wait, can saves be reimported into retail games? I guess not, but...
They can, but it is extremely inconvenient at present.
wait, can saves be reimported into retail games? I guess not, but...
They can, but it is extremely inconvenient at present.
Money: Recommended 0x0000BEEA-BEED 00FFFF4F=4,194,300pg out of 9,999,999 max
Ex: Want/have 262,481 pg, anything not divisible by 4 or over 65536(10000h after division) gets separated.
0x0000BEEA 40 (1x40h=40h)
0x0000BEEB-C 5400 (84 after 262480/4=65620-65536=84=0054h=5400h)
0x0000BEED 41 (Not sure what the 40h is but the 1 is each 10000h of amount, so 41h=10000h, 42h=20000h, etc. I guess 50h=100000h is the next logical step after 4Fh=F0000h, but I'm not sure)
So I've been messing around with this all day and I ran into something interesting. I found the offsets 0000C5B9, 0000CB41 and 0000D0C9 for, what I assume to be, Agnes, Ringabel and Edea's Freelancer jobs, in that order. Problem is they're all following different patterns. Tiz's pattern more or less follows the OP, except there's an oddity where you can set either 0x0000C032-3 or 0x0000C031-2 to 90E2 and both result in Mastered Freelancer. The first option results in a neat table where other jobs follow in neat bytes behind, so filling in 80BB lines up neat and results in first mastered Knight, then Black Mage, then White Mage (I think, anyway. The order's a bit weird.)
However, changing xx31-32 instead of 32-33 results in some weird oddities. The reason why I'd want to change 31-32 instead anyway is because those two bytes, for my save, matched my Freelancer XP prior to editing. That is to say that by editing it the way the OP says, I end up with an extra byte before the rest of the JP bytes in the block that USED to match my Freelancer XP, but now just seems to keep the math straight on the rest of the jobs.
That said, I am pretty much stuck now that I've found the other three offsets. The math is different for all three. Tiz's math was only x2, but the others are different. I'll explain as best I can what I found but I know very little about hex editing and it's been years since I've had a math course, so it's a bit rough.
For Agnes, I have a save where she has 164 xp. The offset here, converted to decimal, displays 656. 656/2=328, 328/2=164, matches up fine. The same math checks out for an older save.
For Ringabel, 138 xp. The offset shows 1104. 1104/2=552, 552/2=276, 276/2=138, also checks out with an older save.
For Edea, 107 xp. Offset shows 1712. 1712/2=856, 856/2=428, 428/2=214, 214/2=107, which also checks out with an older save.
So, uh. First of all, refresh my memory, what's the proper way to mathematically express those patterns? And second of all, how can I actually use this information to fill in the blanks for all the rest of the jobs like I did for Tiz using the OP? Is the value for mastering the jobs even the same at this point, or do I have to assume that the value is entirely different for each character?
If anyone can lend a hand, I'd be most grateful. I'd love to learn how to decipher this stuff myself.
Using an installed .cia version of Bravely Default for simplicity's sake working with savedatafiler.Do you have a physical cart of Bravely Default?
What I would express your patterns as is:
Tiz - Exp * 2^1
Agnes - Exp * 2^2
Ringabel - Exp * 2^3
Edea - Exp * 2^4
As to why they're that, I have no idea. I stopped working on the bravely default saves.
You might try checking other powers of 2 as well for other things.
This took a stupid amount of time and I lost interest, if that's not enough PG for you, do it again when you run out or figure out the next step yourself. Sorry for rambling descriptions, I honestly don't think I can explain it any better, pretty much just trial and error.
Money: Recommended 0x0000BEEA-BEED 00FFFF4F=4,194,300pg out of 9,999,999 max
Ex: Want/have 262,481 pg, anything not divisible by 4 or over 65536(10000h after division) gets separated.
0x0000BEEA 40 (1x40h=40h)
0x0000BEEB-C 5400 (84 after 262480/4=65620-65536=84=0054h=5400h)
0x0000BEED 41 (Not sure what the 40h is but the 1 is each 10000h of amount, so 41h=10000h, 42h=20000h, etc. I guess 50h=100000h is the next logical step after 4Fh=F0000h, but I'm not sure)
Items:
0x0000B6F0 area, no idea what's going on around here, just know its the items, and goes a little like this:
Potion?(B6FA) have 11=D342, have 12=1343, have 13=5343, ..., have 64=1350
Villagers:
COLONY0.sav
0x00000004 Up to 80h=128
0x00000005 10h=128, 20h=256, 30h=384, etc.
Thus 6770h=999 Villagers, though I have 8060h=896 so I'm just guessing, 896 was more than enough for me.
*caugh* 3ds rom hacking, translations, and utilities *caugh*
*Caugh CAUGH*
Sorry, I'm sick.
...
Money (as previously mentioned), 0xBEEA-0xBEED - FFFFFF7F - 9999999 pG
Tiz Job Levels (Unfinished, up to Red Mage at least, possibly others), 0xC031-0xC0063, Value - CCCF CCCF etc (will end at a CC)
Agnes Job Levels (Unfinished, up to Red Mage at least, possibly others), 0xC5B8-0xC5F7, Value - CCCF CCCF etcetc
Will Post Edea and Ringabel info later on. Also Looking into SP, but I haven't needed it yet, so might take longer.
...
I honestly put the game down and haven't played for a while. I should, it really is a good game. That said, I was going to keep going at the time, but no one had replied until recently when @Doredialilligan sent me a PM, sorry for not getting back to you by the way, so I didn't think anyone was really that interested anymore. So what I did mess around with, I don't really remember except the levels for Agnes and Tiz. I never did get anywhere with items though.It seems to be frequently triggered and alive that thread. So i decided to help here.
If you can tell us the offsets of Edea and Ringabel and the values i can make a little save game editor tool.
(6 Buttons: LoadSave; MaxMoney;RedMageTiz; RedMageAgnes; RedMageEdea; RedMageRingabel; Save&Exit.
Source-code will be added too, of cause. Written in c# with VisualStudio2010)
Because the game is still very expensive (secondhand as well) i still haven't it, so i cant test on my one. Maybe someone interested in testing?
Why do i will make it so static? Because the calculation seems to be complex an as written i cant test.
If you think something else should be included in that editor feel free to tell me the offset, value and the effort.
Regards
sweatbox