actual save files, then restore them onto another version (cart or digital)
Oh, ok, so basically i'm unable to use downloaded .sav files? (sorry my english is kinda bad) Or that method you listed to decrypt the .sav works without having the header? TBH i just realized that most .sav from the internet are made with empty headers, right? So i should be fine decrypting them with sdf...
Yeah, that's a problem if you access the saves from the lower level of an "external observer" (which is why you can't go from a save editor to Powersaves), but it has never been a problem for on-console save tools!
So i'm good then? (please read the above)
 

Shadowfied

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Oh, ok, so basically i'm unable to use downloaded .sav files? (sorry my english is kinda bad) Or that method you listed to decrypt the .sav works without having the header? TBH i just realized that most .sav from the internet are made with empty headers, right? So i should be fine decrypting them with sdf...
So i'm good then? (please read the above)
Supposedly you can decrypt it if you use the same header as the one it was created on but I don't have enough experience to confirm how exactly it works with downloaded saves.
 

escequi

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Supposedly you can decrypt it if you use the same header as the one it was created on but I don't have enough experience to confirm how exactly it works with downloaded saves.
np, so the cartridge ID stuff is only used to decrypt the .sav? As if i get the decrypted files (actual save bin files) i can inject them anywhere i want? Like if i want to rebuild them into a .sav again to use with my .3dz (which has a header)
 

Shadowfied

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np, so the cartridge ID stuff is only used to decrypt the .sav? As if i get the decrypted files (actual save bin files) i can inject them anywhere i want? Like if i want to rebuild them into a .sav again to use with my .3dz (which has a header)
Yes! If they're decrypted (actual bin files) you can import them whenever whereever :)
 

lpchaim

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Oh, so the one title limitation of svdt is because of limited privileges, possibly launching under the desired game's title to acess its files I guess? Interesting, I always figured it was a design decision for the sake of simplicity or to keep people from copying things from one game to another.
Anyway, I'll test this out over the weekend and report back. It seems most are able to get it to work, so that's definitely a good sign.
 

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