ROM Hack [REQUEST] Hyrule Warriors: DE editor?

Nevermore

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As for save manager, I personally also use Checkpoint for the simple reason that EdiZon does not (yet) support multiple save backups and we all know how extremely important it is to always keep backups.
What does this mean? I'm able to export save files from either profile without issue, and I even backed up the same save twice, one to edit.
 
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MasterJ360

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Not to mention that SX OS has device bricking software coded into it and it is literally considered brickway v2.0 at this point




As for save manager, I personally also use Checkpoint for the simple reason that EdiZon does not (yet) support multiple save backups and we all know how extremely important it is to always keep backups.
If he plans to use a backup Hyrule Warriors then he will need the SX OS. All this bricking code nonsense is just fear mongering from a dev who failed to crack it. Over 2000 units sold and he's the only 1 that got bricked lets use actual facts here :)
 
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Nevermore

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Was able to successfully make Rupees 9,999,999 and Link one less exp less than cap so he leveled up instantly to 255. Followed the offsets for each thing.

Rupees are at 0x000002B8
upload_2018-6-29_12-20-52.png


So like Hyrule Warriors Legends, things are in Little Endian, basically reverse order for each byte. So while 9,999,999 rupees converts to 00 98 96 7F, I had to replace those four bytes with 7F 96 98 00. The reverse order.

Then for Link's EXP, it's basically at 0x003308C
upload_2018-6-29_12-27-22.png


Again, Little Endian, so if that cap was 12842457 (Dec) | 00 C3 F5 D9 (Hex), gotta reverse the order to D9 F5 C3 00. I did one less, D8 F5 C3 00, like I did on Wii U.
upload_2018-6-29_12-51-29.png


Then I went into Adventure mode, confirmed the Rupees changed, and the moment I killed a mob, Link leveled up all the way to 255. Will probably export the save to see if the EXP caps at the same value as before.

- Screenshot 2018-06-29 12-10-22.png

EXP bar looked weird when the battle started

- Screenshot 2018-06-29 12-30-21.png

Then hitting a mob, boom, 255.
- Screenshot 2018-06-29 12-30-36.png

Looks good to me.
- Screenshot 2018-06-29 12-31-27.png
- Screenshot 2018-06-29 12-14-30.png

EDIT: Okay, just confirmed values are fine:
upload_2018-6-29_12-42-48.png



As you can see my above screenshot was at 9,963,731 Rupees.
upload_2018-6-29_12-44-56.png


As for the EXP, it's at D9 F5 C3 00. So that's the cap, it didn't go any higher despite killing more mobs. So I like my method of making it D8 F5 C3 00, and killing a mob and letting the game adjust everything when it levels them up internally.
upload_2018-6-29_12-50-33.png
 
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Nevermore

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Ganon's should be at 0x0003341C assuming that list is correct.

I remember on the Wii U version, I had to complete the first stage, and then edit his EXP to make it apply for the next time I used him. It's like he didn't count as "unlocked" until you completed at least one trial. Although I might've messed up back then, and haven't tried redoing it.

I use Hex Workshop for my editing from back in the day, and I made a bookmark that highlights the addresses for all of them.

upload_2018-6-29_15-25-13.png


like I mentioned before, I use one less than the cap, to ensure the levelup happens upon killing a mob.

I attached a zip that has the bookmark file.
 

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MDS

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Ganon's should be at 0x0003341C assuming that list is correct.

I remember on the Wii U version, I had to complete the first stage, and then edit his EXP to make it apply for the next time I used him. It's like he didn't count as "unlocked" until you completed at least one trial. Although I might've messed up back then, and haven't tried redoing it.

I use Hex Workshop for my editing from back in the day, and I made a bookmark that highlights the addresses for all of them.

View attachment 133850

like I mentioned before, I use one less than the cap, to ensure the levelup happens upon killing a mob.

I attached a zip that has the bookmark file.
Thanks! Works like a charm :toot:
 

Soralis

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Ganon's should be at 0x0003341C assuming that list is correct.

I remember on the Wii U version, I had to complete the first stage, and then edit his EXP to make it apply for the next time I used him. It's like he didn't count as "unlocked" until you completed at least one trial. Although I might've messed up back then, and haven't tried redoing it.

I use Hex Workshop for my editing from back in the day, and I made a bookmark that highlights the addresses for all of them.

View attachment 133850

like I mentioned before, I use one less than the cap, to ensure the levelup happens upon killing a mob.

