ROM Hack [RELEASE] Fantasy Life Save Viewer/Editor

cuteveronica

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by payload do you mean like the exploit? ;-; im really new at this, all i know is that i can access homebrew. i dont have the *hax2.7 so idk which payload youre referring to.
 

cuteveronica

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ohhhh, D: its ok lol. do you know whcih one i can use? i tried both svdt and save manager but none of them work :(
 

cuteveronica

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ok thanks! where do i copy the smdh and 3dsx file? i read the readme file and says i need exdata as well, should i install that too?
 

iepuras

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ok thanks! where do i copy the smdh and 3dsx file? i read the readme file and says i need exdata as well, should i install that too?

you're welcome - I'm sorry I got things mixed up and confused you.

I think you're supposed to put the files inside the 3ds folder that contain the rest of your homebrew folders and files. and no, if I understand correctly the general exdata-dumper, dump other files as well. this one is specific to Fantasy Life.
 

idiotse

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Hello , it's possible to extract the save with cubic ninja sysnand 11.1 ?
with FLsavetool or extdatadump ? Savedatafiler ( cia cant be isntalled on 11.1? )?
 

RJCline

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For some reason when I use the skill editor made by @TheDeKay it just resets the amount of experience i had in that skill. Wont change the level. For example I'm at level 8 with sneak and 1500 points in, if i change the skill to level 10 itll still be at level 8 just reset the amount of exp needed until level 9. I'm really confused on how to do this correctly if someone could kind of clear this up for me i would greatly appreciate it.
 

iSharingan

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For some reason when I use the skill editor made by @TheDeKay it just resets the amount of experience i had in that skill. Wont change the level. For example I'm at level 8 with sneak and 1500 points in, if i change the skill to level 10 itll still be at level 8 just reset the amount of exp needed until level 9. I'm really confused on how to do this correctly if someone could kind of clear this up for me i would greatly appreciate it.
the points are cumulative. You need that many MORE points over how many you had at the previous level to level up again. Try setting the level to one less than the current level cap on a skill and setting the skill points to something like 9999999. It should auto-level when you next do an action that gives exp to that skill (note: this seems to only work for one level higher at a time)
 

RJCline

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the points are cumulative. You need that many MORE points over how many you had at the previous level to level up again. Try setting the level to one less than the current level cap on a skill and setting the skill points to something like 9999999. It should auto-level when you next do an action that gives exp to that skill (note: this seems to only work for one level higher at a time)

so like my sneak is level 7 and in the editor it says 9150.xxxx <--- i dont remember the exact decimals but anyway so lets say I just wanted to hit level 12 for example...would i set the sneak skill to level 11 and 99999999 exp points to be able to hit level 12?
 

iSharingan

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so like my sneak is level 7 and in the editor it says 9150.xxxx <--- i dont remember the exact decimals but anyway so lets say I just wanted to hit level 12 for example...would i set the sneak skill to level 11 and 99999999 exp points to be able to hit level 12?
it should. since the cap is 15, iirc, you might as well set it to level 14 with 9999999 exp. Sneak was one of several skills that doesn't display the exp in whole numbers (I suspect some bytes weren't swapped when they needed to be when the editor was set up for that skill), so a different exp value may be needed. Just keep experimenting (and ofc always make a backup before testing something like this so you can go back if need be/you break something)
 
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RJCline

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it should. since the cap is 15, iirc, you might as well set it to level 14 with 9999999 exp. Sneak was one of several skills that doesn't display the exp in whole numbers (I suspect some bytes weren't swapped when they needed to be when the editor was set up for that skill), so a different exp value may be needed. Just keep experimenting (and ofc always make a backup before testing something like this so you can go back if need be/you break something)
and does the item editor not work? It's just greyed out for me.
 

iSharingan

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and does the item editor not work? It's just greyed out for me.
@TheDeKay has not implemented that yet. I've done soem hex editing to tinker with items, but it's very tedious to do (especially finding the right item slot for the item you want to edit) and generally requires a similar item to be made then modified to the desired item (ie: make a divine quality low tier weapon if intending to edit in a divine quality high tier weapon).

