EdiZon - Discussion Archive
Please go visit the new thread here: https://gbatemp.net/threads/edizon-...t-engine-and-save-manager-for-horizon.533185/
Last edited by WerWolv,
That JSON file looks like our config file for Super Mario Odyssey (0100000000010000.json) but those Á look like it got corrupted somehow. I honestly have no clue how it ended up in there (except may be something went wrong during backup/restore and EdiZon started writing random RAM values to your save file)
I don't want to scare you, but I have at least one person who claims to have been banned for doing nothing but save editing.Can we get banned for editing saves when cloud saving is available?
Maybe he just cheated a rank or something or keep something secretI don't want to scare you, but I have at least one person who claims to have been banned for doing nothing but save editing.
I don't want to scare you, but I have at least one person who claims to have been banned for doing nothing but save editing.
Maybe he just cheated a rank or something or keep something secret
I just edited my BOTW Save to get the light bow in my inventory and made my hyrule shield unbreakable because I hate it to finish the game and still searching for Bows , swoards etc.
also, I'm not banned (atm..)
"widget": {
"type":"dropdown",
"items": [
"Sword1":1,
"Food2":2
]
}
@thomasnet Hey, a new idea for the json configs. How about a dropdown-like widget for item replacements.
In Xenoblade Chronicles 2 for example (or any other game that utilizes items obv) you need to type the ID of the item. To make it easier for the end-user to select items by name and not by ID, I would suggest the following widget:
Maybe you have a second field called "datatype" or something to also decide how many bytes to write. So "integer" or "short" to combine it with this dropdown widget.Code:"widget": { "type":"dropdown", "items": [ "Sword1":1, "Food2":2 ] }
Where something like "Sword1" is the displayed name the user can read, and the 1 is the value it injects in the save file.
Also, have you thought about another type "short" or "byte"? For just 2 byte or 1 byte long values. I encountered saves that utilize them too, but can't remember the title.
Hope I could help and give ideas.
PS: I work with C#, so the datatypes are called out by how they are named in the .NET-Framwork
It wasn't mentioned in the official tool documentation. Is it in your fork? Would be nice to have it in the official tool. But good to know someone had the same ideas as me ^^
EDIT: Ah, I see you seem to be one of the devs of the tool itself. Sorry. Then it would be cool to update the READ.ME so the list selector can be utilized.
Is there also something planned like a repository to make configs publicly available at a central point? And therefore maybe implementing something into your tool that automatically downloads existing configs?
For example you read out the titleID and look online at this central repo if a config for it already exists, then ask if one wants to download it.
Great. I'll await the updates.That was the next feature we wanted to implement. I'll probably host them on my website and let EdiZon check which games you have and download these configs and scripts
well put I have a bunch of offsets I want to useI on my part had to re-read it a 2nd to fully understand why you have script files now, and not just stick with just json configuration. Well it can be argued that save files make use of hashes to check integrity of data and the the hash needs to be updated sometime. How should EdiZon itself know that ofc. So that's fine.
But I can't shake off the feeling that it is too much overhead that could be still minimized. But I think it's feasable like that either way. Highly configurable and even programmable behaviour. It will just be nothing for the average user on the creation side. Before those lua scripts and just this "simple" json everyone could make some values visibles. Now he first needs to write a lua script around it too (even if they could just use your example lua, that basically does a normal read/write of values and nothing more)
One last suggestion and then I can start working on a Xenoblade 2 config finally
Can it be made possible for elements to be grouped together in like categories? Taking XC2 as an example, every possible save edit for Rex in a tab, or openable sub category called "Rex" then.
An item in the widget could just have a new element called "group" or "category". Then EdiZon can group all those with same group/category name together in a tab/subcategory.
That's it from me ^^
Thx for the new features anyway.
I on my part had to re-read it a 2nd to fully understand why you have script files now, and not just stick with just json configuration. Well it can be argued that save files make use of hashes to check integrity of data and the the hash needs to be updated sometime. How should EdiZon itself know that ofc. So that's fine.
But I can't shake off the feeling that it is too much overhead that could be still minimized. But I think it's feasable like that either way. Highly configurable and even programmable behaviour. It will just be nothing for the average user on the creation side. Before those lua scripts and just this "simple" json everyone could make some values visibles. Now he first needs to write a lua script around it too (even if they could just use your example lua, that basically does a normal read/write of values and nothing more)
One last suggestion and then I can start working on a Xenoblade 2 config finally
Can it be made possible for elements to be grouped together in like categories? Taking XC2 as an example, every possible save edit for Rex in a tab, or openable sub category called "Rex" then.
An item in the widget could just have a new element called "group" or "category". Then EdiZon can group all those with same group/category name together in a tab/subcategory.
That's it from me ^^
Thx for the new features anyway.