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Final Fantasy Forums => Tools => Topic started by: gjoerulv on 2011-03-07 17:23:30

Title: [FF9] Save editor - Memoria (0.6.3.1)
Post by: gjoerulv on 2011-03-07 17:23:30
v0.6.3.1 is available. Download below.

Features:

New in 0.6.3.1:

Known bugs/issues in newest release:


For non-steam/android/ios users:
I want feedback on design etc. But more importantly you can help me figure out the savemap. I included an unknown-values-report form. Open a .mcr file with FF9 data and push F10 (Properties) (PSX files only).
As you can see it will find offsets which values are unknown and compare 'em, and report 'em IF they are different. This way it can be quite easy to figure out the unknown data by loading a game, do minor changes, then save to another slot/block.
The radio buttons which makes sense to use are:
Characters Only (Checks unknown data in characters only).
Block, no character data (Checks all unknown data not related to any characters).

DOWNLOAD (http://www.mediafire.com/file/ea26qantehh5hhk/Memoria_0.6.3.1.zip)


0.5.1b (http://www.mediafire.com/download/2kwh3a7tsm7aymb/Memoria_0.5.1b.zip)
0.5b (http://www.mediafire.com/?wj0cldpyhkfxv55)
0.4b (http://www.mediafire.com/?7bzar8ld0afsmaz)
0.3b (http://www.mediafire.com/?221w1abjb2tsg78)
mirror (newest only):gjoerulv.com (http://www.gjoerulv.com)

For Windows. .Net framework 2.0 required.

If your characters heals enemies when attacking, it's because they have the healer ability on. This cannot be undone in game as the healer ability is not visible on all characters. In Memoria goto character tab -> magic stones -> Uncheck healer.

Credits:
Zande (CRC, Savemap)
sithlord48 (memory card file info)
Armorvil (for naming the app)
MaKiPL (for help on the 2016 rerelease.)
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: Armorvil on 2011-03-07 18:08:48
Wow, great work ! I love the layout ; simple and efficient.

Looking at the available options, aside from the story and world positions, it seems to me that you already figured out the whole savemap. Though I'm surprised that you can put 255 in the Strength, Speed, Magic and Spirit boxes - aren't the maximum 100 for Str/Mag and 50 for Spd/Spr ?

EDIT:

Wow, this isn't gonna be simple. I saved my game near the chocobo forest (King Ed Plains), and went to save on another block in Eunorus Plains, near the Dragon Gate. Then, I compared the two blocks with the "block, no character data" function. Here are the results :

Code: [Select]
Offset   BlockA  BlockB  A - B

0x0017   51      52      -1
0x0021   4f      50      -1
0x0023   58      50      8
0x0110   1a      14      6
0x0111   38      44      -12
0x0113   36      3e      -8
0x0114    f      41      -50
0x0115   14      44      -48
0x0116   33      42      -15
0x012c   87       b      124
0x012d   bb      cd      -18
0x0178    2       3      -1
0x017c    1       2      -1
0x0200   9c      81      27
0x0201   44      90      -76
0x0202    4       3      1
0x0203   8a       1      137
0x0204   f8      fd      -5
0x0205   4d       d      64
0x0206   3b       9      50
0x0208   5b      d9      -126
0x0213   3c      77      -59
0x0214   48      8f      -71
0x0215    4       3      1
0x0216   d9       7      210
0x0217   f8      fd      -5
0x0218   54      97      -67
0x0219   3a       9      49
0x021b   5d      11      76
0x0f0d   f0       0      240
0x0f18   23      36      -19
0x0f19    8       1      7
0x13fe   a0       4      156
0x13ff   79      a1      -40

Comparisson complete!

Offset   BlockA  BlockB  A - B

0x0178    2       3      -1
0x017c    1       2      -1
0x0200   9c      81      27
0x0201   44      90      -76
0x0202    4       3      1
0x0203   8a       1      137
0x0204   f8      fd      -5
0x0205   4d       d      64
0x0206   3b       9      50
0x0208   5b      d9      -126
0x0213   3c      77      -59
0x0214   48      8f      -71
0x0215    4       3      1
0x0216   d9       7      210
0x0217   f8      fd      -5
0x0218   54      97      -67
0x0219   3a       9      49
0x021b   5d      11      76
0x0f0d   f0       0      240
0x0f18   23      36      -19
0x0f19    8       1      7
0x13fe   a0       4      156
0x13ff   79      a1      -40

Comparisson complete!

Offset   BlockA  BlockB  A - B

0x0017   51      52      -1
0x0021   4f      50      -1
0x0023   58      50      8
0x0110   1a      14      6
0x0111   38      44      -12
0x0113   36      3e      -8
0x0114    f      41      -50
0x0115   14      44      -48
0x0116   33      42      -15
0x012c   87       b      124
0x012d   bb      cd      -18
0x0178    2       3      -1
0x017c    1       2      -1
0x0200   9c      81      27
0x0201   44      90      -76
0x0202    4       3      1
0x0203   8a       1      137
0x0204   f8      fd      -5
0x0205   4d       d      64
0x0206   3b       9      50
0x0208   5b      d9      -126
0x0213   3c      77      -59
0x0214   48      8f      -71
0x0215    4       3      1
0x0216   d9       7      210
0x0217   f8      fd      -5
0x0218   54      97      -67
0x0219   3a       9      49
0x021b   5d      11      76
0x0f0d   f0       0      240
0x0f18   23      36      -19
0x0f19    8       1      7
0x13fe   a0       4      156
0x13ff   79      a1      -40

Comparisson complete!

Offset   BlockA  BlockB  A - B

0x0178    2       3      -1
0x017c    1       2      -1
0x0200   9c      81      27
0x0201   44      90      -76
0x0202    4       3      1
0x0203   8a       1      137
0x0204   f8      fd      -5
0x0205   4d       d      64
0x0206   3b       9      50
0x0208   5b      d9      -126
0x0213   3c      77      -59
0x0214   48      8f      -71
0x0215    4       3      1
0x0216   d9       7      210
0x0217   f8      fd      -5
0x0218   54      97      -67
0x0219   3a       9      49
0x021b   5d      11      76
0x0f0d   f0       0      240
0x0f18   23      36      -19
0x0f19    8       1      7
0x13fe   a0       4      156
0x13ff   79      a1      -40

Comparisson complete!

I bet the coordinates for the party are in there somewhere, along with the game clock, but wow. I didn't expect so many bytes to change.
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: NFITC1 on 2011-03-07 19:47:16
I wish I could tag threads now. This is already beautiful :cry:.

Anyway, I need to look into that crc check from FFIX for you, don't I? I don't get much chance to sit down with the FFIX discs, but I'll see if I can smuggle some time in tomorrow.
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-03-07 20:20:33
...I'm surprised that you can put 255 in the Strength, Speed, Magic and Spirit boxes - aren't the maximum 100 for Str/Mag and 50 for Spd/Spr ?

You can, but but anything above 100 won't display correctly. And I'm not sure if the game calculates beyond the max value. I know that if you level up or change equipment your stats will pretty much reset.

Figuring out the savemap shouldn't be too hard. It just requires patience. I'm lacking it for the moment. :P

@NFITC1 smuggle away if you can. I was hoping this release would spawn some crc related work. I'll get to it eventually. If you're looking for a emulator with good debugging pSX 1.13 works fine. I've heard PCSXTrace is pretty good too. I'll check it out.
 
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: Akari on 2011-03-10 20:17:51
2 gjoerulv: Do you have description to all save data that you found? I working on script dumper now. It can help me a bit.
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: Bosola on 2011-03-10 22:50:58
Wonderful news.
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-03-11 08:57:59
@Akari
Yup.
Code: [Select]
0x0105: BYTE    Level;          // Party leader level
0x0106: CHAR[8]   Name;        // Party leader name
0x010E: BYTE    Unknown;        // ???
0x010F: BYTE    Unknown;        // ???
0x0110: CHAR[28]    Location;   // Name of current location
0x012C: BYTE    Gametime;       // Gametime
0x0130: BYTE    Gil;            // Total amount of Gil

???0x01C5 BYTE    DISCNR???
0x0EE0 - 0x0EE3 = party members (1 byte each).
0x0EE4 - 0x0EE7 =               //UNKNOWN
0x0EE8: DWORD                   // Total amount of Gil
0x0EEC: WORD        // Frogs captured bt Quina
0x0EEE: BYTE                    //UNKNOWN
0x0EEF: BYTE                    //UNKNOWN
0x0EF0: WORD                    // Dragons slayed
0x13FE: WORD CRC/CHECKSUM

Zidane   9D0 - A5F      items F20 - 111F
Vivi     A60 - AEE      cards 1178 - 13F3
Dagger   AF0 - B7F
Steiner  B80 - C0F
Freya    C10 - C9F
Quina    CA0 - D2F
Eiko     D30 - DBF
Amarant  DC0 - E4F
Beatrix  E50 - EDF
// ============================================================================
// Final Fantasy IX | Savegame | Character Stats
// Start Pointer: 0x09d0
// End Pointer: 0x0EDF
// Block Count: 9
// Block Size: 144 bytes
// Total Size: 1296 bytes
// ============================================================================
0x0000: CHAR[8]     Name;        // Character name
0x0008: BYTE    Unknown;        // ???
0x0009: BYTE    Unknown;        // ???
0x000A: BYTE    Unknown;        // ???
0x000B: BYTE    Level;          // Character level
0x000C: DWORD   Experience;     // Total amount of experience ?
0x0010: WORD    CurrentHP;      // Current amount of HP
0x0012: WORD    CurrentMP;      // Current amount of MP
0x0014: BYTE    Unknown;        // ???
0x0015: BYTE    Unknown;        // ???
0x0016: BYTE    Unknown;        // ???
0x0017: BYTE    CurrentMS;      // Current amount of magical stones
0x0018: WORD    MaxHP;          // Max amount of HP
0x001A: WORD    MaxMP;          // Max amount of MP
0x001C: BYTE    Unknown;        // ???
0x001D: BYTE    Unknown;        // ???
0x001E: BYTE    Unknown;        // ???
0x001F: BYTE    MaxMS;          // Max amount of magical stones
0x0020: BYTE    TranceLevel;    // Trance Level
0x0021: BYTE    Unknown;        // ???
0x0022: BYTE    Unknown;        // ???
0x0023: BYTE    Unknown;        // ???
0x0024: BYTE    Speed;          // Speed (total value incl. gear bonuses)
0x0025: BYTE    Strength;       // Strength (total value incl. gear bonuses)
0x0026: BYTE    Magic;          // Magic (total value incl. gear bonuses)
0x0027: BYTE    Spirit;         // Spirit (total value incl. gear bonuses)
0x0028: BYTE    Defence;        // Defence
0x0029: BYTE    Evade;          // Evade
0x002A: BYTE    MagicDefence;   // Magic defence
0x002B: BYTE    MagicEvade;     // Magic evade
0x002C: WORD    2nd HP max;     // Max HP with Bonus?
0x002E: WORD    2nd MP max;     // Max MP with Bonus?
0x0030: BYTE    BaseSpeed;      // Base speed (excl. gear bonuses)
0x0031: BYTE    BaseStrength;   // Base strength (excl. gear bonuses)
0x0032: BYTE    BaseMagic;      // Base magic (excl. gear bonuses)
0x0033: BYTE    BaseSpirit;     // Base spirit (excl. gear bonuses)
0x0034: BYTE    Unknown;        // ???
0x0035: BYTE    Unknown;        // ???
0x0036: BYTE    Unknown;        // ???
0x0037: BYTE    Unknown;        // ???
0x0038: BYTE    Status;         // Status bits.
0x0039: BYTE    Weapon;         // Equiped weapon
0x003A: BYTE    Headgear;       // Equiped head gear
0x003B: BYTE    Armgear;        // Equiped arm gear
0x003C: BYTE    Armor;          // Equiped armor
0x003D: BYTE    Addon;          // Equiped add-on
0x003E: BYTE    Unknown;        // ???
0x003F: BYTE    Unknown;        // ???
0x0040: BYTE    Unknown;        // ???
0x0041: BYTE    Unknown;        // ???
0x0042: BYTE    Unknown;        // ???
0x0043: BYTE    Unknown;        // ???
0x0044: BYTE    Unknown;        // ???
0x0045: BYTE    Unknown;        // ???
0x0046: BYTE    Unknown;        // ???
0x0047: BYTE    Unknown;        // ???
0x0048: BYTE    Unknown;        // ???
0x0049: BYTE    Unknown;        // ???
0x004A: BYTE    Unknown;        // ???
0x004B: BYTE    Unknown;        // ???
0x004C: BYTE    Unknown;        // ???
0x004D: BYTE    Unknown;        // ???
0x004E: BYTE    Unknown;        // ???
0x004F: BYTE    Unknown;        // ???
0x0050: BYTE    Unknown;        // ???
0x0051: BYTE    Unknown;        // ???
0x0052: BYTE    Unknown;        // ???
0x0053: BYTE    Unknown;        // ???
0x0054: BYTE    Unknown;        // ???
0x0055: BYTE    Unknown;        // ???
0x0056: BYTE    Unknown;        // ???
0x0057: BYTE    Unknown;        // ???
0x0058: BYTE    Unknown;        // ???
0x0058: BYTE    AbilityAP[48];  // AP for action/support abilities
0x0088: BYTE    Support[8];     // (Bitmap) Support abilities equiped


// ============================================================================
// Final Fantasy IX | Savegame | Item List
// Start Pointer: 0x0F20
// End Pointer: 0x111F
// Block Count: 256
// Block Size: 2 bytes
// Total Size: 512 bytes
// ============================================================================
0x0000: BYTE    ID;              // Item ID
0x0001: BYTE    Count;           // Item Count
 
CARDS:
0x1178: WORD    WINS
0x117A: WORD    LOSSES
0x117C: WORD    DRAWS
// ============================================================================
// Final Fantasy IX | Savegame | Cards
// Start Pointer: 0x117E
// End Pointer: 0x13F3
// Block Count: 105
// Block Size: 6 bytes
// Total Size: 630 bytes
// ============================================================================
0x0000: BYTE    Type;            // Type  (FFh = No Card/Type)
0x0001: BYTE    Arrow bits;      // Bitmap representing arrows.
0x0002: BYTE    Attack;          // Attack Power.   
0x0003: BYTE    Attack type;     // Type of attack (physical, magical etch.)
0x0004: BYTE    P.Def;           // Physical defence power.
0x0005: BYTE    M.Def;           // Magical defence power.
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: NFITC1 on 2011-03-11 14:52:59
In case you were wondering, it looks like the texts for saving/loading exist in Dir00: File 39 in the FFIX.img file on disc 1. It contains texts like "Data from another game.", "Data corrupted", "Select MEMORY CARD slot.", "Do not remove MEMORY CARDsor Controllers, or open thedisc cover."[sic], and "Honolulu Harbor Court" (I kid you not). My knowledge of such things seems to end there. :( This is lacking the usual executable header info so there's no real entry point for me to start disassembling at. It's likely this file contains the methods for calculating the CRC because of the "Data corrupted." text that's in there. Without an entry point I don't know what's really going on.
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-03-14 13:39:25
@NFITC1
Yes, I knew that. Thanks for the effort!

