Hacking Homebrew Digimon Story: Time Stranger — PC → Switch save transfer corrupts save data list (signing issue?)

Excaliburn3d

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Hey all,


I've been trying to move my Steam save for Digimon Story: Time Stranger (currently testing with the demo, but hit the same issue on the full game) over to my modded Switch, and I've hit a wall that I think is a savedata-signing issue rather than a file-format one. Posting here in case anyone's cracked this for Time Stranger specifically, or has general insight.


Setup:


  • Steam version: 23514637
  • Switch version: US, Ver. 1.2.1, CFW via [Atmosphère/etc.]
  • Tools used: JKSV for export/import

What I've tried:


  1. Exported my Switch save folder with JKSV (savedata/0000, 0001, slot_0000, slot_0001, system_data, plus .nx_save_meta outside the savedata folder).
  2. Replaced the contents of savedata/ with the equivalent files from my Steam save folder.
  3. Re-imported with JKSV back onto the console.
  4. Result: "The save data list is corrupted."

What I've ruled out so far:


  • This isn't a raw-copy mistake — I used JKSV's proper export/import round-trip, not a manual file swap.
  • It's not a content/byte-format issue either: I compared the Steam and Switch save files directly. The main save data (0000/0001) uses AES-128-ECB encryption (confirmed via repeated ciphertext blocks — the same dominant 16-byte block shows up across saves and even inside system_data, meaning it's a single fixed key, not device-specific).
  • Even when I tested with byte-for-byte identical file content between the two platforms, the import still corrupted. That rules out a data/offset mismatch — the failure is happening at a level above the actual save content.

My working theory: The Switch's save-data system uses a signed/journaled container that JKSV can export the raw contents of, but not the actual signature — .nx_save_meta turned out to just be JKSV's own bookkeeping file (starts with a JKSV magic header), not a real console-level signature blob. So there's no accessible file to "fix" — the integrity check is presumably tied to the console's own keys at the OS level, similar to what I've seen described for other signed-savedata titles (Team Sonic Racing, etc.) where PC-originated save content is never accepted without the console itself having legitimately written it first.


Questions for the thread:


  • Has anyone gotten Time Stranger saves working cross-platform at all (I know this game doesn't officially support crosssaves which is why I am using modded Switch ↔ PC)?
  • If you've solved this for a similarly signed-savedata game, what was actually different about your approach — did you find a way to get PC content accepted, or did it end up being "start on Switch, then edit in place" instead?
  • Is anyone aware of whether Time Stranger's system_data file (~672 bytes on Switch, looks like plain uncompressed integer fields — no encryption at all) holds anything relevant to save-slot validation that might matter here?
Attach files
Happy to share more hex dumps / findings if it's useful — I've done a fair amount of digging into the save format itself already, just stuck on the container/signing layer.


Thanks in advance to anyone who's dealt with this.
 

Attachments

  • corruptedsave.webp
    corruptedsave.webp
    57.7 KB · Views: 1
I'm curious about this too, I'd sure love to play this on the switch but redoing over 20 hours of gameplay would be painful
 
Hey all,


I've been trying to move my Steam save for Digimon Story: Time Stranger (currently testing with the demo, but hit the same issue on the full game) over to my modded Switch, and I've hit a wall that I think is a savedata-signing issue rather than a file-format one. Posting here in case anyone's cracked this for Time Stranger specifically, or has general insight.


Setup:


  • Steam version: 23514637
  • Switch version: US, Ver. 1.2.1, CFW via [Atmosphère/etc.]
  • Tools used: JKSV for export/import

What I've tried:


  1. Exported my Switch save folder with JKSV (savedata/0000, 0001, slot_0000, slot_0001, system_data, plus .nx_save_meta outside the savedata folder).
  2. Replaced the contents of savedata/ with the equivalent files from my Steam save folder.
  3. Re-imported with JKSV back onto the console.
  4. Result: "The save data list is corrupted."

What I've ruled out so far:


  • This isn't a raw-copy mistake — I used JKSV's proper export/import round-trip, not a manual file swap.
  • It's not a content/byte-format issue either: I compared the Steam and Switch save files directly. The main save data (0000/0001) uses AES-128-ECB encryption (confirmed via repeated ciphertext blocks — the same dominant 16-byte block shows up across saves and even inside system_data, meaning it's a single fixed key, not device-specific).
  • Even when I tested with byte-for-byte identical file content between the two platforms, the import still corrupted. That rules out a data/offset mismatch — the failure is happening at a level above the actual save content.

My working theory: The Switch's save-data system uses a signed/journaled container that JKSV can export the raw contents of, but not the actual signature — .nx_save_meta turned out to just be JKSV's own bookkeeping file (starts with a JKSV magic header), not a real console-level signature blob. So there's no accessible file to "fix" — the integrity check is presumably tied to the console's own keys at the OS level, similar to what I've seen described for other signed-savedata titles (Team Sonic Racing, etc.) where PC-originated save content is never accepted without the console itself having legitimately written it first.


Questions for the thread:


  • Has anyone gotten Time Stranger saves working cross-platform at all (I know this game doesn't officially support crosssaves which is why I am using modded Switch ↔ PC)?
  • If you've solved this for a similarly signed-savedata game, what was actually different about your approach — did you find a way to get PC content accepted, or did it end up being "start on Switch, then edit in place" instead?
  • Is anyone aware of whether Time Stranger's system_data file (~672 bytes on Switch, looks like plain uncompressed integer fields — no encryption at all) holds anything relevant to save-slot validation that might matter here?
Attach files
Happy to share more hex dumps / findings if it's useful — I've done a fair amount of digging into the save format itself already, just stuck on the container/signing layer.


Thanks in advance to anyone who's dealt with this.
Why are you using AI to write your posts for you?
 

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