Another bump. I have an idea though. Why not compare two exact same saves made one right after the other? The only difference at all should be the time -- all items and skills and all would be the same (and extra should be close. Best if it's at 100% so it doesn't change.) Then you know everything going into the checksum except time is the same. Wouldn't that make narrowing it down easier?
https://gbatemp.net/threads/request-ys-viii-save-editor.509657/page-2#post-8200042Another bump. I have an idea though. Why not compare two exact same saves made one right after the other? The only difference at all should be the time -- all items and skills and all would be the same (and extra should be close. Best if it's at 100% so it doesn't change.) Then you know everything going into the checksum except time is the same. Wouldn't that make narrowing it down easier?
This was briefly discussed on page 1 (posts 4, 6-15). It doesn't look like the saves are compatible, though Misledz seems to think it might be due to version differences.Does anyone know if the PC version uses the same save file as the Switch ?
If not, I can have a look using noexs on the Switch and see what I can come up with. It's just....slow. Frustratingly slow. And unstable too. Which is a shame. It'll be nice when USB dumping works.
i also used sysnetcheat. i was not able to find any value at all. i give up
Perseverance is they key...
Edit: Fire trucking picture won't upload... And I can't remove the old ones. WTF...
can you edit exp or health?
Wow, great job!
There are items that can be used to raise your XP, level and stats (including health), so if finding XP and health is too difficult then you could just give yourself 999 XP/level/stat boosters.
Would you mind sharing how to fix the checksum with us? We already have the offsets for most of the inventory items (attached file of post #27), so the checksum is all that's stopping us right now.
My saves (attached) have all of the items in the inventory except for the key items you can only get 1 of. 001 is in a Dana section and 002 is just before climbing Gendarme iirc. Do you think you could give the 001 file 999 Tempest Elixers, Power Elixers, Defense Elixers and Life Elixers? On Infinity Nightmare the Dana-section bosses are huge damage sponges that kill you in 2-3 hits and grinding Dana in that dungeon is incredibly tedious.When I find time, I'll inject one of the saves here, and use that to search, and hopefully repeat the process, editing the items to 999 for each one. If someone has a save that has most items unlocked / in the inventory they would like to donate, then I can happily try that.
My guess is that health / XP aren't integers, but probably floats or doubles, hence why they're hard to find (or impossible at this stage).
I didn't edit the save file. I have no idea how the checksum is calculated. It's not any of the standard ones that I've seen before, and may well be a unique calculation specific to this game. As I mentioned earlier, reverse engineering the game and watching how it saves might provide more insight into that, however I don't read nor understand ARM cpu instructions. I've done a bit of x86 hacking, but not to this level. I also don't believe there is a debugger available yet, so that's not going to happen for a while.
I edited the items in memory using Noexs. People have a habit of searching once, not finding anything and giving up. A number of the items aren't stored 32bit aligned, so I used a 16bit search, which yielded a few results, that made it much easier to narrow down to the right one.
When I find time, I'll inject one of the saves here, and use that to search, and hopefully repeat the process, editing the items to 999 for each one. If someone has a save that has most items unlocked / in the inventory they would like to donate, then I can happily try that.
I thought 8,16,32 bit would be not much different. I also just realised that yesterday when searching in zelda botw that some value would be in different bit. I'll try look for some
It makes a huge difference. Lets make a few assumptions about a random game. It has an inventory system that uses a byte value (max different items 255) for the item type and a byte value for any specialities on that item and then 2 bytes to store the number of said item, and lets also assume the game checks to a max of 999 of any one item.
It would mean the data could be store as such:
01 01 E7 03 - Item 01 (hey, it's Milk), 01 - Plain , E7 03 (Little endian on arm CPUs), so decimal 999.
If you were to search for a 32 bit value of 999, you'd be searching for 00 00 E7 03, which is not going to show up in this instance.
Which is why working out the data type is important. If you fail when finding a 32 bit item, search for a lower item. Then lower again, if you can. Some games may limit you to a max of 99 items (63 in hex), which is a single byte or 8 Bits.
Bigger isn't always better
I hope that helps. Back to work. Will look at the saves, in a few hours.
Thank you. Now i understand. I thought the bit was related to the value. So it is related to the address
I thought 8,16,32 bit would be not much different. I also just realised that yesterday when searching in zelda botw that some value would be in different bit. I'll try look for some
Yeah, I'm indeed running a legit copy.Silver Armor
Deserted Pirate Adol/Laxia/Sahad/Hummel/Ricotta/Dana
Tropic Swimwear Adol/Laxia/Ricotta/Dana
Eternian Scholar
Hug Hug Feena/Lilia/Dark
Stylish Glasses Set
Stylish Sunglasses Set
Ancient Mask Set
Free Set 1
Free Set 2