I attached a zip that has the bookmark file.

How do you open Bookmark files ? Is it like Cheat Engine ?
 

WTFsandwich

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As for save manager, I personally also use Checkpoint for the simple reason that EdiZon does not (yet) support multiple save backups and we all know how extremely important it is to always keep backups.

EdiZon definitely does support multiple save backups.

I've been toying around with the in app save editor that was added to it and hope to make a script for HWDE in it once it's next release rolls around if all goes well.
 

rdavis0688

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@Scarlet I believe your editor is editing too many values when maxing out fairy food. I found the offsets for all the extra foods, and think they likely can be Zero'd Out.

As mentioned earlier in the thread, the hex range is 0x2620-0x26A3. Setting all of these to FF gave me all the correct foods but not the bugged ones. Can you check that your editor is editing the right range?

I'm looking at a way to clearly find fairy data so we can add max bond, max refreshes, etc. There's data on a previous page that's lead me to a bunch of data, and now that I have multiple fairies I can look for patterns.
 

iSharingan

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I'm looking at a way to clearly find fairy data so we can add max bond, max refreshes, etc.
Max bond is 100 and is relatively easy to hit. Just feed 100 pieces of gold tier food that matches the fairy's element. this is easy to achieve with gratitude crystals as the element is immediately obvious and they seriously help with increasing traits toward unlocking abilities. Refreshes (max is 255, iirc) should be as simple keeping multiple backups with each fairy being refreshed an additional time, then load them into Cheat engine in order and search for the increasing values.
 

rdavis0688

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So I mentioned I'd be digging into the fairy stats, and I compared the stats of my two most used fairies vs. randomly picked up fairies (rather than do multiple backups, good suggestion though). I can't determine what each of the values in some blocks are, but I believe I've isolated the important ones? You just have to apply the same logic to the blocks tat look the same in other fairies. I'm sorry I can't nail down an effective range, as there's values I can't determine what they go to, if they're there to identify something in the game, or what. So values are "at your own risk", but I'm fairly confident in the ones I've listed.

Fairy Hex Range (As far as I know):
Fairy 1: 1CBC-1D4F (I think. There's data above the name that gives me pause to think it may be part of the fairy.)
Every Fairy Length appears to be 94, so after the first fairy, there's some sort of break and then 94 for the fairy.
Sorry I can't be more precise. I just don't have enough data yet. So I'm leaving up only Fairy 1.

Fairy Skills Breakdown:
Using Fairy 1 as breakdown:
1CC8-1CD1 (Or 1CD2, need to do a little more work here.)
Name. If name is not 8 characters long, it must be followed by a 00 (period),
then the remainder must be filled in with the tail end of "Name". For example my first fairy
is named "Daisy", it appears as "Daisy.ame" which leads me to believe that there are 9 characters
kept for names, the 9th would be 00 on an 8 digit name, I'm assuming, just to denote a break in
the name.

1CD9 - Level - Compared to "new" fairy, Daisy was 63 (99), "new" fairy is 01 (er.. 1)

1CDD - Is 99 on my max level fairy, but I'm not sure what this corresponds to.

1CD9-1CE3 - I believe this is data about the fairy, such as level (1CD9), element, and perhaps
what they're wearing, default appearance, or other factors.

1CE2 - Trust/Bond. It has to be because there's no other 100s in the entire list before another
fairy with max trust.

1CE4-1CED - I have reason to believe these are the 'active' personality traits current values of the fairy.
Each one of the values can range from 00-FF and if you'll always have 5. For example Daisy has
FF 00 FF 00 FF 00 FF 00 FF, where Celosia, my fire fairy with different active personality traits has
00 00 FF 00 FF FF FF 00 FF. So I believe these are the active personality values,
For extra comparison I threw a "new" fairy that has some stats already, and they're values
between 00 and 0A, as the fairy hasn't been leveled.

1CF9-1D02 - Unsure, there are values here, but I can't draw any lines to anything just yet.

1D14-1D1D - I believe these are the "base" personality values. There are ten values, and the
fairy retains 10% of what they have upon refresh, and I've refreshed some skills many times to
unlock Fairy Skills, so the values are very high on Daisy, and even maxed out. On the "new" fairy
they're low, on Celosia they're high.

