ROM Hack RELEASE XENOBLADE DE SAVE ADDRESS

zestiva

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0x151b40 money
0x10 noppon crystal

0x152368 lv
0x15236c exp
0x152370 ap
0x152374 coin
next char + 0x138

0x1536e8 -0x15385f battle skill level

0x3b10 first weapon number
0x3b12 first weapon type
0x3b14 first weapon id, 05000200=monado3, d30f0200=monado ex, d40f0200=monado ex-r
0x3b18 first weapon exist1
0x3b1c first weapon gain serial
0x3b20 first weapon exist2
0x3b25 first weapon gem slot
next weapon+0x20

0x98d0 first armor number
same as weapon

0xf690 first helmet number

0x15450 first arm equip number

0x1b210 first leg equip number

0x20fd0 first accessory number
 
Last edited by zestiva,

MonadoRequiem

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0x3b14 first weapon id, 05000200=monado3, d30f0200=monado ex, d40f0200=monado ex-r

I'm not so good with hex editors, how am I meant to change the weapon ID? Am I even supposed to use a hex editor? Checkpoint exported my saves in a bunch of file, which save does each file correspond too?
Apologies and thanks in advance.
 

zestiva

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bfsgamexx.sav main story manual save
bfsgame00a.sav main story auto save

bfsmeriaxx.sav future connected manual save
bfsmeria00a.sav future connected auto save
 

MrTokyo

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Hello all!
Can you explain how to mod our gamesave?

I have a OFW Switch updated to the latest firmware.

thank you
 

Laenthor

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I'll just note down here the things I figured out today, I just found this tread and feel like I spent alot of time for nothing, but I did find a few interesting things that weren't noted.

00000000 = time of save

00046920-0C changed to 00 from 01 (chest slot on map active?)
00046940 = chest position on map?

I experimented with items and I'm not sure I understand completely, but they work in a sort of similar way as the weapons/armor. This is an item: 70 0B 01 00 00 00 01 00 00 00 01 00 0A 00 38 08 0A 00 01 00

where 700B is the list delimiter per slot (but it keeps changing value for each slot?!?), 3808 is the item ID, and 0100 is the number of items. The IDs still follow the original's ID table which you can find on tcrf (will post the link later once I'm not a new member)
 

Laenthor

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As for the system file I think I found out to edit the essentials, so:
00000008: 00 = original title screen, 03 = post-game title screen
000000E4 to 000003F1 = unlockable cosmetics - 00 locked, FF on all values to unlock all, but not a digit per slot (F3, 06, etc. appear when things are partially unlocked)

Things related to notifications seem to be in here, because I have unremovable notifications for each option tab right now but it doesn't break anything else so I don't really care at this point.

The rest I'm not too sure about, think they're probably linked to game configs and what cutscenes you've unlocked.
 

damysteryman

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Does some one know the cheat ID of the Meyneth Monado ?
I would call it "2-67", but for hex editing purposes you would want to use "43000200".
I'll just note down here the things I figured out today, I just found this tread and feel like I spent alot of time for nothing, but I did find a few interesting things that weren't noted.

00000000 = time of save

00046920-0C changed to 00 from 01 (chest slot on map active?)
00046940 = chest position on map?

I experimented with items and I'm not sure I understand completely, but they work in a sort of similar way as the weapons/armor. This is an item: 70 0B 01 00 00 00 01 00 00 00 01 00 0A 00 38 08 0A 00 01 00

where 700B is the list delimiter per slot (but it keeps changing value for each slot?!?), 3808 is the item ID, and 0100 is the number of items. The IDs still follow the original's ID table which you can find on tcrf (will post the link later once I'm not a new member)
I have managed to figure out the Item format, almost completely, save for 2-3 fields that I have been unable to identify. There is a generic Item format, then 2 more formats that derivatives that build upon it, that I have called "EquipItem" and "CrystalItem". I have uploaded some C# code for it to GitLab if you wanted to take a look at it:
https://gitlab.com/damysteryman/XCDESave/-/blob/master/SaveObjects/Item.cs

I have included human-readable comment blocks in the code that briefly detail the structures of each Item format. Keep in mind that the game stores data in little-endian byte order, and this code automatically byteswaps the data upon loading/saving, so parts of it might appear rearranged/backwards if you are viewing data in a hex editor or memory editor (such as Noexs).