in any case some crazy stuff is possible:
crazy stuff.gif
 

TheDeKay

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For some reason when I use the skill editor made by @TheDeKay it just resets the amount of experience i had in that skill. Wont change the level.
Well it actually does change your level, but as soon as you start the save it will run a function that does some checks and this basically sets your skill level down to the EXP you have (For some reason the function only sets your level down, but not up if you have more EXP). The same thing is true for player level btw.
Therefore to level a skill you need to change the EXP accordingly.

it should. since the cap is 15, iirc, you might as well set it to level 14 with 9999999 exp. Sneak was one of several skills that doesn't display the exp in whole numbers (I suspect some bytes weren't swapped when they needed to be when the editor was set up for that skill)

I personally prefer to have the actual values, but overcapping the EXP completely obviously works. (125.000 would be enough for any skill as well btw.)
Get the correct values from the wiki.
I meant to put a autocalc function to set your exp accordingly, but I never got around to do it.
And youe suspicion about the byte swap is incorrect. If that was the case a wrong value would show up. It happens, because skill EXP are float values, however most skills actually use whole numbers instead. Sprint and Sneak do however use decimals as well.
(Note: All skills use the same function go grab EXP / Level in the editor.)

@TheDeKay has not implemented that yet. I've done soem hex editing to tinker with items, but it's very tedious to do (especially finding the right item slot for the item you want to edit)
Finding the slot is actually really easy.
I scrapped the item editor because the implementation would be really tedious. Different Item types use different structures and an editor would require to autodetect these structs. And other than properly ID checking there doesn't seem to be a 100% way to do this. (It is literally the shittiest item implementation I have ever seen in a game).

Keep in mind, the quality only affects your sell price and not the actual damage/defense/strength.
There is a section for it in the item save data (the calculation is completely weird in my eyes)

I uploaded Item lists and there should also be an Effect list. (Can also be found on my profile, if anyone is interested)

I could upload a prototype of a item editor, but it requires some brain to use, because it has no safety functions and can easily break your save.
 
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teteouu

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Might be the CE Version then. Uses Lua 5.3 instead of 5.1.
Can't think of anything else right now. It doesn't let me install CE 6.5 right now though.
And since I am working on the C# version I'd prioritize that over trying to fix the problem for CE 6.5 since I am not certain how to right now.

Edit:
Nevermind. Fixed the issue for CE 6.5 (Lua 5.3)

Replaced gfind with gmatch.
@reka @DarkCain Try this Version and let me know if it works.

Yaattttaaa !!!
Thank you very much @TheDeKay ^_^
It's working properly.
 

iSharingan

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And your suspicion about the byte swap is incorrect. If that was the case a wrong value would show up. It happens, because skill EXP are float values, however most skills actually use whole numbers instead. Sprint and Sneak do however use decimals as well.
(Note: All skills use the same function go grab EXP / Level in the editor.)
and that's why I said it was a suspicion instead of jumping to a conclusion. I do appreciate that being cleared up (I'll do some bitwise tinkering because bit-packing is a thing, so it might even just be an offset that doesn't fall cleanly on a byte division. It's more than likely that it still wont come out as the more-user-friendly whole number like the other skills, but it's worth a shot)

Finding the slot is actually really easy.
True, when you've done it for a while, but I took a break from editing my save for over half a year so I'm constantly having to look offsets up each time I go to tweak something as I essentially re-learn everything except the general format of each value I want to edit.

I'm also just using a flat hex viewer/editor, so I'm essentially wading through every byte each time (often with duplicates of certain items), so getting the precise one I want can be annoying. Also, the way the game sometimes (even there its not always consistant) stores items based on the order acquired/deposited does make it less intuitive than simply comparing them to the displayed order in-game (in-game it's sorted logically when displayed rather than actually reorganizing the actual data. I confirmed this by changing a weapon into a consumable, loadong the game, then re-saving and checking the new save data. The item didn't move despite being displayed under the new appropriate tab in-game).

I could upload a prototype of a item editor, but it requires some brain to use, because it has no safety functions and can easily break your save.
That should be all thats needed. The items (regardless of type) still keep the same general byte order, anyway. Something that simply points to the values for a particular item slot and effectively translates the little-endian floats for defense/attack values, item quantity and item quality would be enough (Doesnt even need to translate the hex values to what they represent in-game). The only extra precaution needs to be people remembering to make their own backups before editing - and that's not really on you.
 
Last edited by iSharingan,
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