I'm trying something new now. Hopefully it'll work.
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: NFITC1 on 2011-03-14 14:49:59
I figured you would, but I thought I'd mention in case you hadn't looked yet. It seems in that file after all the texts are some images. What kind of images are these and how do I view them?
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: Akari on 2011-03-14 18:46:14
In case you were wondering, it looks like the texts for saving/loading exist in Dir00: File 39 in the FFIX.img file on disc 1. It contains texts like "Data from another game.", "Data corrupted", "Select MEMORY CARD slot.", "Do not remove MEMORY CARDsor Controllers, or open thedisc cover."[sic], and "Honolulu Harbor Court" (I kid you not). My knowledge of such things seems to end there. :( This is lacking the usual executable header info so there's no real entry point for me to start disassembling at. It's likely this file contains the methods for calculating the CRC because of the "Data corrupted." text that's in there. Without an entry point I don't know what's really going on.

In DIR 0 there are only 20 files. File 13 is SAVE & LOAD menu.

  0x0000 - 0x0003: DWORD = 20
  // ???
  0x0004 - 0x0017: 5 blocks of unknown data
  // 58 STRINGS
  0x0018 - 0x001B: Number of strings (58)
  0x001C - 0x0103: 58 String headers { WORD Pointer; BYTE Unknown; BYTE Unknown; }
  0x0104 - 0x05CC: String data
  0x05CD - 0x05CF: 3 bytes padding (NULL)
  // CHARACTER IMAGES
  0x05D0 - 0x494F: Data (0x4380, 0x0100/0x05C0)
  // CHECK MEMORY CARD ANIMATION
  0x4950 - 0x4B4F: Palette
  0x4B50 - 0x61FF: Image Data (176x33)
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: NFITC1 on 2011-03-14 20:07:20
In DIR 0 there are only 20 files. File 13 is SAVE & LOAD menu....

I meant File index 39h. I know it's the 13th file. I'll see what disassembling starting at 0x6200 gives me.
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: Bosola on 2011-03-14 20:19:31
I'll hunt down a copy of IX and get working on that savemap.
Title: Re: [WIP] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-05-08 15:06:46
Thanks to Zande I was able to make the crc work. I'll release a beta soon!
EDIT: Uploaded a beta! :)
Title: Re: [WIP/REL 0.2b] Memoria - FFIX Save editor
Post by: Ariastrasz on 2011-05-17 02:37:11
Just want to show some appreciation to the author for creating this save game editor.
I love the internet, what isn't available through thousands of searches one day, becomes available through a search for something completely different months and sometimes years later.  Was looking for an editor for this game for a long time, glad I stumbled onto this forum!  Thanks gjoerulv!
Title: Re: [WIP/REL 0.2b] Memoria - FFIX Save editor
Post by: eXistenZe on 2011-06-06 10:20:50
Nice tool...
Looking forward to this project.
Title: Re: [WIP/REL 0.2b] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-06-08 00:47:50
Thanks for kind words!  :)
Another beta is available.  8-)
Title: Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
Post by: sithlord48 on 2011-06-08 12:16:07
just a quick note about Mcr files, *.mcr,  *.mcd , *.bin , *.mc ,*.mci, *.ps, *.psm and *.dff  are identical except for the extention you might want to add the other ones to the open file filter just to so your able to open them easily.
Title: Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-06-08 23:17:33
Sounds good there sith. Haven't really looked into psx memcard file types yet.
Do all these always have the same, raw format? I mean same length, headers, etc. If I'm not mistaken, there should be encrypted/compressed types as well.
Title: Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
Post by: sithlord48 on 2011-06-09 01:49:45
Sounds good there sith. Haven't really looked into psx memcard file types yet.
Do all these always have the same, raw format? I mean same length, headers, etc. If I'm not mistaken, there should be encrypted/compressed types as well.

there a few main types but not are encrypted just the newer formats have huge checksums as part of the header

the "Standard" memcard its just a raw image of a psx mem card (type 3)
the "vgs /mem type" thats a 0x40byte header then the standard format. (type_6)
the "dex-drive" a header of 0xF40 followed by the standard format(type_7)
the "PSP's vmp file" a header of 0x80 followed by the standard format (in the header is a checksum)(type_5)
and "PSV format" a header of 0x84 followed the save and a footer. (checksum and a short version of the memcard index )(type_4)

you might wish to consult the source for black chocobo as it will explain in better detail first you might want to look at

FF7SAVE.h (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/trunk/FF7SAVE.h?revision=422&view=markup) - The first bit of the file sets const ints for each types size, header , etc.

and also you might want to look at

mainwindow.cpp (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/trunk/mainwindow.cpp?revision=422&view=markup) - starting on line 167 is loadFullFile this functions does the loading  then later on line 478 there is a save function  it does stuff based on the format (types 3,5,6,7 are what ur looking at) after you
look there next you will want to look at

globals.cpp (http://blackchocobo.svn.sourceforge.net/viewvc/blackchocobo/trunk/globals.cpp?revision=422&view=markup)-fix_vmc_header() it starts on line 93 . this function ensures that any virtual memory card format get its header data updated (both region and times in the psx header) this is of course important because other wise the system won't reconize the game's save

hope this helps.
Title: Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-06-09 10:33:31
Thanks sith, it'll help a lot.
Title: Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
Post by: pdub2520 on 2011-08-26 20:26:29
I dunno if this is completely dead. But I figured if your still working on this, then maybe I could help somewhat...

I compared a save thats pretty much the exact same, except for being 6 seconds apart here is the setup
Block  Slot   Party          Leader      Disc     Play time   Gil         Location                    Region
1           1     Zidane  lvl 1  only          1       01:04:10  1544   Prima Vista/Crash Site       US
2           2     "    "            " "               " "    01:04:16   " "           "  "                                 " "

No Enhancements to characters at all just opened Memoria 0.3b and compared to recieve these results:

Offset   BlockA  BlockB  A - B

0x0178    2       3      -1
0x017c    0       1      -1
0x13fe   1c      3d      -33
0x13ff   16      60      -74

Comparisson complete!

Dunno if you need this kind of info. If there IS anything you need specifically let me know and ill try to help out. I figure I'll try to be helpful, somehow, instead of running around the forums asking questions all the time. :P
Title: Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-08-27 05:58:10
The project is far from dead. The problem is the lack of time I have to work on it (mostly on saturdays, if I don't socialize, which people often do on saturdays lol).

Thanks for the report and the interest.
Offset 0x178 and 0x17C I think may have something to do with play time. Actually I may already know, but I don't have the data in front of me now.
The 2 others are the checksum offsets. They've not unknown, but I obviously forgot to make the report to exclude 'em.

EDIT:

New release. I noticed a few typos. Who cares.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: CNash on 2011-12-24 09:22:05
Great tool, I'm very impressed - FF9 seems to be neglected in terms of utilities like this, and I'm glad that somebody's stepped in.

One question: what do the values on the Abilities AP panel correspond to? A1, A2 etc. - assuming it's not a simple alphabetical list of abilities. Do you have tables showing which ability is which?
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-12-24 12:01:34
I do not know what ability in memoria represent the actual ability in game. A1 = ability1. One way of finding out would be to load a save game (with memoria) that contains abilities with some ap learned. If you know how much ap you've learned for each ability it would be easy to recognise, for instance, what ability a1 is. I'm guessing that Vivi's a1 is fire.

I will sometime in the future label the abilities correctly. After I've identified 'em of course.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: CNash on 2011-12-24 18:29:25
Not to worry - at first glance, it appears to be in order of how they appear on the abilities screen. The first X abilities (the exact number varies by character) are their "Use" abilities, and the rest are their "Equip" abilities. I'll do a more thorough check soon.

Out of general interest, are you still mapping more of the save data, to find things like Chocobo data, key items, or even save position and story event flags?
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-12-24 20:58:52
As of now it's on halt. I will continue whenever I get an interest, which I eventually will. If you figure something out I would like to know. :o
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: CNash on 2011-12-25 10:27:43
Ok, I'll run some comparison tests (as you detail in your first post) for you - focus on things like Mognet letters and Chocobo Hot & Cold. :)

Here's a very simple comparison I've just run through - the only difference, besides game time, is that I've changed Window Color in the Options menu from Normal (grey) to Classic (blue). Let me know if these results are useful and, time permitting, I'll do some more complex ones for you. :)

Code: [Select]
Offset   BlockA  BlockB  A - B

0x0142    0       d      -13
0x0151    0      80      -128
0x0152    0      80      -128
0x0153    0      64      -100
0x0161    0      cc      -204
0x0162    0      1f      -31
0x0163    0       4      -4
0x0172    0       d      -13
0x0174    0       1      -1
0x0178   24      2f      -11
0x017e    0      b8      -184
0x0208   ff      5f      160
0x0f18   37      be      -135
0x0f19    5       4      1
0x1162    0       4      -4
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: CNash on 2011-12-26 15:56:04
I've had a more thorough look at the Abilities section, and I was correct - the ability numbers in Memoria correspond exactly to the in-game list. I've gone through four characters (Zidane, Vivi, Dagger, Quina) and verified this, so I'm assuming it's the same for the rest. I'd like to do more thorough testing but my method of moving save files around is cumbersome and time-consuming. Anyway, here are the lists:

Code: [Select]
Zidane:

A1 = Flee
A2 = Detect
A3 = What's That!?
A4 = Soul Blade
A5 = Annoy
A6 = Sacrifice
A7 = Lucky Seven
A8 = Thievery
A9 = Auto-Reflect
A10 = Auto-Float
A11 = Auto-Haste
A12 = Auto-Regen
A13 = Auto-Life
A14 = HP+20%
A15 = Accuracy+
A16 = Distract
A17 = Long Reach
A18 = MP Attack
A19 = Bird Killer
A20 = Bug Killer
A21 = Stone Killer
A22 = Undead Killer
A23 = Devil Killer
A24 = Beast Killer
A25 = Man Eater
A26 = Master Thief
A27 = Steal Gil
A28 = Add Status
A29 = Gamble Defence
A30 = High Tide
A31 = Counter
A32 = Protect Girls
A33 = Eye 4 Eye
A34 = Body Temp
A35 = Alert
A36 = Level Up
A37 = Ability Up
A38 = Flee-Gil
A39 = Insomniac
A40 = Antibody
A41 = Bright Eyes
A42 = Restore HP
A43 = Jelly
A44 = Auto-Potion
A45 = Locomotion
A46 = Clear Headed
A47 = Mug
A48 = Bandit

Vivi:

A1 = Fire
A2 = Fira
A3 = Firaga
A4 = Sleep
A5 = Blizzard
A6 = Blizzara
A7 = Blizzaga
A8 = Slow
A9 = Thunder
A10 = Thundara
A11 = Thundaga
A12 = Stop
A13 = Poison
A14 = Bio
A15 = Osmose
A16 = Drain
A17 = Demi
A18 = Comet
A19 = Death
A20 = Break
A21 = Water
A22 = Meteor
A23 = Flare
A24 = Doomsday
A25 = Auto-Reflect
A26 = Auto-Float
A27 = Auto-Haste
A28 = Auto-Regen
A29 = Auto-Life
A30 = MP+20%
A31 = Healer
A32 = Add Status
A33 = Reflect-Null
A34 = Reflectx2
A35 = Mag Elem Null
A36 = Half MP
A37 = High Tide
A38 = Body Temp
A39 = Level Up
A40 = Ability Up
A41 = Insomniac
A42 = Antibody
A43 = Loudmouth
A44 = Jelly
A45 = Return Magic
A46 = Auto-Potion
A47 = Locomotion
A48 = Clear Headed

Dagger:

A1 = Shiva
A2 = Ifrit
A3 = Ramuh
A4 = Atomos
A5 = Odin
A6 = Leviathan
A7 = Bahamut
A8 = Ark
A9 = Cure
A10 = Cura
A11 = Curaga
A12 = Life
A13 = Scan
A14 = Panacea
A15 = Stona
A16 = Shell
A17 = Protect
A18 = Silence
A19 = Mini
A20 = Reflect
A21 = Confuse
A22 = Berserk
A23 = Blind
A24 = Float
A25 = Auto-Reflect
A26 = Auto-Float
A27 = Auto-Haste
A28 = Auto-Regen
A29 = Auto-Life
A30 = MP+20%
A31 = Healer
A32 = Chemist
A33 = Reflect-Null
A34 = Concentrate
A35 = Half MP
A36 = High Tide
A37 = Body Temp
A38 = Level Up
A39 = Ability Up
A40 = Insomniac
A41 = Antibody
A42 = Loudmouth
A43 = Jelly
A44 = Auto-Potion
A45 = Locomotion
A46 = Clear Headed
A47 = Boost
A48 = Odin's Sword

Steiner:

A1 = Darkside
A2 = Minus Strike
A3 = Iai Strike
A4 = Power Break
A5 = Armour Break
A6 = Mental Break
A7 = Magic Break
A8 = Charge!
A9 = Thunder Slash
A10 = Stock Break
A11 = Climhazzard
A12 = Shock
A13 = Auto-Reflect
A14 = Auto-Float
A15 = Auto-Haste
A16 = Auto-Regen
A17 = Auto-Life
A18 = HP+10%
A19 = HP+20%
A20 = Accuracy+
A21 = Distract
A22 = Long Reach
A23 = MP Attack
A24 = Bird Killer
A25 = Bug Killer
A26 = Stone Killer
A27 = Undead Killer
A28 = Devil Killer
A29 = Beast Killer
A30 = Man Eater
A31 = Add Status
A32 = Chemist
A33 = High Tide
A34 = Counter
A35 = Cover
A36 = Eye 4 Eye
A37 = Body Temp
A38 = Alert
A39 = Level Up
A40 = Ability Up
A41 = Insomniac
A42 = Antibody
A43 = Bright Eyes
A44 = Restore HP
A45 = Jelly
A46 = Auto-Potion
A47 = Locomotion
A48 = Clear Headed


Quina:

A1 to A24 are Quina's Blue Magic abilities, as expected. Due to their different learning mechanics, these all have a
hidden "max AP" value of 1, so giving them any AP value other than 0 will cause them to appear as "learned".

