I don't suppose anyone's located the Weapon Proficiency values?
I want to adjust my characters to have A or "-" level proficiencies.
-----------------
Edit:
Nevermind, I found them.
Not sure if this counts as Necroing a thread or not but wasn't sure if this should go on the Fire Emblem Editor page since it's for if anyone is still interested in manually hex editing by hand the save. It's similar to the other two pictures posted on thread but since I'm mainly concerned with setting the learned skills to swap I was trying to figure that out, mashed some of the other info in there too!
The Blue is the Character Value, the Red is the Class, I forgot to color it but the first two values at offset 9E0 is the character level and XP, Purple is Boots quanity, green is items (all start with 04 then item value, not sure what the second one is, durability and then I believe is 10 is on last it's if it's registered as equipped), First yellow is equipped Skills then Second Yellow is learned skills. The learned skills seem to be grouped in some kind of order but all the FFs I have in that yellow box gives you ALL skills as learned even the enemy only skills.
Thank you @ToyPlushdoll and @NickTheProgrammer for the pictures of the offsets you posted that helped me out in doing this and @Triforce141 for the Excel sheet you posted with values.
Hope this helps someone besides me or if there is a better place to post this let me know and I'll move it.
Updated image to include a basic legend
--------- • Additional HP, Strength, etcetera will not exceed active stat-cap cap, FF disables)
• Additional Move points: Boots increases this value by 2, not 1.
• Weapon Proficiencies: 5A is A-Rank
• Acquired Skills:
FE FF FF FF FF FF BF FF FF FF FF 0F 78 - Is all StreetPass-functional skills, except Special Dance
FE FF FF FF FF FF FF FF FF FF FF FF 7F - Is all skills, even enemy skills.
The BF in the 7th block is what removes Special Dance, but gives the other seven skills in that block.
0F 78 at the end removes the enemy skills, while giving the other eight in those last two blocks.
FE and 7F are the first and last "skills" omitted, since there are only a total of seven skills in each of those blocks, (total fourteen) meaning the Hex value FF on the ends actually changes two binary values that really shouldn't be modified.
So can you use this even if you have never picked up boots before? I just set my value at this location from 0 to 2 if I want to go from 0 boots total to 1 boots?
Every time I inject back my save, the game crashes on startup and makes the console reboot, I'm using JKSV.
Even editing simple things such as gold. Is it normal the value isn't 4-bytes aligned?
So I'm confused, will changing the character ID of a logbook Robin change the name and portraits or is there more to this than just editing the character ID?
So I'm confused, will changing the character ID of a logbook Robin change the name and portraits or is there more to this than just editing the character ID?
It will change everything, if you change it to a campaign's unit ID, Chrom for example, your Avatar will turn into a Chrom (portrait, name, and all). It could crash, given that other units than 0x0, 0x1 and 0x2 (male avatar, female avatar, and spotpass/dlc generic units IDs) don't save their name in the save file, but I haven't tested that.
It will change everything, if you change it to a campaign's unit ID, Chrom for example, your Avatar will turn into a Chrom (portrait, name, and all). It could crash, given that other units than 0x0, 0x1 and 0x2 (male avatar, female avatar, and spotpass/dlc generic units IDs) don't save their name in the save file, but I haven't tested that.
So I changed one of my logbook avatars ID to female Morgan's and when I view her model it's Morgan's but the portrait and name are still the logbook avatars, any ideas how to fix this?
So I changed one of my logbook avatars ID to female Morgan's and when I view her model it's Morgan's but the portrait and name are still the logbook avatars, any ideas how to fix this?
Did just that but when I load the save it just crashes, what am I doing wrong?
Edit: fixed the problem be coping the character block of a female Morgan I had on another save and overriding the logbook avatars character block with that.
whew. i've been lurking in this thread for weeks now. I finally edited my gold to 999999. problem left is, where and how do i find the other values, aka, character pointer, class pointer, logbook pointer etc. Also, i dont understand. say, chrom's char pointer is 0x03. how in the hell do i find it using HxD? no matter how i think and try, i just cant find it. pls help :/
Edit: Ok, guys, i finally got most of it. only thing left is to locate the logbook pointer. if i 00 it down, my edited character is finally good. ^^v
Edit: Nvm guys. I finally got it. Already got Emm. Hihi ^^v
Fire Emblem: Awakening basic convoy inventory editing:
3DS uses Little endian, so 1234 is 04D2, but it is in big endian.
To convert to little endian, place bytes in reverse, so 04 D2 -> D2 04.
Dump, and uncompress your save.
Open in any hex editor.
You will need to know how many usages your vanilla, unforged bronze sword is. Example, you have 3 unscathed, 50 uses bronze sword, and a used, 16 usage left, bronze sword. Then (3*50)+16=166, or A6 in hex. In my save I have 16 usage left, so 10 in hex, for me.
Now search "NART" in plain-text, without the quotes.
5 bytes ahead, you will see your bronze sword usages. In my case that is 10 00.
So the first one is always bronze, iron, steel, silver etc.
If you don't possess that item, it will read 00 00.
so in reds are my bronze swords, orange is my iron swords, yellow is my steel swords
Extra knowledge:
Fire Emblem: Awakening saves offset of each save game parts (or lets say data block) for each important save data.
This be can known by searching EDNI in plain text. Each data block offset occupies 4 bytes, and again, in little endian.
The highlighted offset is for NART data block, or in normal-speak, convoy contents. Again, in little-endian, so in big-endian, or in normal form, the offset is 0x2831.
I know this thing's been dead for a while, but I think what I'm about to show you guys is well....it's neat is all.
Let's just say I gave Lucina Anchor Arms.
No, your eyes do not decieve you. I somehow gave Lucina +10 to Strength.
It has to do with how the game records Robin's Asset and Flaw for Children. Apologies if I'm saying this wrong, this is something I ran into on dumb luck. Here's Lucina in my save file. I married Chrom to Robin (who had +Str -Mag). And well, I noticed something peculiar about her "Parent" stats.
The Black circles are her "Parent" numbers. "03" for Chrom and "01" for Robin. Following Chrom is just zeroes, but following Robin there's two numbers. 02 and 03.
Now, we know the assets and flaws are stored as 1=hp 2=str =3mag and so on (which I learned from Fireedit, thanks for that by the way), so it's fairly simple to reason out that these are Robin's asset and flaw respectively.
On a hunch, I added "Strength" to Chrom's asset as well, (changing the code from 03 00 00 00 00 to 03 00 02 00 00) while removing the flaw on Robin. Then to test it, I maxed out her stats. Lo and behold, she's now the size of Amelia. In theory, this can apply to anyone with any parents, not just Robin. Hell, considering the implications, it very well could mean that you could give assets and flaws to anyone. This also, however, implies assets and flaws are not "truly" inherited, so you can't chain it from multiple parents to increase the effect.
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