1D28 - Refreshes. Unsure if this is capped in game at 99, 100, 255 or something higher.
I've determined these values line up with the fairies I have refreshed, so I'm going to change
them to see what happens. If it's a two set number, then it could go even higher, I don't know yet.
I'm sorry I don't know more, but I will be doing some work on fairies since I'm practically done
the game.

EDIT: Refreshes do indeed go up to 255. However, going over that will put you back at 0. So if you're going to be doing more refreshing for skills, don't set it to FF right away. Additionally the "Base Values" I listed for personality traits was correct, every time I switch traits I have a full meter. Kind of nice.
 
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rdavis0688

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My Current Save.

E7 03 is 03 E7 for this game because you have to put the highest byte in first instead of the lowest byte.E7 is the highest while 03 is the lowest(learn from modding Tales of Zesteria for ps4 weapons)
For me to find the right values I be using Windows 10 Calculator because shows me the hex value for numbers.

P.S. If I'm wrong explaining this somebody please correct me because I'm still learning myself.

I've been meaning to get to you about this, sorry about the delay. I'm usually quick to jump on tech teaching, and I didn't here. Sorry.

In computer programming, in binary, there's something called Endianness. There's two major types, Big Endian and Little Endian. Video games usually stick to the architecture of their console, as the console may not support it or reading data that way is something that can cause bugs. In order to properly illustrate how this works, picture E7 03 as a block. Inside of the block are four numbers, but hex is read in pairs (most of the time), so you have E7 and 03. So we partition this block into two sections, n, and n+1. [ n | n+1 ] Keeping that ASCII diagram in mind, here's how endianness comes into play.

In Little Endian, the least significant value is stored first, in this case, the game is already in little endian, so we know that E7 and 03 need to go in an order to get 999. E703 is our full hex value, breaking it up into pairs is how to determine what goes into n, and what goes into n+1. E7 is the least significant byte in this instance, so it goes first. We know this because in Little Endian, the *least* important values are stored first (E7 is smaller than 0300, but, you can have large blocks ilke FE FF and they can still be little endian.) Anyway, since know that the game is in little endian, 999 = 03E7 = 03 E7, we've determined that E7 is less significant than 03 (As it's the larger part of the integer, the 03 is at least.) So we put it in n. [ E7 | 03 ] would be the order. it gets read backwards (The computer knows to check for the least significant byte at the end of a string of hex values, for example.)

In Big Endian, the least significant value is stored last. Using our above example, we know that E7 is less than 0300, so we apply the idea of "least significant" to the values given to us. We know that E7 is least significant, so the game would put 03 in n, and E7 in n+1 [ 03 | E7 ]. 03E7 is how we read it as well, as reading a number backwards would be much harder with conversions for humans. So if a human ever tells you a hex value odds are they mean big endian.

Sorry for replying about this so late, but since you seemed interested I wanted to lend a hand. The wiki on endianness is pretty lengthy and goes over some of the history and such, but if you'd like to read more you can here -> https://en.wikipedia.org/wiki/Endianness

Thanks for your contributions towards picking apart the data so far.

-- Alana
 
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Favna

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Offsets for Fairy Stats and Skills
Fairy 1 1CD9-1D28
Fairy 2 1D79-1DC8
Fairy 3 1E19-1E68
Fairy 4 1EB9-1F08
Fairy 5 1F59-1FA8

Copy and paste
63 00 00 00 62 00 02 19 32 64 0B 00 FF FF 00 00 FF FF 00 00 FF 00 00 00 00 00 00 00 00 00 00 02 05 06 09 01 25 24 23 26 03 03 00 FF FF FF FF 7F 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF E0 FF FF 00 00 00 00 00 00 00 00 00 00 FE(Max Stats and All Skills)

When you put this code in your fairies will be bug but refresh them and the game will set everything right again but do not refresh them again after the first time otherwise your fairy magic strength will go down to zero.

Just coming back to some fairy stuff from all the way back on page 1, but I believe it hasn't been mentioned yet. I got my 6th fairy yesterday (you unlock this slot after completing Adventure Mode Adventure Map) and I can totally confirm that, as should be expected, the range 1FF9-2048 covers Fairy 6 for getting all skills and max stats. For reference, starting from the name which is in plain text (image below) you want to go to the 18th byte after that which is your starting point (1FF9 in this case) and then count 50 bytes from there (HxD shows the length of the selected range at the bottom)

q7TMvIpS.png
 

Scarlet

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I think I'm going to be too busy to continue with my small editor thing, so apologies on that front. This one is actively being developed though and is entirely in your browser, so should be much better once it's all up and running: https://gbatemp.net/threads/hyrule-warriors-savegame-editor.509654/

I'll add a note on the download page for my editor too.
 