A1 = Goblin Punch
A2 = LV5 Death
A3 = LV4 Holy
A4 = LV3 Def-less
A5 = Doom
A6 = Roulette
A7 = Aqua Breath
A8 = Mighty Guard
A9 = Matra Magic
A10 = Bad Breath
A11 = Limit Glove
A12 = 1,000 Needles
A13 = Pumpkin Head
A14 = Night
A15 = Twister
A16 = Earth Shake
A17 = Angel's Snack
A18 = Frog Drop
A19 = White Wind
A20 = Vanish
A21 = Freeze
A22 = Mustard Bomb
A23 = Magic Hammer
A24 = Auto-Life (Blu Mag)
A25 = Auto-Reflect
A26 = Auto-Float
A27 = Auto-Haste
A28 = Auto-Regen
A29 = Auto-Life
A30 = MP+10%
A31 = Healer
A32 = Add Status
A33 = Gamble Defence
A34 = Half MP
A35 = High Tide
A36 = Counter
A37 = Body Temp
A38 = Level Up
A39 = Ability Up
A40 = Millionaire
A41 = Insomniac
A42 = Antibody
A43 = Loudmouth
A44 = Jelly
A45 = Absorb MP
A46 = Auto-Potion
A47 = Locomotion
A48 = Clear Headed

Freya:

A1 = Lancer
A2 = Reis's Wind
A3 = Dragon Breath
A4 = White Draw
A5 = Luna
A6 = Six Dragons
A7 = Cherry Blossom
A8 = Dragon's Crest
A9 = Auto-Reflect
A10 = Auto-Float
A11 = Auto-Haste
A12 = Auto-Regen
A13 = Auto-Life
A14 = HP+10%
A15 = HP+20%
A16 = MP+10%
A17 = Accuracy+
A18 = Distract
A19 = Long Reach
A20 = MP Attack
A21 = Bird Killer
A22 = Bug Killer
A23 = Stone Killer
A24 = Undead Killer
A25 = Dragon Killer
A26 = Devil Killer
A27 = Beast Killer
A28 = Man Eater
A29 = High Jump
A30 = Add Status
A31 = Gamble Defence
A32 = Chemist
A33 = High Tide
A34 = Counter
A35 = Cover
A36 = Eye 4 Eye
A37 = Body Temp
A38 = Initiative
A39 = Level Up
A40 = Ability Up
A41 = Insomniac
A42 = Antibody
A43 = Bright Eyes
A44 = Restore HP
A45 = Jelly
A46 = Auto-Potion
A47 = Locomotion
A48 = Clear Headed

Eiko:

A1 = Carbuncle
A2 = Fenrir
A3 = Phoenix
A4 = Madeen
A5 = Cure
A6 = Cura
A7 = Curaga
A8 = Regen
A9 = Life
A10 = Full-Life
A11 = Panacea
A12 = Stona
A13 = Esuna
A14 = Shell
A15 = Protect
A16 = Haste
A17 = Silence
A18 = Mini
A19 = Reflect
A20 = Float
A21 = Dispel
A22 = Might
A23 = Jewel
A24 = Holy
A25 = Auto-Reflect
A26 = Auto-Float
A27 = Auto-Haste
A28 = Auto-Regen
A29 = Auto-Life
A30 = MP+10%
A31 = MP+20%
A32 = Healer
A33 = Reflect-Null
A34 = Concentrate
A35 = Half MP
A36 = High Tide
A37 = Body Temp
A38 = Level Up
A39 = Ability Up
A40 = Guardian Mog
A41 = Insomniac
A42 = Anitbody
A43 = Loudmouth
A44 = Jelly
A45 = Auto-Potion
A46 = Locomotion
A47 = Clear Headed
A48 = Boost

Amarant:

A1 = Chakra
A2 = Spare Change
A3 = No Mercy
A4 = Aura
A5 = Curse
A6 = Revive
A7 = Demi Shock
A8 = Countdown
A9 = Auto-Reflect
A10 = Auto-Float
A11 = Auto-Haste
A12 = Auto-Regen
A13 = Auto-Life
A14 = HP+10%
A15 = HP+20%
A16 = Accuracy+
A17 = Long Reach
A18 = MP Attack
A19 = Bird Killer
A20 = Bug Killer
A21 = Stone Killer
A22 = Undead Killer
A23 = Devil Killer
A24 = Beast Killer
A25 = Man Eater
A26 = Healer
A27 = Add Status
A28 = Gamble Defence
A29 = Power Throw
A30 = Power Up
A31 = High Tide
A32 = Counter
A33 = Cover
A34 = Eye 4 Eye
A35 = Body Temp
A36 = Alert
A37 = Level Up
A38 = Ability Up
A39 = Flee-Gil
A40 = Insomniac
A41 = Antibody
A42 = Bright Eyes
A43 = Restore HP
A44 = Jelly
A45 = Return Magic
A46 = Auto-Potion
A47 = Locomotion
A48 = Clear Headed

Beatrix:

Beatrix's abilities aren't affected by the options in Memoria; she keeps her set of Seiken and White Magic
skills no matter what. You can change her amount of Magic Stones, but she has no Equip abilities to use
them on so it's a bit pointless. But, see my note below...

Note: You can equip abilities in the Magic Stones menu that the character can't normally learn. Although you won't be able to see (or change) them in the in-game menu, these will take effect as normal. This can most readily be observed by giving Beatrix - who normally can't learn any Equip abilities - any ability with a visible effect, like any of the Auto- abilities.

Finally, just a small UI bug in Memoria itself - the boxes for A1 and A2 don't tab correctly to the next box, they move to the "Master All" button instead. Sorry, but by profession I'm a computer games tester, so I can't help noticing little things. :)
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-12-26 16:19:18
I've had a more thorough look at the Abilities section, and I was correct - the ability numbers in Memoria correspond exactly to the in-game list. I've gone through four characters (Zidane, Vivi, Dagger, Quina) and verified this, so I'm assuming it's the same for the rest. I'd like to do more thorough testing but my method of moving save files around is cumbersome and time-consuming. Anyway, here are the lists:

Code: [Select]
Zidane:

A1 = Flee
A2 = Detect
A3 = What's That!?
A4 = Soul Blade
A5 = Annoy
A6 = Sacrifice
A7 = Lucky Seven
A8 = Thievery
A9 = Auto-Reflect
A10 = Auto-Float
A11 = Auto-Haste
A12 = Auto-Regen
A13 = Auto-Life
A14 = HP+20%
A15 = Accuracy+
A16 = Distract
A17 = Long Reach
A18 = MP Attack
A19 = Bird Killer
A20 = Bug Killer
A21 = Stone Killer
A22 = Undead Killer
A23 = Devil Killer
A24 = Beast Killer
A25 = Man Eater
A26 = Master Thief
A27 = Steal Gil
A28 = Add Status
A29 = Gamble Defence
A30 = High Tide
A31 = Counter
A32 = Protect Girls
A33 = Eye 4 Eye
A34 = Body Temp
A35 = Alert
A36 = Level Up
A37 = Ability Up
A38 = Flee-Gil
A39 = Insomniac
A40 = Antibody
A41 = Bright Eyes
A42 = Restore HP
A43 = Jelly
A44 = Auto-Potion
A45 = Locomotion
A46 = Clear Headed
A47 = Mug
A48 = Bandit

Vivi:

A1 = Fire
A2 = Fira
A3 = Firaga
A4 = Sleep
A5 = Blizzard
A6 = Blizzara
A7 = Blizzaga
A8 = Slow
A9 = Thunder
A10 = Thundara
A11 = Thundaga
A12 = Stop
A13 = Poison
A14 = Bio
A15 = Osmose
A16 = Drain
A17 = Demi
A18 = Comet
A19 = Death
A20 = Break
A21 = Water
A22 = Meteor
A23 = Flare
A24 = Doomsday
A25 = Auto-Reflect
A26 = Auto-Float
A27 = Auto-Haste
A28 = Auto-Regen
A29 = Auto-Life
A30 = MP+20%
A31 = Healer
A32 = Add Status
A33 = Reflect-Null
A34 = Reflectx2
A35 = Mag Elem Null
A36 = Half MP
A37 = High Tide
A38 = Body Temp
A39 = Level Up
A40 = Ability Up
A41 = Insomniac
A42 = Antibody
A43 = Loudmouth
A44 = Jelly
A45 = Return Magic
A46 = Auto-Potion
A47 = Locomotion
A48 = Clear Headed

Dagger:

A1 = Shiva
A2 = Ifrit
A3 = Ramuh
A4 = Atomos
A5 = Odin
A6 = Leviathan
A7 = Bahamut
A8 = Ark
A9 = Cure
A10 = Cura
A11 = Curaga
A12 = Life
A13 = Scan
A14 = Panacea
A15 = Stona
A16 = Shell
A17 = Protect
A18 = Silence
A19 = Mini
A20 = Reflect
A21 = Confuse
A22 = Berserk
A23 = Blind
A24 = Float
A25 = Auto-Reflect
A26 = Auto-Float
A27 = Auto-Haste
A28 = Auto-Regen
A29 = Auto-Life
A30 = MP+20%
A31 = Healer
A32 = Chemist
A33 = Reflect-Null
A34 = Concentrate
A35 = Half MP
A36 = High Tide
A37 = Body Temp
A38 = Level Up
A39 = Ability Up
A40 = Insomniac
A41 = Antibody
A42 = Loudmouth
A43 = Jelly
A44 = Auto-Potion
A45 = Locomotion
A46 = Clear Headed
A47 = Boost
A48 = Odin's Sword

Steiner:

A1 = Darkside
A2 = Minus Strike
A3 = Iai Strike
A4 = Power Break
A5 = Armour Break
A6 = Mental Break
A7 = Magic Break
A8 = Charge!
A9 = Thunder Slash
A10 = Stock Break
A11 = Climhazzard
A12 = Shock
A13 = Auto-Reflect
A14 = Auto-Float
A15 = Auto-Haste
A16 = Auto-Regen
A17 = Auto-Life
A18 = HP+10%
A19 = HP+20%
A20 = Accuracy+
A21 = Distract
A22 = Long Reach
A23 = MP Attack
A24 = Bird Killer
A25 = Bug Killer
A26 = Stone Killer
A27 = Undead Killer
A28 = Devil Killer
A29 = Beast Killer
A30 = Man Eater
A31 = Add Status
A32 = Chemist
A33 = High Tide
A34 = Counter
A35 = Cover
A36 = Eye 4 Eye
A37 = Body Temp
A38 = Alert
A39 = Level Up
A40 = Ability Up
A41 = Insomniac
A42 = Antibody
A43 = Bright Eyes
A44 = Restore HP
A45 = Jelly
A46 = Auto-Potion
A47 = Locomotion
A48 = Clear Headed


Quina:

A1 to A24 are Quina's Blue Magic abilities, as expected. Due to their different learning mechanics, these all have a
hidden "max AP" value of 1, so giving them any AP value other than 0 will cause them to appear as "learned".

A1 = Goblin Punch
A2 = LV5 Death
A3 = LV4 Holy
A4 = LV3 Def-less
A5 = Doom
A6 = Roulette
A7 = Aqua Breath
A8 = Mighty Guard
A9 = Matra Magic
A10 = Bad Breath
A11 = Limit Glove
A12 = 1,000 Needles
A13 = Pumpkin Head
A14 = Night
A15 = Twister
A16 = Earth Shake
A17 = Angel's Snack
A18 = Frog Drop
A19 = White Wind
A20 = Vanish
A21 = Freeze
A22 = Mustard Bomb
A23 = Magic Hammer
A24 = Auto-Life (Blu Mag)
A25 = Auto-Reflect
A26 = Auto-Float
A27 = Auto-Haste
A28 = Auto-Regen
A29 = Auto-Life
A30 = MP+10%
A31 = Healer
A32 = Add Status
A33 = Gamble Defence
A34 = Half MP
A35 = High Tide
A36 = Counter
A37 = Body Temp
A38 = Level Up
A39 = Ability Up
A40 = Millionaire
A41 = Insomniac
A42 = Antibody
A43 = Loudmouth
A44 = Jelly
A45 = Absorb MP
A46 = Auto-Potion
A47 = Locomotion
A48 = Clear Headed

Freya:

A1 = Lancer
A2 = Reis's Wind
A3 = Dragon Breath
A4 = White Draw
A5 = Luna
A6 = Six Dragons
A7 = Cherry Blossom
A8 = Dragon's Crest
A9 = Auto-Reflect
A10 = Auto-Float
A11 = Auto-Haste
A12 = Auto-Regen
A13 = Auto-Life
A14 = HP+10%
A15 = HP+20%
A16 = MP+10%
A17 = Accuracy+
A18 = Distract
A19 = Long Reach
A20 = MP Attack
A21 = Bird Killer
A22 = Bug Killer
A23 = Stone Killer
A24 = Undead Killer
A25 = Dragon Killer
A26 = Devil Killer
A27 = Beast Killer
A28 = Man Eater
A29 = High Jump
A30 = Add Status
A31 = Gamble Defence
A32 = Chemist
A33 = High Tide
A34 = Counter
A35 = Cover
A36 = Eye 4 Eye
A37 = Body Temp
A38 = Initiative
A39 = Level Up
A40 = Ability Up
A41 = Insomniac
A42 = Antibody
A43 = Bright Eyes
A44 = Restore HP
A45 = Jelly
A46 = Auto-Potion
A47 = Locomotion
A48 = Clear Headed

Eiko:

A1 = Carbuncle
A2 = Fenrir
A3 = Phoenix
A4 = Madeen
A5 = Cure
A6 = Cura
A7 = Curaga
A8 = Regen
A9 = Life
A10 = Full-Life
A11 = Panacea
A12 = Stona
A13 = Esuna
A14 = Shell
A15 = Protect
A16 = Haste
A17 = Silence
A18 = Mini
A19 = Reflect
A20 = Float
A21 = Dispel
A22 = Might
A23 = Jewel
A24 = Holy
A25 = Auto-Reflect
A26 = Auto-Float
A27 = Auto-Haste
A28 = Auto-Regen
A29 = Auto-Life
A30 = MP+10%
A31 = MP+20%
A32 = Healer
A33 = Reflect-Null
A34 = Concentrate
A35 = Half MP
A36 = High Tide
A37 = Body Temp
A38 = Level Up
A39 = Ability Up
A40 = Guardian Mog
A41 = Insomniac
A42 = Anitbody
A43 = Loudmouth
A44 = Jelly
A45 = Auto-Potion
A46 = Locomotion
A47 = Clear Headed
A48 = Boost

Amarant:

A1 = Chakra
A2 = Spare Change
A3 = No Mercy
A4 = Aura
A5 = Curse
A6 = Revive
A7 = Demi Shock
A8 = Countdown
A9 = Auto-Reflect
A10 = Auto-Float
A11 = Auto-Haste
A12 = Auto-Regen
A13 = Auto-Life
A14 = HP+10%
A15 = HP+20%
A16 = Accuracy+
A17 = Long Reach
A18 = MP Attack
A19 = Bird Killer
A20 = Bug Killer
A21 = Stone Killer
A22 = Undead Killer
A23 = Devil Killer
A24 = Beast Killer
A25 = Man Eater
A26 = Healer
A27 = Add Status
A28 = Gamble Defence
A29 = Power Throw
A30 = Power Up
A31 = High Tide
A32 = Counter
A33 = Cover
A34 = Eye 4 Eye
A35 = Body Temp
A36 = Alert
A37 = Level Up
A38 = Ability Up
A39 = Flee-Gil
A40 = Insomniac
A41 = Antibody
A42 = Bright Eyes
A43 = Restore HP
A44 = Jelly
A45 = Return Magic
A46 = Auto-Potion
A47 = Locomotion
A48 = Clear Headed

Beatrix:

Beatrix's abilities aren't affected by the options in Memoria; she keeps her set of Seiken and White Magic
skills no matter what. You can change her amount of Magic Stones, but she has no Equip abilities to use
them on so it's a bit pointless. But, see my note below...

Note: You can equip abilities in the Magic Stones menu that the character can't normally learn. Although you won't be able to see (or change) them in the in-game menu, these will take effect as normal. This can most readily be observed by giving Beatrix - who normally can't learn any Equip abilities - any ability with a visible effect, like any of the Auto- abilities.

Finally, just a small UI bug in Memoria itself - the boxes for A1 and A2 don't tab correctly to the next box, they move to the "Master All" button instead. Sorry, but by profession I'm a computer games tester, so I can't help noticing little things. :)

Thanks!  ;D
 No need to be sorry. I guess they tab wrongly 'cause they have the same tab value. Easy to fix.

I knew about the magic stones. I think most people notice it too. I think there should be an option to add "unobtainable" stones as well. The same goes for equipment.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: CNash on 2011-12-26 16:45:22
"Unobtainable" stones?

BTW, is the comparison data I posted any good to you? I used "Block, no character data" because I didn't do anything to change character data in the game, just that one option. Basically, before I embark on a quest to gather relevant data, I just want to make sure I'm doing it correctly... :)
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-12-27 10:27:44
unobtainable stones = magic stones not learnable to the character. Zidane can't learn auto reflect. But in memoria he can equip it.

