I believe I may have made some progress on hex editing Bayonetta saves. Why? Just because I'm curious, and it's a multi-platform title with editors for the other platforms.
On a hunch, I looked at the offsets in a PS3 save patch for use with Bruteforce Save Data in my save dumped from my Wii U using saviine. All the offsets appear to check out, and everthing appears to be laid out exactly the same as it would be in a USA version of Bayonetta for PS3. At least, as far as I can tell.
I would edit the Wii U one to test this theory, but the patch file for the PS3 version mentions something about fixing checksums, which BSD can do automatically. Checksum stuff is above my head, so I was wondering if someone was interested in what I've found and wanted to take a look. I don't necessarily need a save editor for Bayonetta, but I would love to find out whether or not I'm correct. So I'll leave my save and the patch file (which is basically just a text file that describes offsets and such) here in case anyone finds it interesting.
On a hunch, I looked at the offsets in a PS3 save patch for use with Bruteforce Save Data in my save dumped from my Wii U using saviine. All the offsets appear to check out, and everthing appears to be laid out exactly the same as it would be in a USA version of Bayonetta for PS3. At least, as far as I can tell.
I would edit the Wii U one to test this theory, but the patch file for the PS3 version mentions something about fixing checksums, which BSD can do automatically. Checksum stuff is above my head, so I was wondering if someone was interested in what I've found and wanted to take a look. I don't necessarily need a save editor for Bayonetta, but I would love to find out whether or not I'm correct. So I'll leave my save and the patch file (which is basically just a text file that describes offsets and such) here in case anyone finds it interesting.