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rdavis0688

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@Favna There's information right above your post about fairies. I'm torn to say where the data starts and ends as there are filled in values before the name and I'm not sure what the deliniator (shut up spellcheck, I know what I'm saying.) is for the fairies. At first I thought it was 4 FFs, but then I saw a space with 4 00s.. So I'm not entirely sure where they start (We know where the name is, but since there's more data before the name, I'm not sold on the name being the starting point.

I've broken down quite a bit about how to edit fairies, and the same logic can be used on fairy 2+. Still more to break down but for now we can max all personality traits, so they learn every skill on level up that applies to their active personality traits. But I'm not sure if I can make it so on one level up or hitting 99 you obtain all skills. It might be possible to edit "current" values from my other post to all FFs, and then feed the fairy, but something tells me it would crash. Still worth trying though.

I need to dig back into this game but with the summer sale on Steam I've picked up some other games so I'm temporarily putting the game down except for swiping amiibo for the stupid medal.

If we can narrow down the range it would be nice, as while we have some of the data confirmed, we don't know if all of it is contained in the block starting with the name. There's about 5 values before and they could represent their base outfit, facial style, hair style, wing type, and favorite food or something. So I'd need to look into that.

I'll try to do so sometime in the next couple of weeks.

-- Alana
 
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zebigboo

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if someone has infos about how to edit unlockobles (skulltulas/heart pieces/fairy stuff/costumes) in the adventure mode pm me, I can't seem to find to good values...
 

mmaury

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Was able to successfully make Rupees 9,999,999 and Link one less exp less than cap so he leveled up instantly to 255. Followed the offsets for each thing.

Rupees are at 0x000002B8
View attachment 133825

So like Hyrule Warriors Legends, things are in Little Endian, basically reverse order for each byte. So while 9,999,999 rupees converts to 00 98 96 7F, I had to replace those four bytes with 7F 96 98 00. The reverse order.

Then for Link's EXP, it's basically at 0x003308C
View attachment 133826

Again, Little Endian, so if that cap was 12842457 (Dec) | 00 C3 F5 D9 (Hex), gotta reverse the order to D9 F5 C3 00. I did one less, D8 F5 C3 00, like I did on Wii U.
View attachment 133838

Then I went into Adventure mode, confirmed the Rupees changed, and the moment I killed a mob, Link leveled up all the way to 255. Will probably export the save to see if the EXP caps at the same value as before.

View attachment 133827

EXP bar looked weird when the battle started

View attachment 133828

Then hitting a mob, boom, 255.
View attachment 133830

Looks good to me.
View attachment 133831
View attachment 133832

EDIT: Okay, just confirmed values are fine:
View attachment 133833


As you can see my above screenshot was at 9,963,731 Rupees.
View attachment 133834

As for the EXP, it's at D9 F5 C3 00. So that's the cap, it didn't go any higher despite killing more mobs. So I like my method of making it D8 F5 C3 00, and killing a mob and letting the game adjust everything when it levels them up internally.
View attachment 133837

Hey, I'm currently switching over from my Wii U to the Switch, and I want to hack my save file. I can't for the life of me find out how to bring up these numbers that everyone's posting about. I have my save data on a micro SD card, but it won't work in the save editor. Is there any way you could help me with this?
 

RichardTheKing

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https://pastebin.com/5ympDt6b (has the correct addresses for Legends). I've been trying to compare both the Wii U and 3DS versions to find the Ganon and Cucco weapons unsuccessfully.
That PasteBin is useful, but it unfortunately doesn't have Yuga's Picture Frame, and for some reason this Hyrule Warriors Definitive save editor (https://iaroc.github.io/hyruleWarriors/) doesn't exactly work for the guy...I've unlocked every character except for Toon Zelda and Marin, by the way.

When I use that editor to edit Yuga's Picture Frame, the Star level, attack strength and Skills don't exactly carry over when I insert it back into the game and boot it up; the bottom two skills remain, as does the Lv. 1 to Lv. 4+ change, but that's it. So I would like to know where the Picture Frames are in the code.
 

iSharingan

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Weapons are stored in the order you acquire them and do not sort themselves (unlike the impression the game gives you). Finding and hex editing Yuga's weapons is not as simple as giving you an offset to jump to.
 

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