It's somewhat useful if you tell what's changed (like you did). As I see it, the window colour from your report can be at least 4 different offsets. It depends on how the game recognise the value for window colour.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: CNash on 2011-12-27 11:31:49
Ah, I see. You call them stones, I call them abilities - hence the confusion. :)

Ok then, I'll try to do some more interesting tests. How about Mognet letters? My basic test pattern would be to go through the game from the start and run a comparison every time a letter is received or delivered; would this provide enough data to see where the Mognet letters data is stored?
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: gjoerulv on 2011-12-28 18:56:10
It may most likely. Another way would be to mess around with the unknown values in the misc. tab.
There is still plenty to identify in the savemap, and everything I haven't identified is in the unknowns. You can edit the entire save map with memoria this way.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: Zidane_2 on 2012-02-26 05:58:22
Little update:
0x0EEC: WORD        // Frogs captured bt Quina
0x0EEE: WORD                    //number of successful thefts
0x0EF0: WORD                    // Dragons slayed
0x13FE: WORD       CRC/CHECKSUM
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: ajfoucault on 2012-06-14 16:53:26
Really good app. Using it a lot! :) I hope its development won't halt, as it is a great app. ::)
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: Bahamut1112 on 2012-11-18 19:24:26
Just thought I'd ask if extra options to alter the number of thefts and various variables in the chocobo side quest (option to receive and set the flag for a chocograph's completion, chocobo colour (Yellow, light blue, red, dark blue and gold), point modifier (for buying things from the moogle in the gardens (forest, lagoon and air garden))) or options to set sidequest flags (either say they're completed or not, or for multi-part quests set how much has been done, like the friendly creatures sidequest)
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: gjoerulv on 2012-11-18 21:30:15
If you have the offsets I'll be glad to add 'em.

I have added successful thefts, just not released.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: aladore384 on 2012-12-18 15:19:40
Hi there,

I wanted to let you know I'm working on the treasure chests. So far, here is what I have :

ArtMoney : 301820F0 / GameShark : 3007B270 :
08 : Prima Vista/Ëngine Room : Phoenix Pinion
10 : Prima Vista/Ëngine Room : Phoenix Down
40 : Prima Vista/Cargo Room : 47 Gils
80 : Prima Vista/Cargo Room : Potion

ArtMoney : 301820F2 / GameShark : 3007B272 :
01 : Alexandria/Residence : Potion
02 : Alexandria/Residence : Grandma's savings (9 Gil)
04 : Alexandria/Main Street : 33 Gil
08 : Alexandria/Main Street : Goblin Card
10 : Alexandria/Residence : Fang Card
20 : Alexandria/Rooftop : 63 Gil
40 : Alexandria/Rooftop : 92 Gil
80 : Alexandria/Rooftop : 29 Gil

ArtMoney : 301820F3 / GameShark : 3007B273 :
01 : Alexandria/Pub : Potion
02 : Alexandria/Pub : 27 Gil
04 : Alexandria/Pub : Flan Card
08 : Alexandria/Item Shop : 38 Gil
10 : Alexandria/Main Street : Zombie Card
20 : Alexandria/Main Street : Sahagin Card
40 : Alexandria/Main Street : Lizard Man Card
80 : Alexandria/Main Street : Potion

ArtMoney : 301820F4 / GameShark : 3007B274 :
08 : Alexandria/Steeple : Tent
10 : Alexandria/Steeple : Potion
20 : Alexandria/Square : Phoenix Pinion
40 : Alexandria/Wpn. Shop : Remedy
80 : Alexandria/Synthesist : Ether

ArtMoney : 301820F5 / GameShark : 3007B275 :
08 : A. Castle/West Tower : Elixir (reward from Breireicht)
10 : Alexandria/Residence : 3 Gil
20 : Alexandria/Residence : Eye Drops
40 : Alexandria/Main Street : Potion (bottom of screen)
80 : Alexandria/Main Street : Potion (top of screen)

ArtMoney : 301820F6 / GameShark : 3007B276 :
80 : A. Castle/Guardhouse : Phoenix Down

ArtMoney : 301820F9 / GameShark : 3007B279 :
01 : Prima Vista/Cabin : 116 Gil
02 : Prima Vista/Bridge : Bronze Gloves
04 : Prima Vista/Hallway : Wrist
08 : Prima Vista/Hallway : Ether
10 : Prima Vista/Hallway : Leather Hat
20 : Prima Vista/Meeting Rm : Potion
40 : Prima Vista/Storage : Ether
80 : Prima Vista/Cabin : Ether

ArtMoney : 301820FC / GameShark : 3007B27C :
01 : Ice Cavern/Ice Path : Phoenix Down
02 : Ice Cavern/Ice Path : Leather Wrist
04 : Ice Cavern/Icicle Field : Elixir
08 : Ice Cavern/Icicle Field : Mage Masher
10 : Ice Cavern/Icicle Field : Potion
20 : Ice Cavern/Ice Path : Ether
40 : Ice Cavern/Ice Path : Potion
80 : Ice Cavern/Ice Path : Tent

ArtMoney : 301820FD / GameShark : 3007B27D :
01 : Dali/Storage Area : Iron Helm
02 : Dali/Storage Area : Leather Wrist
04 : Dali/Underground : Potion
40 : Dali/Inn : Antidote
80 : Dali/Inn : Potion

ArtMoney : 301820FE / GameShark : 3007B27E :
01 : Dali/Village Road : 120 Gil
02 : Dali/Underground : Eye Drops
04 : Dali/Storage Area : Potion
08 : Dali/Storage Area : Ether
10 : Dali/Entrance : 156 Gil
20 : Dali/Underground : Phoenix Down
40 : Dali/Underground : Potion
80 : Dali/Underground : Phoenix Pinion

ArtMoney : 30182112 / GameShark : 3007B292
01 : Lindblum/Hideout : 282 Gil
02 : Lindblum/Hideout : 68 Gil
04 : Lindblum/Hideout : 97 Gil
08 : Lindblum/Studio : Ore
10 : Lindblum/Residence : Mimic Card
20 : Lindblum/Residence : Steepled Hat
40 : Lindblum/Residence : Hi-Potion
80 : Lindblum/Residence : Echo Screen

ArtMoney : 30182114 / GameShark : 3007B294
01 : L. Castle/Serpent's G. : Wyerd Card
02 : L. Castle/Dragon's Gate. : Tent
04 : L. Castle/Guest Room : Ether
08 : L. Castle/Guest Room : Glass Armlet

ArtMoney : 30182119 / GameShark : 3007B299
01 : Mountain/Base : 135 Gil
02 : Mountain/Base : Hi-Potion

ArtMoney : 30182120 / GameShark : 3007B2A0
01 : Dali/Production Area : 95 Gil
04 : Dali/windmill 1F : Aries

ArtMoney : 3018212C / GameShark : 3007B2AC
02 : Lindblum/Synthesist : Silver Gloves
04 : Lindblum/Church : Leather Plate
08 : Lindblum/Church Street : Tent
10 : Lindblum/Inn : 163 Gil
20 : Lindblum/Industrial Way : Bronze Vest
40 : Lindblum/Square : Leather Wrist
80 : Lindblum/Station Area : 127 Gil

ArtMoney : 3018212D / GameShark : 3007B2AD
02 : Lindblum/Studio : Moogle Suit
40 : Lindblum/Hideout : Mini-Burmecia

ArtMoney : 30182137 / GameShark : 3007B2B7
40 : Prima Vista/Crash Site : Phoenix Down
80 : Prima Vista/Cargo Room : Rubber Helm

I'll keep looking for the others. Maybe I'll edit this post later or i'll just send a new reply.

EDIT 1 : Everything from start of the game to first time you control Steiner. I'll be focusing on items you pick up, so I don't have anything rewarded to the player (such as when you find Mittens the kitten). I hope I haven't forgotten anything so far.

EDIT 2 : I did forget the Lizard man card previously. I accidentally found the Elixir from Breireicht.

EDIT 3 : Start of the game - in front of ice cavern. I don't think I forgot anything here.

EDIT 4 : Ice cavern done.

EDIT 5 : Black Waltz#2 defeated.

EDIT 6 : Just before start of FotH. A lot of items to pick up, let's hope I haven't forgotten something here.

EDIT 7 : Ok, I added the last chests for Lindblum Disc 1.

EDIT 8 : I didn't see that ArtMoney was using a different format than GS. So I added both.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: aladore384 on 2012-12-18 23:59:10
I'm taking a break on the treasure chests. I looked into the FotH data, and here is what I've found :

ArtMoney : 30181EA9 / GameShark : 3007B029 :
01 : Zidane wins
02 : Vivi wins
04 : Freya wins
=> And apparently any other number will make Freya the winner.

ArtMoney : 80181EAA / GameShark : 8007B02A is Zidane's best score (I'm using Gameshark format, so starting with 8 is 2 bytes and starting with 3 is 1 byte) (theoretical max is 303).

ArtMoney : 80181EAC / GameShark : 8007B02C is the winner's score. This is the one who has to be at least 100 (dec, 64 hex) for Moodon's letter to be available.

I'll quickly check the last chests in Lindblum Disc 1 and edit my above post. Then, I'll try to find some Chocobo related data.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: aladore384 on 2012-12-19 01:01:55
ArtMoney : 30181DF5 / GameShark : 3007AF75
02 : Step 8, first time you dig up a "Chocograph piece"
10 : Step 4, you pay for first H&C
20 : Step 3, tells you the big secret

ArtMoney : 30181DF7 / GameShark : 3007AF77
80 : Step 5, first H&C completed (replaces "What's the big secret?" with "Play Chocobo Hot & Cold")

ArtMoney : 30181E21 / GameShark : 3007AFA1
01 : Step 6, first time you get to the points screen for trade
02 : Step 7, found first Stone With Patterns (Chocograph)
08 : Step 2, coming back with Choco
80 : Step 1, Choco runs away

--

Now, I have a 3 bytes adress :

"H&C current pts (for trade) :
30181DE0, 30181DE1, 30181DE2
=> cap is 99,999

---

Second 3 bytes adress :

"H&C total pts (hidden, for beak level) :
ArtMoney : 30181DF8, 30181DF9, 30181DFA
GameShark : 3007AF60, 3007AF61, 3007AF62
=> this is where the true amount is stored, regardless of whether or not you exchanged points.

Revival_Flame posted the amount needed for each level : http://www.gamefaqs.com/boards/197338-/58752074


--

Back to normal adresses :

ArtMoney : 30181DFB / GameShark 3007AF7B :
Beak Level

30181E2F(AM)/3007AFAF(GS) is Choco Modifier (color) :
01 : Field (Yellow)
02 : Reef (Light Blue)
03 : Mountain (Red)
04 : Sea (Dark Blue)
05 : Sky (Gold)

30181DDF(AM)/3007AF5F(GS) :
01 : will display a Star next to your current points
=> this is rewarded to people attaining 99,999 pts

---

From my understanding of what has been discussed here and the PM you sent me, I guess you already have most of this.

---

EDIT 1, this has nothing to do with H&C :

30181DCC(AM)/3007AF4C(GS)
30181DCD(AM)/3007AF4D(GS)
30181DCE(AM)/3007AF4E(GS)
30181DCF(AM)/3007AF4F(GS)
=> these adresses seem to be related on if whether or not you already visited a place.
for instance, when you first visit Qu's Marsh, it appears as "?" on the worldmap.

---

EDIT 2 :

Mogster's tutorial :

These adresses is about if you read or not the tutoria0 ("New!" icon).
The values are set to FF by default, and they decrease by the amount associated.

ArtMoney 30181E22 / GameShark 3007AFA2 :
01 : Help Menu
02 : Battles
04 : Abilities
08 : Trance
10 : Icon that appears over the head
20 : Save Moogles
40 : Status Effects
80 : Elemental Properties

ArtMoney 30181E23 / GameShark 3007AFA3 :
01 : Card Game
02 : Synthesis Shops
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: gjoerulv on 2012-12-23 00:06:06
Thanks a lot aladore. This is a great contribution. I'll see what I can do with this when I get back home.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: aladore384 on 2012-12-23 00:09:20
Glad I can contribute to your tool. I'll keep working on the savemap till you get back to your home :)

By the way, could you please tell me where the savemap starts and ends please ? If you know it in one of the format I use, it would be great.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: gjoerulv on 2012-12-23 04:19:11
In the memory-cards it starts at 0x2000. Each block is 0x2000 in size but only 0x1400 bytes are used. In memory I do not know. If the adresseses are relative to each other the same way on the card as it is memory it would be kinda awesome.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: DarkestDream on 2013-03-04 04:26:55
I found a bug in the editor. I have Ore item in my inventory. So using the save editor to bring that up to 50. Somehow the editor see it as "Opal". And I see two Opal in the drop down menu of item. I thought maybe it is the editor see it as Opal but ingame it is really Ore. So I tested it out. and they both showing Opal in the game. Can you fix that problem? I checked the previous version of the editor and it show two Opal in the drop down menu list. If you can fix it, it will be great.
Title: Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
Post by: gjoerulv on 2013-03-04 12:56:50
Yup, I'll fix it.
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: ednarg80 on 2013-03-17 15:55:06
Hi, don't understand because when use phisical attack regener the enemy! Sorry for my english :)
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: gjoerulv on 2013-03-17 16:06:42
Hi, don't understand because when use phisical attack regener the enemy! Sorry for my english :)

You probably have the "healer" ability checked. This ability can't be unchecked in-game for characters that normally can't learn them.
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: ednarg80 on 2013-03-17 16:16:50
I resolve unchecked healer with editor..thank you :)
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: kaspar01 on 2013-05-09 08:22:36
When I try to open my memory card file (epsxe000.mcr) I get this error:

(http://img211.imageshack.us/img211/5404/errorxjn.jpg)

any way to solve it?
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: Tirlititi on 2013-05-09 10:18:55
Be sure epsxe is not running when you use Memoria. I guess that may cause the bug.
Or maybe you don't have the rights to open the file (epsxe000.mcr) ? You would need to run Memoria as administrator (right-click on the program should display that option).
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: makeyo.kao on 2013-05-09 20:47:10
can you make a 'new game+' function???
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: Blankamarant on 2013-05-14 17:18:22
Hi guys.  :)
Since FFIX is my favourite Final Fantasy, i've found this tool very interesting. I'm trying it out now.
Anyway, i was wondering if i can replace card images, or maybe add more than 100 cards (but seems to me difficult).
I have made a lot of card images (about 50 at the time) from FFIX monsters, characters and such, which are not featured ingame, (also from FFX and other FF) and i would try to fit them ingame!
If someone think this is possible, please let me know answering here.
If someone is interested to see how my cards looks, just ask me and i will upload them on my Deviantart page as soon as i can.
(http://fc09.deviantart.net/fs71/f/2013/134/6/a/level_up__ffix_by_mistikfantasy-d6597wh.png)

(and sorry for my english)
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: Tirlititi on 2013-05-15 08:37:19
Hi Blankamarant.

As far as I know, it hasn't been tried yet to replace the card images. Zidane_2 made a tool (http://forums.qhimm.com/index.php?topic=6968.0) that extracts some images from the game but cannot replace them inside. Plus, I'm not sure cards have the "TIM" data format (the format Zidane_2's tool can extract).

