Anatomy of the Zelda Save Hardware Requirements: Zelda OoT game 3DS NDS adaptor plus Other Requirements: XOR decryptor/encryptor Intermediate or higher understanding of hex editing Disclaimer This is not a tutorial or a guide. I will not be explaining anything beyond what is already written. If your going to post about when a save editor is going to be made, THIS ISN'T FOR YOU. Contents When starting the game for the first time. You can see that it has 3 save slots to choose from like below. As with the Master quest has 3 save slots as well. Locating the data in the save: Making easy to identify locations in the file, being unimaginative in naming makes all the difference for speed. For the Regular game saves I used Slot 1 : Link (was used to unlock masters) Slot 2 : Link 1 (created but not used) Slot 3 : Link 2 (created but not used) For the Master game save slots Slot 1 : Link M (used) Slot 2 : Link M1 (created but not used) Slot 3 : Link M2 (created but not used) Doing a search for Link as text in the save turns up nothing. Turning to hex, Link is represented as 4C696E6B, which still turns up nothing. Since it is based on a game that was on a cartridge, it likely used a char array, every character being follows with a null makes it 4C0069006E006B00. I used 4C0069006E006B since I do not know how the text is terminated in the save. It turns out to be a fixed number of fields. What turns up is 7 fields are identified in a game save where you do not have the master quest unlocked. In a save that has the master quest unlocked, 8 fields are identified. The locations moves around every time you use the in-game save function. This is evident from the searches of just 3 save dumps. In the 3rd save dump, locating the Slot 1 regular save turns up as the 5th location in the save dump. Warning: Spoilers inside! In the other 2 save dumps the location of the Slot 1 regular save is in different location. After a few more save dumps the locations changes again. From the random order and random locations would make a fixed location save editor impractical. The likelyhood that the game creates a backup for every save slot is very likely, with a total of 12 in all. The save dump looks like a container for bin files and the system.dat file that shows up. The contents are basically a header, then followed by the system.dat and then the saveXX.bin files. Each saveXX.bin looks like a wrapper and contains the contents of a save slot. I do not have a save dump from the N64 or the GC to compare to the 3DS to see how much of the saveXX.bin is an actual wrapper. Since we are nowhere near to just taking a saveXX.bin from a save dump, we'll have to deal with editing the save dump and adjusting the CRC and checksums. After using every save slot, it resulted in 15 occurances of Link (4C0069006E006B) Onto the inventory. Possible inventory locations was and compared to a normal save and a blank save. Blank save slot: Warning: Spoilers inside! Used save slot: Warning: Spoilers inside! Using things that are reasonablely known like the numbers of various items it was located to this area in the save. Warning: Spoilers inside! We have in the picture: 30 sticks, in hex : 1E 50 slingshot bullets, in hex : 32 27 arrows, in hex : 1B The sticks are visible at CAA6 address, the hex number 28 is the code to determine the item. You will notice that the arrow contents are on the right side and not on the left side like the sticks next to it. Be aware that in EEPROM saves, a chunk of data is in reverse order every other chunk.