Also thanks for posting more offsets to more data, and thanks to everyone else here who also posted offsets too, as all these offsets are what I have been as a base to figure out this file format so far.
 

damysteryman

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Last edited by damysteryman,

RichardTheKing

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So, if I wanted to add seven Unbeatable VIs (you know, the ones guest members like Dickson and Alvis and Prologue-Dunban have) to my inventory, how would I manage that in a hex editor?
According to ITM_itemlist, that Unbeatable VI has the ID 3390.

Also, I believe I've found the Area Affinity locations: 0DF4 (Colony 9), 0DF6 (Colony 6), 0DF8 (Central Bionis), 0DFA (Upper Bionis) and 0DFC (Mechonis). Setting those to 8000 (1F40, or here, "401F") should max them out.
 
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Laenthor

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So, if I wanted to add seven Unbeatable VIs (you know, the ones guest members like Dickson and Alvis and Prologue-Dunban have) to my inventory, how would I manage that in a hex editor?
According to ITM_itemlist, that Unbeatable VI has the ID 3390.

Also, I believe I've found the Area Affinity locations: 0DF4 (Colony 9), 0DF6 (Colony 6), 0DF8 (Central Bionis), 0DFA (Upper Bionis) and 0DFC (Mechonis). Setting those to 8000 (1F40, or here, "401F") should max them out.


You'd have to check whatever gem is equipped on the weapon of your choice (or swap a gem in your inventory) for the ID 3592 (unbeatable 5?) or the one you named I believe. I'm not sure what determines the percentage of the gem but I'm sure that's easy to find. The game still follows the same ID list as the original found here: https://tcrf.net/Notes:Xenoblade_Chronicles/Item_ID_Values

Some unused weapons still work, like the debug sword which now shows as a regular junk sword instead of the final monado in the original. I think it's a side-effect of how cosmetics work but I'm not sure.
 
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RichardTheKing

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I finished the game in December, and am now playing through again in NG+. I've got a pretty good gist at save editing; I did create loads of custom Gems (thanks, @Laenthor!), and have discovered that Area Affinity lies at 0x0DF4-0DFD (with each area having two bytes - so Colony 9 is 0DF4-0DF5, Colony 6 is F6-F7, and so on).

The Xenoblade GitHub dump and @damysteryman's (dormant, it seems, but complete enough to be extremely useful) GitLab project have been amazing help.

However...whenever I try to add party members to my save, the game crashes whenever I open the main menu (i.e. press X). I don't know why that happens, when I copied what was in my "CLEAR!" save at 0x152318 to my NG+ save, exactly.
It seems like the game fails to load the character models used for the menu, since they never appear, and sometimes the screen goes all glitchy before the game crashes.
The 37-byte "Unknown" block immediately after it is filled with 00s, so...can't have anything to do with it. Truly weird.
 
Last edited by RichardTheKing, , Reason: Adding more detail.

Yeseah

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I finished the game in December, and am now playing through again in NG+. I've got a pretty good gist at save editing; I did create loads of custom Gems (thanks, @Laenthor!), and have discovered that Area Affinity lies at 0x0DF4-0DFD (with each area having two bytes - so Colony 9 is 0DF4-0DF5, Colony 6 is F6-F7, and so on).

The Xenoblade GitHub dump and @damysteryman's (dormant, it seems, but complete enough to be extremely useful) GitLab project have been amazing help.

However...whenever I try to add party members to my save, the game crashes whenever I open the main menu (i.e. press X). I don't know why that happens, when I copied what was in my "CLEAR!" save at 0x152318 to my NG+ save, exactly.
It seems like the game fails to load the character models used for the menu, since they never appear, and sometimes the screen goes all glitchy before the game crashes.
The 37-byte "Unknown" block immediately after it is filled with 00s, so...can't have anything to do with it. Truly weird.
Hey, can you tell me how you were able to make custom gems? I've opened my save in HxD but even when looking at the offsets that were posted in this thread I can't seem to view the values the same way everyone here is viewing them. Like I know I have the Monado III equipped, but when I look at 0x3b14, it just shows up as 00s instead of "05000200" that was posted in the OP.
 

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