About possibilities, It should be quiet doable to replace images but it'd be really hard to create new cards.
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: Blankamarant on 2013-05-15 15:16:58
Quote
About possibilities, It should be quiet doable to replace images but it'd be really hard to create new cards.
Sorry but, i've said that i already have made over 50 cards! why you say it's difficult to make cards?
you are talking about scripting?
EDIT: ops sorry i've just figured out that you was talking about the code

(http://fc07.deviantart.net/fs71/f/2013/135/7/f/7f0e5e39015f6ceaf779e84673a2353b-d65co9w.png)
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: Tirlititi on 2013-05-15 15:26:50
I'm talking about having (for instance) a card menu with more than 100 slots for more than 100 different card types.
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: Blankamarant on 2013-05-15 15:39:10
Quote
I'm talking about having (for instance) a card menu with more than 100 slots for more than 100 different card types.
Yes i know but it would be amazing to raise the number of cards to 200! i like to collect cards in FFIX ahah
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: apex on 2013-10-01 14:44:50
Thank you for this great tool. Nice to see that FF9 gets some attention too.
I was playing around with the tool and noticed in the card section that card type "A" is missing in the drop-down list. I've only read about there being A-type cards and I've never actually seen one myself so maybe M,P,X are the only available types.
Title: Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
Post by: gjoerulv on 2013-10-01 20:33:56
You are right. I didn't know that as I've never seen one. But according to the ff wiki it seems type 'A' exists.

EDIT: I uploaded a new release for the with the card type A included. Figured it was worth it. 0.5.1b available in op.
Title: Re: [WIP/REL 0.5.1b] Memoria - FFIX Save editor
Post by: aladore384 on 2014-06-28 21:41:05
Some non-interesting data :

Alleyway Jack's Tetra Master tutorial works the same way as Mogster's tutorial. The value decreases as you read an entry.

There you go :

Alleyway Jack's Tetra Master tutorial

These adresses is about if you read or not the tutorial ("New!" icon).
The values are set to FF by default, and they decrease by the amount associated.
8007B30F
GameShark 3007B0C4 :
01 : How do play the card game ?
02 : How does the card game proceed ?
04 : What's a card battle ?
08 : What's a combo ?
10 : What's a perfect ?
20 : What's a collector level ?
40 : Can we try a game ?
80 : How do play the card game ? this value seems to be used either before or at the same time as 01

I'm not sure this address is on the savemap though...

EDIT : Mitten the Kitten Sidequest

Ok, I'm not 100% sure on how it works.

Gameshark 3007B0C1 :
00 : Quest not started
01 : Quest accepted
02 : Mitten spotted (running away)
03 : Mitten captured
04 : Vivi rewarded (received Bomb Card)

EDIT 2 : Mognet Sidequest

Gameshark 3007B317 :
80 : Being told about Mognet

Gameshark 8007B307 :
08 : Accept letter from Kupo to Monty

Gameshark 3007B2FA = 01
Gameshark 3007B2FB = 04
=> "You have a letter from Kupo to Monty"

EDIT 3 :

Gameshark 3007B0CA
+02 => Queen Brahne gave you a Moonstone
+04 => Talk to Blutzen and Kohel

EDIT 4 :
Gameshark 3007B30F
+10 => Read letter from Kupo to Mosh (about Jump Rope)

EDIT 5 :
Gameshark 3007B0D1
Pluto Knight Quest
01 : Mullenkedheim
02 : Haagen
04 : Weimar
08 : Breireicht
10 : Dojebon
20 : Laudo
40 : Blutzen (already input as you start the quest)
80 : Kohel (already input as you start the quest)
Gameshark 3007B0D0 = 01 => Blank (Knight of Pluto)
Title: Re: [WIP/REL 0.5.1b] Memoria - FFIX Save editor
Post by: aladore384 on 2014-07-08 16:57:59
ATTN gjoerulv :

If you're interested into adding an option for Tetra Master that will max cards and their stats, I made a 600 lines GS code.

US version : http://aladore3viii4.free.fr/files/FF9/FF9%20-%20Tetra%20Master%20AR%20-%202%20-%20US.txt

FR version : http://aladore3viii4.free.fr/files/FF9/FF9%20-%20Tetra%20Master%20AR%20-%202.txt

This gives the legit. maximum stats cards. Arrow distribution is aiming for 1700 pts so they're all different, the cards with the more combined stats having the more arrows.
Title: Re: [WIP/REL 0.5.1b] Memoria - FFIX Save editor
Post by: gjoerulv on 2014-07-09 10:38:52
@aladore384
Thanks. Lazy as I am didn't bother figuring out how the game calculated the score (I started research, but didn't finish). At first I assumed maxed out stats and arrows would max out the score.
Title: Re: [WIP/REL 0.5.1b] Memoria - FFIX Save editor
Post by: aladore384 on 2014-07-10 16:30:09
Unique card : 10 pts
Unique arrow set : 5 pts
Attack type X : 1 pts. Attack type A : 1 more pts for a total of 2 pts.
Total per card : 17 pts max

17*100 = 1,700 pts - max collector rank.

As for the Attack, Physical Defence, Magical Defence they provide no pts for the collector rank. However each card's stats can be improved and each card has its own limits (or maximum stats).

Rebirth Flame provided a list with 2 small errors (decimal values are given in the parentheses right after the displayed value by the game) :

http://www.gamefaqs.com/boards/197338-final-fantasy-ix/56828459#10

First error was Sahagin's max stats that are corrected on post #13 and goes like this : Attack 25, PDefence 18, MDefence 4.

Second error was Ozma's original (basic) type attack which is not M as Rebirth listed it but rather P as corrected by espritduo who provided us with a full corrected list (values are listed in decimal) :

http://www.espritduo.com/random/ff9_card_data.txt
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2015-08-03 11:13:25
hey

this ff9 save editor locked up my game today

while i was playing ff9 on the psxfin emulator

i tried letting vivi go trance at the start of this game

can vivi not learn trance until black waltz 3 then
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2015-08-04 03:33:06
I cant't recall if Vivi's trance is on hold until then. In any case, certain editing will make the game prone to crashes/soflocks etc. Giving Vivi trance early might just do that. Certain early battles are very scripted and trance may interfere with some scripts.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2015-08-04 18:09:19
hey

you guys should take out the trance option on beatrix party member selection on this editor

since beatrix can't do trance
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2015-08-05 19:09:22
Perhaps I need to work on the "max all" function to prevent issues like these, yes.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2015-08-07 11:11:03
hey

is the have all cards and have all items on your save editor safe to use on my ff9 game

and what does status bits mean on your save editor
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2015-08-07 13:59:50
It should be safe. I have tested it multiple times. As for the status bits, read the help. It is explained there.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2015-08-07 14:25:03
hey

i found a glitch bug on your ff9 save editor

when someone uses block 1 on your ff9 save editor and then tries to load up there save on block 1

the game softlocks on the memory card selection screen
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2015-08-07 14:26:45
Yes, ty I saw your message. I can't look into it now, but I'll check once I get home.  8-)
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2015-08-07 17:55:45
hey gjoerrulv

i have found another bug on your save editor

when i used the jump command, the game went into inf spear loop forever
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2015-08-08 09:36:51
Yeah, that is not necessarily a bug in the program. If you mess around enough with the save file, the game may not like it. Do you remember what you edited?
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2015-08-08 13:23:38
hey

i think the bug happen when i made 1 party member jump when turned into trance mode

and all i used was the have all items and have all cards and max status stuff
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2015-08-08 13:35:53
You mean Freya? She is the only one that can jump. And the jump mechanics doesn't have anything to do with the items or cards I think. Maxing the stats and magic stones is not a good idea depending on how far into the game you are. Not all characters have all magic stones for instance. Trance Jump may get values the game can't handle. Again, cheating like this can confuse the game. it's not a bug in the editor.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2015-08-10 17:12:32
hey

i would like to request for you guys to add the ability to have a gold chocboo selection on this editor

like how the ff7 editor is please
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2015-08-10 20:38:08
If you know where the data is (or anyone else), please let me know; I would be happy to add. The problem is that I don't know where in the savemap the relevant data is.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2015-08-11 01:58:48
hey

the flying gold chocboo happens when you open a chest with sleeping gas in it when you do the hot and cold quest
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2015-08-11 06:48:30
hey

the flying gold chocboo happens when you open a chest with sleeping gas in it when you do the hot and cold quest

Ha ha! Are you trolling? Yes, I know that. I'm talking about the savemap. The bytes saved on the memory card. The whole chocobo thing probably has its own section.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: sithlord48 on 2015-08-11 12:12:30
the flying gold chocboo happens when you open a chest with sleeping gas in it when you do the hot and cold quest
lol thats a good one
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: BoiKing on 2015-08-14 06:32:28
Anyway to edit a psv and then save it without it being corrupted ...any help would be greatly appreciated
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: reversebustersword on 2015-11-22 03:52:30
Thank you soooo much for this. Sooooooooo happy to have Beatrix. Also is there a way to get Blank in the party? Nvm, I figured it out. (cwcheats)
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Ex-SOLDIER on 2016-01-15 05:20:52
Since FF IX is coming to Steam, any chance this editor will support pc saves in the future?
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-01-15 16:28:49
That's my plan Ex-SOLDIER. Have to wait 'til it's released though, I'm not about to speculate to how much have changed here. But if I had to guess, I'd say it will be pretty similar too 7 and 8 on PC.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: DarkDemon on 2016-01-17 20:18:57
Thank you soooo much for this. It's a great tool. Have Beatri is really good. :D
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Cicciolo on 2016-01-23 11:11:45
I wasn't absolutely aware of the existence of a FF9 save editor. Oh well, maybe because i only completed the game twice in my entire life, with the second playthrough happened before this thread was opened lol.

Thanks, can't wait to see a version with Steam version support.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: klavicegavin on 2016-02-06 05:07:06
Hi! Sorry for the slight gravedig here... FFIX is my favourite Final Fantasy game (with 8 and 7 being right behind them) and I was wondering if it's possible to edit PS3 or PSP/Vita saves. Having beaten FFIX a bunch of times, I'd kind of like to play the game with the ability to use the Excalibur II for example (doing a perfect game sounds too demanding especially if I'm playing the PSN version) and I tried using this with a save file from my PS3, and I couldn't save it back to PSV. I could only save it back to MCR or any of those other save formats. It would be nice to be able to save in PSV or VMP format.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-02-06 12:11:22
If you read the help file you'll see that those type of files have some sort of signing that causes the file to be corrupted if you alter any data. I don't have the best of time right now, but if you check out the black chocobo thread I know they have been discussing it there.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Blankamarant on 2016-02-14 09:32:04
Hello guys,
I found some time to experiment both with the HadesWorkshop  :-o and Memoria  :D.
I am currently on Linux (L)ubuntu 14.04 LTS, and by using Wine the HadesWorkshop works fine so far, but with Memoria there are two message errors popping up both when launching the exe and when opening/editing a save file (mcr or mcd) with the result that I could not edit save states.
(https://orig02.deviantart.net/2a28/f/2016/045/5/0/50fc4f01b9215658aa5b7ff0cc66af40-d9rotrq.png)
If anyone could suggest me something about how to solve this issue I would really appreciate it.
Anyway, on windows works fine but I removed it from my PC now.

Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-02-15 10:39:18
Hmmm, I thought wine worked better with the regedit api. I may have to make an exception there. The datatype passed to the value field apparently gets wrong.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Flama87 on 2016-02-18 21:51:13
Hi, first I want to say that the editor is really cool and very useful. Do you plan on doing a compatibility with the Androd version? I've tried already but -silly of me- the editor cannot load the data. I was hoping to use it only to reset the timer: I've finished the game many times and I want to do a run to enjoy the stories, but also I don't want to lose the Excalibur II (I'm barely to the end of Burmesia and I already have 9 hours of playing)! I hope you can save the day XD
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: sayo on 2016-02-19 02:44:40
Hello! Thanks for the editor!

The iOS and Android versions of FFIX were released recently. I believe both use a new filetype for saves. Here's a save from the iOS version. It would rad if you were able to add support for it!

http://sayo.me/ffixsave.zip (http://sayo.me/ffixsave.zip)

Let me know if you need anything else.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: DrakeRavenwood on 2016-02-20 06:26:35
Long shot but any chance of seeing this work for the android version saves?
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-02-20 09:40:38
Why would you want a save-editor for this game??, lall, it's so easy.

Ye, ye I'll see what I can do.  8)
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Blankamarant on 2016-02-20 22:30:11
Hmmm, I thought wine worked better with the regedit api. I may have to make an exception there. The datatype passed to the value field apparently gets wrong.
I solved the problem by installing XP with VirtualBox and then launching Memoria's exe from XP. It works.
Thank you for this tool, it is a dream becoming real.  :-)
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-02-21 19:09:46
I solved the problem by installing XP with VirtualBox and then launching Memoria's exe from XP. It works.
Thank you for this tool, it is a dream becoming real.  :-)

That would solve it lol. Not to worry. I'll try and find out how I can go about that error. Personally I've only had minor graphic issues running memoria with wine (on ubuntu). It's a looong time ago I tried running it on linux though.

EDIT: Revisiting code and, man, that's some lazy writing. Should wish a made it more portable friendly haha.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Flama87 on 2016-02-29 17:31:02
Hey guys no news about the android version?
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: DrakeRavenwood on 2016-03-07 07:03:07
Still no word on android version.

I mean really the only thing I want to edit is cards/time. As there are editors from everything in-game and for all items there the mega mod apk.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: snapx on 2016-04-14 12:55:31
Hi !!

PC version is out. Is it posible to do the save editor for it ? So I can "transform" my PSX save to PC :P
Thanks in advance :-D
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-04-14 16:10:19
I'll work on it this weekend. 1st I must see if I understand the files. Any help is much appreciated.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: snapx on 2016-04-14 18:08:08
I can upload you a save file (wich is *.DAT) if wou want  :-)
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-04-14 19:29:30
Please do. I think at least android and PC version have similar files. I'm not sure about iOS. I don't have any iOS device myself. May have to emulate one "/
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: snapx on 2016-04-14 19:46:00
Ok, here you go:

Spoiler: show

https://mega.nz/#!Psw00Dbb!yg7RoCnd4PVxCz0enuP_Ugvk5e71Q6_Rb7v3H_fj8WY


Good luck, and thanks a lot for your hard work; really apreciate ;)
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Mr.FFs on 2016-04-15 05:55:13
Hey gjoerulv thanks a lot for your work, i used your editor on my last run on emu, today i just got ff9 on steam and i hope you can find a way to edit and maybe convert saves fot pc version too:)
As someone alredy told, if you need any help let us know.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Kaldarasha on 2016-04-15 06:53:39
Please do. I think at least android and PC version have similar files. I'm not sure about iOS. I don't have any iOS device myself. May have to emulate one "/

You may contact this guy: http://steamcommunity.com/sharedfiles/filedetails/?id=665484370&tscn=1460669124

I don't think that FF9 runs on a emulated Android or IOs as some has assumed. It seems they had simply ported the game to Unity.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2016-04-15 20:18:29
hey

does this ff9 save editor work on the steam version yet
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Covarr on 2016-04-15 23:30:58
You need to be patient. If someone doesn't answer you right away, wait a day or two, instead of nagging several times within a few hours. I've deleted your unnecessary bump posts.

Also, the Steam version only just came out. I don't think the save format has even been cracked yet, and there's no way of knowing how long it will take to do that. It could be a day or it could be a year or longer.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: ImFonzi on 2016-04-16 06:11:18
Im not sure if anyone has tried this, but I am currently a mac user. To get this program to work in mac, use winebottler. Just use the winetricks Microsoft dotnet 2.0 while making the App... and it should run.

Should work with OpenEmu saves as well.

Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2016-04-16 10:49:28
how can i get the inventory editor for the ff9 steam version then
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2016-04-16 10:58:35
the bosses on this game are very hard on this game
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Maki on 2016-04-16 11:11:06
Save data structure:
Code: [Select]
binaryWriter.Write(this.Header, 0, 4);  // "SAVE"
binaryWriter.Write(this.SaveVersion);
binaryWriter.Write(this.DataSize);
binaryWriter.Write(this.LatestSlot);
binaryWriter.Write(this.LatestSave);
binaryWriter.Write(this.LatestTimestamp);
binaryWriter.Write(this.IsGameFinishFlag);
binaryWriter.Write(this.SelectedLanguage);
binaryWriter.Write(this.IsAutoLogin);
binaryWriter.Write(this.SystemAchievementStatuses);
binaryWriter.Write(this.ScreenRotation);
byte[] array = new byte[249];  /Padding?
binaryWriter.Write(array, 0, array.Length);
                byte[] array2 = encryption.Encrypt(bytes); //AES encrypted saves ?
                writer.Write(array2, 0, array2.Length);

Game checks for magic "SAVE".

Read:
Code: [Select]
int cipherSize = encryption.GetCipherSize(288);
byte[] bytes = reader.ReadBytes(cipherSize);

For data types:
Code: [Select]
this.SaveVersion = binaryReader.ReadSingle();
this.DataSize = binaryReader.ReadInt32();
this.LatestSlot = binaryReader.ReadInt32();
this.LatestSave = binaryReader.ReadInt32();
this.LatestTimestamp = binaryReader.ReadDouble();
this.IsGameFinishFlag = binaryReader.ReadInt32();
this.SelectedLanguage = binaryReader.ReadInt32();
this.IsAutoLogin = binaryReader.ReadSByte();
this.ScreenRotation = binaryReader.ReadByte();


Tried AES (CBC) decrypt, but no good.

EDIT2: I'm getting closer to save decryption. It's a bit more complicated. The file contains multi AES encrypted files inside. Soon the file is going to be decrypted.
EDIT3: ehhh. I quit for today... I don't understand. This doesn't make sense.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: snapx on 2016-04-16 13:42:00
Lol Zara9 xD
Be patient !
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Maki on 2016-04-16 14:34:50
I made it! The issue was bad password encoding... (sic!) -.-
Here's the soft:
https://www.dropbox.com/s/cx5ch3b6pdhv5gj/FFIX_Steam_SaveExtractor.zip?dl=0
Virustotal: https://www.virustotal.com/pl/file/99741661805f8b72215e8dcd4d72b211e183524de1e081203de6c03e120433de/analysis/
Source: http://pastebin.com/r6sepYxZ
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Dekonic on 2016-04-16 15:31:51
Quick question, where is the FF9 Save file even located? Having trouble finding it, X_X
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-04-16 15:40:26
I made it! The issue was bad password encoding... (sic!) -.-

I'm getting there myself. Just started working on it. Thanks for the work there! :)
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: BennySama on 2016-04-16 16:04:48
Quick question, where is the FF9 Save file even located? Having trouble finding it, X_X

Win + R -> %USERPROFILE%\AppData\LocalLow\SquareEnix
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Zara9 on 2016-04-16 21:43:31
how much more longer until we can use our ff9 steam saves on this save editor
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: patternjake on 2016-04-16 21:58:07
how much more longer until we can use our ff9 steam saves on this save editor
Probably never, as this reads memory cards from PSX, not Unity data.
We'd need a whole new utility for reading Steam saves.

Correct me if I'm wrong though.

EDIT: A more interesting idea is a converter that converts the PSX save to a Steam one that can be read by the new game engine, instead of losing all this work from this brilliant program.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: jarjarpucha on 2016-04-16 23:30:42
Actually, there should be no problem with the saves, because the saves for ff7 and ff8 pc versions weren't changed, and the existing editors only needed to get updates for the new encryption method. You can also ask yourself "Would I bother to change something that works?", it would be a waste of money and time needed to implement and test a new method of saving game data.

The only reason I could think of that would necessitate doing that would be added functionality, but the game is completely unchanged, right?

tl;dr: No worries, this editor should work as soon as gjoerulv finds a way to get inside those files, edit them and reencrypt them.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Mr.FFs on 2016-04-16 23:49:08
Probably never, as this reads memory cards from PSX, not Unity data.
We'd need a whole new utility for reading Steam saves.

Correct me if I'm wrong though.

EDIT: A more interesting idea is a converter that converts the PSX save to a Steam one that can be read by the new game engine, instead of losing all this work from this brilliant program.

Hey dude, nice to see you here too, thanks for your mods :)
Why a converter only ??
This editor can red/write the saves in many formats already, it's just a matter to add a way to handle the new unity save type, or i'm wrong ?
Why we should convert the save, edit it and convert it back (?) if the author is here and looks like he's already working on adding the support ? i missed something ?
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: Mr.FFs on 2016-04-17 00:00:15
Actually, there should be no problem with the saves, because the saves for ff7 and ff8 pc versions weren't changed

Read posts before yours, is known FF9 PC/iOS/Android is made whit unity, extra work to read/write unity saves is needed, the keys to decrypt/re-encrypt are already know, again, reads some posts back.

Let's wait and see what gjoerulv will pull, i bet something great :)
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-04-17 03:00:57
Actually, there should be no problem with the saves, because the saves for ff7 and ff8 pc versions weren't changed, and the existing editors only needed to get updates for the new encryption method. You can also ask yourself "Would I bother to change something that works?", it would be a waste of money and time needed to implement and test a new method of saving game data.

The only reason I could think of that would necessitate doing that would be added functionality, but the game is completely unchanged, right?

tl;dr: No worries, this editor should work as soon as gjoerulv finds a way to get inside those files, edit them and reencrypt them.

Problem is that, in this case, it's different. The savemap is over twice as big (it's also mixed in with achievement stuff it seems). And character encoding is different. The size thing could be due to them storing bytes as integers etc.

I've successfully managed to read from the files. The next step will be to figure out what is what. Hopefully it saves/loads in the same order. Meaning data is in relative position to a memorycard.

EDIT: The reason why FF7 and FF8 were easy, is because those games already had PC versions.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: jarjarpucha on 2016-04-18 22:49:25
Read posts before yours, is known FF9 PC/iOS/Android is made whit unity, extra work to read/write unity saves is needed, the keys to decrypt/re-encrypt are already know, again, reads some posts back.

Let's wait and see what gjoerulv will pull, i bet something great :)

strawberries... I actually skipped page 4 of this topic...

Anyway, most of what I said should hold true, the save format should remain mostly unchanged? Even if there is additional data (like achievements etc.), it should be placed at the beginning or end of the file. Any other way, ex. randomly adding pieces of data like so: O*ld*Da*ta*Som*eth*i*ng*OrO*th*er (* - is new data) would be illogical, and would require more work than it is worth.
The new file structure should be something like: NewDataOldDataNewData

Anyway, enough of my ranting, especially if what I say is wrong.

@gjoerulv: Is there any progress? Did you find anything in those files?

Edit: Didn't know there is a word filter here? Sorry about that.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-04-18 23:57:39
Yes I have found cards, item, character data (most of it) and some other minor things. But the savemap is ordered almost completely different. It's not as simple as adjusting a variable. A few more days (maybe tomorrow) and 'll have something ready. It's not like I can work 24/7 on it lol.

Luckily cards and items have the same expected values. But cards have 2 extra bytes (side? and cpoint??) as well as a 3 byte padding after each card.

The game seems to be storing data by parsing JSON objects, which makes me a tad bit concerned about the stability of the file. But I guess it will be maintained.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: jarjarpucha on 2016-04-19 05:11:04
So it actually is the (almost) worst possible outcome.

About the 24/7 thing - I actually expected something by the end of the week  ;).

As a web developer my hatred for JS is immense  >:(
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: jarjarpucha on 2016-04-22 10:14:33
Seems it's more problematic than predicted?

How about a little progress update?
Just curious what exactly is the problem.
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: sithlord48 on 2016-04-22 13:46:44
here @ qhimm forums we frown upon double posting..
Title: Re: [FF9] Save editor - Memoria (0.5.1b)
Post by: gjoerulv on 2016-04-23 01:00:26
Release soon don't worry. I had a good session today.  :-)

EDIT: And it's out. I have no idea how good it will work on Android and iOS files. I tested on steam files and files sent to me, and so far it's working ok. It's always healthy to backup your files. Luckily FF9rr has a cloud save feature you could use to do that (assuming it works lol).
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: andercostald on 2016-04-23 02:23:45
Tested Memoria 0.6b on Steam version. Item editing works very well. I don't care about the magic stones since this version has a boost that max them. I keep the old version to edit my PSX emulator save...
EDIT: If you put an Excalibur II on your item inventory, you don't recieve the Excalibur II achievement!!!  ;)
The other save editors from FF7 (Black Chocobo) and FF8(Hyne), due to a bug, give me the achievements related to obtaining some important items. Please don't activate achievements with item editing!!!
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: gjoerulv on 2016-04-23 03:48:39
That achievement thing is not necessarily a bug with the editors. It depends on how the game triggers the achievements, how they are stored/communicate with related media (steam, google play,...), etc.

Another topic:
To allow conversions between PSX files and RR files more of the savemap should be figured out. I can only import/export stuff that is editable by Memoria. Stuff like game-progression, chocographs and key items will be left out. If anyone have a lot of time on their hands feel free to study the savefiles :P
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-23 06:43:08
hey

how good is the card editing on this newer version of this ff9 gamesave editor
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: gjoerulv on 2016-04-23 07:39:48
Editing single cards is fine. Operation on all cards cause an exception. I have fixed it but I'll wait for more feedback/testing before releasing a fix. Card type "A" seems to work after all. It didn't seem to register last time I tried, but I just changed a bunch of cards to type A and this time it worked... It may be the game recalculating stuff, or I'm too tired for this right now and can't keep up haha.
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: andercostald on 2016-04-23 10:22:28
That achievement thing is not necessarily a bug with the editors. It depends on how the game triggers the achievements, how they are stored/communicate with related media (steam, google play,...), etc.

Another topic:
To allow conversions between PSX files and RR files more of the savemap should be figured out. I can only import/export stuff that is editable by Memoria. Stuff like game-progression, chocographs and key items will be left out. If anyone have a lot of time on their hands feel free to study the savefiles :P
For example, I have used Black Chocobo to put a Knights of the Round Materia and recieved the achievement related to it. I wanted to put this important item and don't recieve the achievement. That make me liked the item editing on Memoria 0.6b! ;)
The max magic stones in FF9 rerelease is 255 or 99???
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: steiner89 on 2016-04-23 10:44:45
Does this mean that I can fully convert my FF9 save file I had on PS3 to the new FF9 steam version and play on from where I left off? Or are there some things that don't convert yet? I really don't want to use the max items/max skills cheat, as I want to complete the game without any helpers.
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: snapx on 2016-04-23 11:40:56
@gjoerulv

Is there a way to convert PSX *.mcr save file to PC *.dat ?
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-23 12:13:03
hey

yeah is there a way to convert psx .mcr save file to pc .dat
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: gjoerulv on 2016-04-23 12:21:23
Writing from phone...
As I said: i can only import/export things memoria can edit.
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-23 13:18:17
hey

where can i find the ff9 steam gamesave files at on windows
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: andercostald on 2016-04-23 13:29:20
Save data location: %USERPROFILE%\AppData\LocalLow\SquareEnix\FINAL FANTASY IX\Steam\EncryptedSavedData\
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-23 13:58:55
hey

i am using windows 10 so where can i find the ff9 steam gamesave file on windows 10
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: steiner89 on 2016-04-23 14:05:33
hey

i am using windows 10 so where can i find the ff9 steam gamesave file on windows 10

As andercostald mentioned:

Open the default windows explorer (like a drive) and copy and paste %USERPROFILE%\AppData\LocalLow\SquareEnix\FINAL FANTASY IX\Steam\EncryptedSavedData\ as a folder path.
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-23 14:10:29
nevermind i found it
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-23 14:35:54
hey gjoerulv

when i used the card section on your newer version of your ff9 save editor on my ff9 steam game

it soft locked my game when i challenged someone to play cards
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-23 15:27:19
how am i spose to make powerfull cards if this editor is always broken
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Tirlititi on 2016-04-23 15:36:32
You can try to stop flooding, write in proper english and wait.
This game is out since a week ! Stop thinking gjoerulv owe you anything...

EDIT : just received this PM from Zara...
lowering my karma does not work on me
Speak of a parasite ><
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-23 15:41:21
hey

i know i should wait nice and patiently

and wait for the bugs to iron out on this newer version of this ff9 editor

so i am very sorry okay
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: gjoerulv on 2016-04-23 16:32:21
Only edit single cards. I wont   return home before late tonight. Please be patient.
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-23 16:37:03
hey

i did only edit single cards 1 by 1 and that want froze my ff9 steam game
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: hinigashi on 2016-04-23 17:16:26
I had to make an account and sign up as a fully fledged member! and say this..

gjoerulv you are the best thing since sliced bread! I really am SO greatfull to actully have a save editor where i can ADD BEATRIX! there is no place for the steam version to do this, and since the major tweaks i really wanted to come back and play my fav character of all time!!

Have not tested it fully but will do and keep you updated if any issues. Wish you had a donate button for your work and time for the community!

Big FAN!
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: steiner89 on 2016-04-23 17:41:15
Yes, huge thank you to gjoerulv, it's really awesome what he's doing here. Great work. Keep it up!
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: hinigashi on 2016-04-23 18:50:47
Hello

Testing adding characters to party, seem to be having no luck at all.. maybe im doing somin wrong, but im at the starting point to where the airship which crashed with Zidane, tried to add multiple characters but with no avail, is it due to where the story is at the moment?

EDIT: Maybe i misundestood, is it only thet card/item editing working at this moment in time? all stat change and party add does not seem to tweak at all, saves fine and does reconise the change if i load it again, but nothing ingame at all. saving again would go back to default.

EDIT: Figured it out, it was the auto save section where he comes out of the new zone from the downed airship, ran back to moogle, doh! haha Thanks again for AMAZING work!

Many Thanks
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: gjoerulv on 2016-04-24 01:57:30
Ok, I'm home, and as I said card editing is not stable. I'm getting confusing results. I kinda rushed a release because people won't let me finish, and maybe I haven't been too clear about it: This is still experimental!!
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: JokerTheRoyale on 2016-04-24 02:36:19
What about the Hot n Cold stuff? Its all grayed out for me, I dont mean to be a bother, was just wondering if you had the time to do it, or if it was an error on my end. I also have another question, would it be possible to add in Quinas Blue Magic through this?
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-24 09:01:15
hey gjoerulv

can you fix the card editing feature on your ff9 editor please
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: hinigashi on 2016-04-24 09:22:40
Zara did you not read 2 posts up? back off and let him get it done, unless you have somin to contribute? ...

Gjoerulv did you get my email?
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: eXistenZe on 2016-04-24 10:51:27
We got a full save editor a couple of days after the release of the game! Of course it has some problems and more will pop out from now on until it's fully working. Not a reason to start complaining.

BTW, didn't know you were implementing Hot n Cold editing. Nice one. I like the mini game itself, but the time you need to finish it is way to much.
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: JokerTheRoyale on 2016-04-24 16:29:29
It's not exactly Hot n Cold editable stuff, just the points you can get, I glanced over it, saw it was grayed out and was just curious. I dont think you can edit in chocographs or anything, which is fine, I love Hot n Cold.
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: gjoerulv on 2016-04-24 18:58:04
Ok, I got home rel late last night. Now I have slept all day with a hangover from hell. :P I'll look into the various stuff now.

@hinigashi
Yes I got your mail. Keep in mind that the preview of the party in-game isn't updated.

EDIT:
It seems if (x = magic stones) then if (max x - current x =/= current x in use) then x set will somehow be recalculated by the game (but I'm not sure yet). That means each time I set an ability I have to adjust x accordingly. Which kinda ruins the convenience of a save editor. It becomes more of a hassle.

Controls that are disabled represents offsets I don't know where are. Thus the disabling.

Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: hinigashi on 2016-04-24 20:54:36
@gjoerulv
I actully ment the donation part :P
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Zara9 on 2016-04-24 21:56:38
hey

great job on the save editor so far, and how is the fixing coming along on the card editing stuff

and keep up the great work
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-04-24 22:15:29
@gjoerulv
I actully ment the donation part :P

Thank you, but no need for donations. :)

I released a new one with fix on the all cards operation.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Zara9 on 2016-04-24 22:25:51
hey

thanks for fixing up the all cards bug problem

and with this new fix, will it not soft lock my game anymore on my ff9 steam game
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: kenichi on 2016-04-25 08:58:16
is program working for steam version?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: hinigashi on 2016-04-25 19:28:14
is program working for steam version?

Sure does, check out the first page for info!
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: andercostald on 2016-04-25 19:34:09
Thank you, but no need for donations. :)

I released a new one with fix on the all cards operation.
The version 0.6.1b is corrupted....
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-04-25 20:02:28
The version 0.6.1b is corrupted....

In what way? Being a bit more specific wouldn't hurt.

EDIT: Taking a wild guess that you can't decompress the zip. I used another compression method on 6.1. I re-uploaded with a more "common" method.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: steiner89 on 2016-04-25 22:21:15
Ok so if I'm to play from my save on PS3, I'd have to get a save (Steam version, the .dat format) from someone who played it on Steam and got as far as me right? And then I can edit all the values I need that I can just look at on my .psv save?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-04-25 23:11:42
That seams reasonable. But not all things are editable yet.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Exar661 on 2016-04-26 07:07:57
First of all, I´d like to introduce myself, and second, thank gjoerulv for the amazing work, Thank you...

And I have one question, I was playing FFIX on my PS3 and I was wondering if there is a way to convert from PS3 save format (.PSV I think...) to Steam format (.dat), I would like to play FFIX on my laptop, or even iPad, would be in the future possible to convert one format into other?

I´ve also read 2 posts up that editing the values of a .dat to mimic my .psv would be a way... sounds feasible, I don´t want to edit everything, I just want a save game closest to my original one of PS3 as possible.

Again, thank you very much.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Ex-SOLDIER on 2016-04-26 09:16:19
So game is now downloading a 2.3 GB update. You guys think it will affect save editor somehow?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: andercostald on 2016-04-26 16:08:11
So game is now downloading a 2.3 GB update. You guys think it will affect save editor somehow?
What news is about this great update???
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Ex-SOLDIER on 2016-04-26 16:12:39
What news is about this great update???

According to update notes on the store page:

"The latest version will correct the following issues. Please update your app.

- The fog effect on the world map causing the screen to turn white on devices with certain video cards.
- Dismounting a Chocobo near Chocobo's Forest causes the Chocobo to appear above the forest.
- Dismounting a Chocobo directly below Ipsen's Castle causes Zidane to freeze.
- During the ending, a portion of the subtitles overlap before the previous sentence has finished.
- Other minor bugs fixed."


And this is a fun part.

Change #1915913
Changed Depots
377841/encryptedmanifests/beta/encrypted_gid_2: 9AC2D857FF3104B00E3563814B856668
377841/encryptedmanifests/beta/encrypted_size_2: 4EF76E4E2035991B81FCEB9C86C8DC7D
377841/manifests/public: 6984771203223543686 › 8100398315604498210
377841/maxsize: 7347882823 (6.84 GB) › 7636640769 (7.11 GB) (diff = +275.38 MB)
377842/encryptedmanifests/beta/encrypted_gid_2: 19DE24DE73BDDE200B969697883781B9
377842/encryptedmanifests/beta/encrypted_size_2: 15575984D1AC199D7B544E9FBAD4ED3E
377842/manifests/public: 4870278959809129114 › 8597867760427416351
377842/maxsize: 7347880152 (6.84 GB) › 7636642081 (7.11 GB) (diff = +275.38 MB)
branches/public/buildid: 1059527 › 1091896
branches/public/timeupdated: 1460458092 (April 12, 2016 – 10:48:12 UTC) › 1461660908 (April 26, 2016 – 08:55:08 UTC) (+4)
Changed changenumber – 1915501 › 1915913

Wow, a total 300 mb update masked with an 2.3 gb download. Great.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: andercostald on 2016-04-26 16:35:49
According to update notes on the store page:

"The latest version will correct the following issues. Please update your app.

- The fog effect on the world map causing the screen to turn white on devices with certain video cards.
- Dismounting a Chocobo near Chocobo's Forest causes the Chocobo to appear above the forest.
- Dismounting a Chocobo directly below Ipsen's Castle causes Zidane to freeze.
- During the ending, a portion of the subtitles overlap before the previous sentence has finished.
- Other minor bugs fixed."


And this is a fun part.

Change #1915913
Changed Depots
377841/encryptedmanifests/beta/encrypted_gid_2: 9AC2D857FF3104B00E3563814B856668
377841/encryptedmanifests/beta/encrypted_size_2: 4EF76E4E2035991B81FCEB9C86C8DC7D
377841/manifests/public: 6984771203223543686 › 8100398315604498210
377841/maxsize: 7347882823 (6.84 GB) › 7636640769 (7.11 GB) (diff = +275.38 MB)
377842/encryptedmanifests/beta/encrypted_gid_2: 19DE24DE73BDDE200B969697883781B9
377842/encryptedmanifests/beta/encrypted_size_2: 15575984D1AC199D7B544E9FBAD4ED3E
377842/manifests/public: 4870278959809129114 › 8597867760427416351
377842/maxsize: 7347880152 (6.84 GB) › 7636642081 (7.11 GB) (diff = +275.38 MB)
branches/public/buildid: 1059527 › 1091896
branches/public/timeupdated: 1460458092 (April 12, 2016 – 10:48:12 UTC) › 1461660908 (April 26, 2016 – 08:55:08 UTC) (+4)
Changed changenumber – 1915501 › 1915913

Wow, a total 300 mb update masked with an 2.3 gb download. Great.
Does Memoria 0.6.1b work on this new update?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Brandonm on 2016-04-26 23:33:02
6.1b is working great just cant wait for editing for frogs and h&c mini games  ;D ;D ;D ;D ;D, the best about this is its easy to use like the black chocobo editor for VII cant wait for next update!!!
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-04-26 23:44:12
I've had no issues after update. Also found "frogs captured" and "Dragons slain" addresses. They actually were correct in 0.6b.

But "successful thefts" doesn't seem to work. Isn't that suppose to increment each time you successfully steal something?

Chocobo hot and cold is also different from PSX files. Searching for integer or double values for the direct value have proven useless...

Here are my notes when working on this (all addresses are in hex, absolute position):

Code: [Select]

items 1477 (1st bye nr, 2nd byte id)

CHARACTER 1 (ZIDANE)
BASE
spd 1677
mHP 1678
mMP 167A
mag 167C
str 167D
spr 167E

mdf 1690
mev 1691
def 1692
eva 1693
(attack not in savefile)

cHP 168C
cMP 168E

BONUS
bHP 16AC (bonus max HP)
bMP 16AE
spd 1694
mag 1695
str 1696
spr 1697

trance 1769
stausbits ?? (before trance?)
pools ??

equip 1698
exp 169D
magic stones 16AB
Ability1 1730 (Flee osv, 1 byte each)

Party 0x1F4B

GIL 1473

CARDS
draw 1467
lose 1469
win  146B

START at 1018 if 0 padding at start; 101B if not
(Looks like 0 padding at end (3x 0 bytes) -> start = 101B
IF 101B:
0 = Arrows
1 = Attack
2 = side or cpoint??
3 = ID (type: fang, goblin osv)
4 = MDef
5 = PDef
6 = side or cpoint??
7 = Attack type
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: kenichi on 2016-04-27 09:17:40
ı use tetra master ahievement for steam (win 100 tetra master match) change 98 and win 2 matches but cant gain achievement. I controlled achievements and it says you win 15 matches.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-04-27 13:10:21
There is most likely separate data in the savefile (and/or other places) that controls achievements. I don't think it's impossible to control it with an editor, but at this moment I'm only concerned with actual save-data.

To easily get the Excalibur 2 achievement: Add it with Memoria -> equip with Steiner -> unequip -> lmao
I got the lvl 99 achievement by using the in-game booster...
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: jossysleepy on 2016-04-27 14:50:44
Hey gjoerulv, just created this account so that I can say a big thank you for working your ass off to get the save editor up and working for the Steam version.

Really appreciate the work you have done - even though you get paid nothing but endless impatient questions on this forum XD

THUMBS UP FOR YOU 32409124 miles away from where you are :D
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: sithlord48 on 2016-04-27 15:01:57
There is most likely separate data in the savefile (and/or other places) that controls achievements. I don't think it's impossible to control it with an editor, but at this moment I'm only concerned with actual save-data.

To easily get the Excalibur 2 achievement: Add it with Memoria -> equip with Steiner -> unequip -> lmao
I got the lvl 99 achievement by using the in-game booster...

if its like FF7 steam its achievements.dat and its a very simple file. ff7's is s few bytes and each bit is an achievement flag , simply writing 0XFFFFFF to the file will give you them all
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Ricosweg on 2016-04-27 19:34:16
Hey guys, I can't find the tool to add every chocograph, is it on or will it be available?

Thanks!
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: sebacote on 2016-04-27 20:26:38
Created an account to thanks you a lot! You are a real savior and time-saver!

Just two things worth mentionning i guess :

I was modifying the save, restart the game, chose the first option at the title screen, and the savefile wasn't modified. I did the two following things, if someone have the same problem :

- I switched my game in english (I was playing in french. To change language, go to the bottom left of the title screen and change it there);
- I used the third option at the title screen and used the slot I modified with Memoria

Now the modification worked well!
Title: Re: [FF9] Save editor - Memoria (0.6b)
Post by: Brandonm on 2016-04-27 22:12:57
What about the Hot n Cold stuff? Its all grayed out for me, I dont mean to be a bother, was just wondering if you had the time to do it, or if it was an error on my end. I also have another question, would it be possible to add in Quinas Blue Magic through this?
for quinas b-mag, you can go to the master abilility in game and itll give you all b-mag(for me atleast idk if it was a glitch or not lol)
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Exar661 on 2016-04-28 11:17:16
Hi all.

Could anybody please upload a Steam save game?, I would like to edit to resemble the one on my PS3 and keep playing on pc...

Much appreciated..

Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: BennySama on 2016-04-28 21:35:18
Hi all.

Could anybody please upload a Steam save game?, I would like to edit to resemble the one on my PS3 and keep playing on pc...

Much appreciated..

http://puu.sh/ozj6Z/d99e750ae9.dat
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: primespade on 2016-04-29 22:38:34
I'm wondering if there's a way to set ATE's count? I apparently missed one somewhere and I don't feel like playing the WHOLE game over again for one achievement. I've managed to trigger one of the other achievements I've missed through CE but can't figure out ATE, Once I find the value it changes before I get another ATE. OR, does anyone have a save right before the final ATE where they have all the previous ones?

Also, adding key items and mognet stuff?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: BarronMonster on 2016-04-29 23:37:00
Hi,

Realy great work on this, do you think it may be possible to edit the treasur (forgot to take Burman coffee:() or the number of frog captured by kweena ?

Best regards
Barron
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Old Harry MTX on 2016-05-03 11:04:41
Hi gjoerulv! A few months ago i've started a new run of FFIX (PSX version) with an emu on my pc, almost reaching the end of the second disc. I would be happy if I could edit the save files of the Steam version to make it equal of the emulated one, so that I should not start it again. do you think it will be possible in the future?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: snapx on 2016-05-05 07:27:08
Hi,
I get all cards from memoria, but now, the card's collector level doesn't no appear properly.
Can you fix that ?

+1 Qwena's frog :P

Thank you !
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-05-05 18:46:45
To answer this again:

Making conversions between PSX and Re-release version (100%) isn't possible unless more of the savemap is figured out. BOTH PSX and re-release. I can only export/import things that are editable in Memoria. That means, for example, all story progression will be lost. If anyone are willing to help I can make a raw-file exporter that dumps the raw, decrypted file to a file. That way anyone can examine their save with a hex editor. Sadly I don't have much time as I'm working 120% these days... "/ And when I do have free it's not very tempting to be stuck behind a computer lol (I work at least 8 hrs a day behind a computer haha). That being said, I'm still willing to do some work. And I will, so don't worry.  :)

Also, the source is available; read the help file.

@snapx
In regards of cards: I'm guessing you can't go beyond the max limit of points; you may confuse the game. There is a post explaining how it's calculated (not be my) in this thread.

EDIT: Also, if you still have version 0.6b you can edit frogs captured. Just don't use that version to edit cards, that's all. I removed it from download 'cause that card bug can cause serious issues. The reason I disabled it in 0.6.1b is because I believed it was the wrong address, but I was mistaken: I had the correct one. Same thing with dragon slain. I'm not sure about successful thefts.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: snapx on 2016-05-06 10:32:59
Thank you for your answer :) 8-)

Is it much to ask you to re-address frog captured in the .6.1b version if the 6b was correct ? ::)
Or can someone please upload the 0.6b ver ?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Old Harry MTX on 2016-05-07 10:52:20
To answer this again:

Making conversions between PSX and Re-release version (100%) isn't possible unless more of the savemap is figured out. BOTH PSX and re-release. I can only export/import things that are editable in Memoria. That means, for example, all story progression will be lost. If anyone are willing to help I can make a raw-file exporter that dumps the raw, decrypted file to a file. That way anyone can examine their save with a hex editor. Sadly I don't have much time as I'm working 120% these days... "/ And when I do have free it's not very tempting to be stuck behind a computer lol (I work at least 8 hrs a day behind a computer haha). That being said, I'm still willing to do some work. And I will, so don't worry.  :)

Also, the source is available; read the help file.

@snapx
In regards of cards: I'm guessing you can't go beyond the max limit of points; you may confuse the game. There is a post explaining how it's calculated (not be my) in this thread.

EDIT: Also, if you still have version 0.6b you can edit frogs captured. Just don't use that version to edit cards, that's all. I removed it from download 'cause that card bug can cause serious issues. The reason I disabled it in 0.6.1b is because I believed it was the wrong address, but I was mistaken: I had the correct one. Same thing with dragon slain. I'm not sure about successful thefts.

Thankyou!
Sadly I also have very little time too (and that's why I don't want to restart the game again ^^) and i can't work on the code... maybe in the future! For now I will continue to hope ;)
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-05-07 14:54:45
0.6b here. Don't share it too much. There is that bug...

http://www.mediafire.com/download/v8td7vdddzvhdf0/Memoria_0.6b.zip
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: TheOmegaFactor on 2016-05-07 18:32:41
ok i'm confused. does the all card feature work or no? cause i've been reading through this topic and i'm getting both yes and no
but for me personally it's not working at all
i click all cards, save the file, then go in game, and i still don't have all cards
am i doing something wrong or what's up?
thanks

EDIT: ok. NONE Of the features are working.
i can't edit my level, cards, ap, anything! what am i doing wrong if anything?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: snapx on 2016-05-07 22:40:50
Thank you very much Mr. gjoerulv !!!

@ TheOmegaFactor
For editing cards, use the 0.6.1b, NOT the 0.6b ;)
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: TheOmegaFactor on 2016-05-07 22:52:36
@ TheOmegaFactor
For editing cards, use the 0.6.1b, NOT the 0.6b ;)

i am.... none of the features work.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: jossysleepy on 2016-05-08 10:07:27
i am.... none of the features work.

hmm personally speaking, the card edit feature is working for me on 6.1b.

not sure how i could help you tho.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: andercostald on 2016-05-09 01:14:44
Any new news about editing FF9 Steam version save files?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Malmern on 2016-05-10 20:54:22
 t
i am.... none of the features work.

This may be a long shot, but have you tried running the save editor as an admin?

(Right click Memoria.exe>Run as administrator)
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-05-11 15:18:01
ok i'm confused. does the all card feature work or no? cause i've been reading through this topic and i'm getting both yes and no
but for me personally it's not working at all
i click all cards, save the file, then go in game, and i still don't have all cards
am i doing something wrong or what's up?
thanks

EDIT: ok. NONE Of the features are working.
i can't edit my level, cards, ap, anything! what am i doing wrong if anything?

I don't have much to on; assuming here:
You are on windows trying to edit steam save.
You are opening the file SaveData_ww.dat in C:\Users\username\AppData\LocalLow\SquareEnix\FINAL FANTASY IX\Steam\EncryptedSavedData\SavedData_ww.dat

You select slot 1 and saveId 1.
You click to edit the 1st (and only) row.
Edit window opens, you edit stuff and then click "ok".
You click "save".
Goes in game, open saveSlot 1 saveId 1 and Nothing is changed.

Does this sound correct?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: TheOmegaFactor on 2016-05-13 15:32:40
I don't have much to on; assuming here:
You are on windows trying to edit steam save.
You are opening the file SaveData_ww.dat in C:\Users\username\AppData\LocalLow\SquareEnix\FINAL FANTASY IX\Steam\EncryptedSavedData\SavedData_ww.dat

You select slot 1 and saveId 1.
You click to edit the 1st (and only) row.
Edit window opens, you edit stuff and then click "ok".
You click "save".
Goes in game, open saveSlot 1 saveId 1 and Nothing is changed.

Does this sound correct?

yes. correct. execpt i'm using save id 2. should i use save id 1?

t
This may be a long shot, but have you tried running the save editor as an admin?

(Right click Memoria.exe>Run as administrator)

yes i tried that. no change

EDIT: ....for those who might have this issue... don't use the continue option at the main menu. that for whatever reason doesn't apply the changes the save edit did... you need to actually load the game for the menu -_-. i didn't realize this was the issue till JUST NOW D:
sorry bout that. i feel kinda dumb D:
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: ultima espio on 2016-05-13 19:45:38
Someone on Steam pointed out that the saves are identical between PC and mobile, you can just copy and paste them. If anyone bought both.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-05-14 20:04:53
@TheOmegaFactor
Haha. Yes the continue option doesn't really load a save I guess.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: andercostald on 2016-05-16 00:28:36
@TheOmegaFactor
Haha. Yes the continue option doesn't really load a save I guess.
The continue option loads a quicksave with is erased after loaded. Better edit save files and save on traditional means.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: andercostald on 2016-06-06 02:06:23
Any news about Memoria updates to Steam version?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-06-07 23:21:41
You mean new features? 'cause it already works for steam.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Deadmaninacan on 2016-06-25 02:59:46
Will we be able to import mcr saves (any playstation 1 save type) into the pc version save files.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: KooSun on 2016-06-25 17:07:42
Hi,

it's impossible with the current save editor to edit the number of ennemies defeated in order to get the "Let the bodies hit the floor" achievement on Steam. I remember in the Hyne Save Editor for FF8 it was possible edit the number of ennemies defeated to get the "kill 10k ennemies" a lot faster. Do you think the number is saved somewhere in the FF9 save file ?
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Esmeralda on 2016-06-30 00:09:21
Hi!
 Is it possible to switch field leader? I would love to have Vivi as my main walking character and explore dungeons with him.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Caboose on 2016-07-04 09:01:20
i have been playing my game for a while and i got up to the part on D3 where kuja sends you off to retrieve the gulug stone and i decided to use memoria to edit and have some fun. all mods worked, including successful steals for thievery, (except magic stones, for some reason they reset to what they should be for some characters after a time) but an additional thing happened. NPC health doesnt change when hit with thievery. npc health is right (just over 4200) but thievery doesnt do the posted damage (9999). i attacked with freya and she did stuff all (392) and then a thundara was reflected back at it. its max health changed from 4200~ to 1175 which is what thundara's reflected damage was
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Tirlititi on 2016-07-04 09:15:39
The enemies' stats can't possibly be modified using Memoria : it only changes the memory card data and the enemies are not saved on memory cards ^^

I think your bug comes from overflow. If the "number of successful steals" is too high (say 30000), then the damage for Thievery works oddly. The damage it should deal is too high to be stored in a 16-bits variable (the number of steals is 16-bits since it's a short integer) and the game interprets that high number as a negative number.
That means you're actually healing the Adamantoise instead of hurting it. The damage number is white (and not green) because the damage are not flagged as heal ; they're only negative.

You have to reduce the "number of successful steals". Also check the "number of dragons killed" and such...
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Caboose on 2016-07-04 09:18:34
could be. i set it to the fields max (65535) in the editor. ill play around and see if i can find a happy medium

thanks
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Caboose on 2016-07-04 09:36:25
all good. set to 1000 and its working...
apparently max everything isn't as good as it sounds lol

thankyou
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: ekoto14 on 2016-07-10 15:24:37
I cant edit:  successful thefts,frogs cap and dragons  slain? Im using PC version. Pls help me   :'( Thanks
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-07-10 20:23:22
I cant edit:  successful thefts,frogs cap and dragons  slain? Im using PC version. Pls help me   :'( Thanks

0.6b here. Don't share it too much. There is that bug...

http://www.mediafire.com/download/v8td7vdddzvhdf0/Memoria_0.6b.zip

Don't edit cards with this one.

I'll make a new release with these controls editable and no card bug to boot.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: ekoto14 on 2016-07-11 04:24:40
Wahhhh thanks you so much XD
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: melp on 2016-07-12 19:53:03
I registered an account just to say thanks for creating this, and also to point out that I managed to successfully edit both Android and iOS FF9 save files using this program.

Running Android, the .dat file is pretty easy to find in the following directory (which you will need root in order to access): DeviceStorage\Android\data\com.square_enix.FFIXww.android_googleplay\files\EncryptedSavedData\SavedData.dat

In iOS it's a little trickier. You either need a:

A) Jailbroken device (in which case you can find the .dat file in the app package under <app>\Documents\EncryptedSaved\)
B) Device running an iOS version between iOS 7.0 and iOS 8.2 (inclusive).

7.0 is the earliest iOS version supported by the game and in iOS versions up to (and including) 8.2, you can access app data without jailbreak through a program like iFunBox (under <app>\Documents\EncryptedSaved\).

My main iPhone and iPad are both running 9.3, so I couldn't jailbreak or access app data. I managed to track down an old iPad running iOS 8.1.2 and got FF9 set up on it with my iCloud account. After that, I downloaded my save file from the cloud to the old iPad, pulled it off the device with iFunBox, edited it in Memoria, put it back on the device, and uploaded the edited save to the cloud. Once the edited save was in the cloud, I could pull it back down on my main devices and load it like normal. Note that you'll need to load the save file from the save slot rather than just hitting the "Continue" button on the main menu; the auto-save loaded by the "Continue" button is not the one you edited in Memoria.

Hopefully someone else will find this helpful. Older iOS devices can barely run FF9, so prepare to deal with a lot of app crashes and just be persistent.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: Phobophile89 on 2016-07-15 01:00:21
If the "Format" function should, as the icon and key combination suggest, clear the selected slot. Be advised that it doesn't work on the Steam version (As advertised in the Help file).

Any one would know how to delete a single slot? My OCD would thank you!

And the terms Slot and files have been inverted in Memoria.

In the game, slot contains save files. And in Memoria Files contains slots... So what i really want is to delete a single file, and not the whole slot.
Title: Re: [FF9] Save editor - Memoria (0.6.1b)
Post by: gjoerulv on 2016-08-13 07:54:33
If the "Format" function should, as the icon and key combination suggest, clear the selected slot. Be advised that it doesn't work on the Steam version (As advertised in the Help file).

Any one would know how to delete a single slot? My OCD would thank you!

And the terms Slot and files have been inverted in Memoria.

In the game, slot contains save files. And in Memoria Files contains slots... So what i really want is to delete a single file, and not the whole slot.

Ok, I'll fix the labels. It may cause confusion.
In order to successfully delete a file I need to know how a deleted file looks like and if there is any metadata that needs updated because of it. The 1st part should be easy.
Title: Re: [FF9] Save editor - Memoria (0.6.2b)
Post by: IvaliceAlliance on 2016-08-16 05:15:28
Just made an account to say Thank You for this! I'm currently playing this on Steam and was wondering why some of the options on the Memoria app are greyed out. Are they not currently working? I was reading some of the older comments on here and that seems like the case. I was just wanting to edit the Chocobo Hot and Cold game to give me the max points to get all of the items. Again, thank you!
Title: Re: [FF9] Save editor - Memoria (0.6.2b)
Post by: gjoerulv on 2016-08-19 14:01:28
They are disabled for steam version. Haven't had time to find them yet.

Glad you like it!
Title: Re: [FF9] Save editor - Memoria (0.6.2b)
Post by: NFITC1 on 2016-08-19 17:45:19
Quote
Known bugs/issues: Setting abilities (magic stones) only works like it would in-game (if I'm not mistaken). Meaning setting all abilities won't work, most likely. Also setting Cardattack/def values to max will cause the card to reset when they lvl (255->0). Try setting these values a bit lower to avoid this.

This might have been discussed, but I'm not taking the time right now to look back through everything on this thread.

-I've used cheat devices to enable all abilities on PSX versions and they all worked fine together. At least, the obvious ones like auto-regen, auto-life, etc were obviously working. I'm not sure about the more subtle ones like Man Eater and such.

-Each card has its own max attack/defense values based on the object on the card. It has taken me YEARS to discover, but I finally have the max values for each card:

Code: [Select]
Name Max Atk Starting Type Max PDef Max MDef
Goblin 7 Physical 9 4
Fang 9 Physical 10 4
Skeleton 11 Physical 12 10
Flan 13 Magical 6 19
Zaghnol 15 Physical 13 13
Lizard Man 17 Physical 15 8
Zombie 19 Magical 19 11
Bomb 21 Magical 12 21
Ironite 23 Physical 23 13
Sahagin 25 Physical 18 4
Yeti 27 Magical 6 26
Mimic 29 Magical 20 27
Wyerd 31 Magical 9 33
Mandragora 33 Magical 15 39
Crawler 35 Physical 36 8
Sand Scorpion 37 Physical 37 17
Nymph 39 Magical 12 38
Sand Golem 41 Physical 38 16
Zuu 43 Physical 11 34
Dragonfly 45 Physical 40 19
Carrion Worm 47 Magical 29 25
Cerberus 49 Physical 45 4
Antlion 51 Physical 48 27
Cactuar 53 Physical 195 4
Gimme Cat 55 Magical 33 29
Ragtimer 57 Magical 34 30
Hedgehog Pie 59 Magical 22 40
Ralvuimahgo 61 Physical 68 12
Ochu 63 Physical 37 18
Troll 65 Physical 62 34
Blazer Beetle 67 Physical 91 18
Abomination 69 Physical 59 58
Zemzelett 71 Magical 32 96
Stroper 73 Physical 64 8
Tantarian 75 Magical 43 39
Grand Dragon 77 Physical 65 71
Feather Circle 79 Magical 45 41
Hecteyes 81 Magical 10 70
Ogre 83 Physical 80 29
Armstrong 85 Magical 36 75
Ash 87 Magical 50 50
Wraith 89 Magical 80 17
Gargoyle 91 Magical 51 47
Vepal 93 Magical 52 48
Grimlock 84 Magical 37 54
Tonberry 41 Physical 54 50
Veteran 90 Magical 30 145
Garuda 98 Magical 72 29
Malboro 86 Magical 57 99
Mover 102 Magical 250 8
Abadon 125 Magical 105 45
Behemoth 189 Physical 71 106
Iron Man 197 Physical 110 12
Nova Dragon 236 Physical 125 194
Ozma 221 Physical 6 199
Hades 250 Magical 200 20
Holy 134 Magical 40 63
Meteor 190 Magical 162 2
Flare 208 Magical 17 17
Shiva 83 Magical 6 95
Ifrit 100 Magical 150 17
Ramuh 74 Magical 29 103
Atomos 66 Magical 100 100
Odin 205 Magical 136 72
Leviathan 183 Magical 100 22
Bahamut 200 Magical 145 83
Ark 226 Magical 96 90
Fenrir 139 Magical 36 22
Madeen 162 Magical 22 100
Alexander 225 Magical 183 86
Excalibur 2 255 Physical 180 6
Ultima Weapon 248 Physical 24 102
Masamune 202 Physical 180 56
Elixir 100 Magical 100 100
Dark Matter 199 Magical 56 195
Ribbon 12 Magical 200 255
Tiger Racket 12 Physical 5 19
Save The Queen 112 Physical 60 10
Genji 10 Physical 105 175
Mythril Sword 32 Physical 4 6
Blue Narciss 143 Physical 144 20
Hilda Garde 3 98 Physical 62 16
Invincible 185 Magical 145 201
Cargo Ship 45 Physical 100 10
Hilda Garde 1 99 Physical 75 2
Red Rose 143 Physical 20 144
Theater Ship 33 Physical 106 19
Viltgance 228 Physical 145 32
Chocobo 3 Physical 5 12
Fat Chocobo 25 Physical 30 30
Mog 3 Magical 5 12
Frog 2 Physical 2 2
Oglop 40 Physical 33 6
Alexandria 4 Physical 178 100
Lindblum 6 Physical 100 178
Two Moons 113 Magical 88 88
Gargant 46 Physical 17 56
Namingway 127 Magical 127 127
Boco 128 Physical 127 127
Airship 129 Physical 127 127

Use this as you will, but if the values of these cards is set ABOVE these numbers then the level up check fails and the value gets incremented by 1. If it's already at 255 then the value will overflow back to 0. When a card wins a battle with another card it has a chance of leveling from Physical/Magical to what is internally called "Flexiable" (not a typo on my part), then can go from that to "Assault".
Title: Re: [FF9] Save editor - Memoria (0.6.2b)
Post by: gjoerulv on 2016-08-20 02:28:20
:O @  NFITC1
Really, I'm not worthy to make this save editor. I have no time at all  :'(
Title: Re: [FF9] Save editor - Memoria (0.6.2b)
Post by: NFITC1 on 2016-08-20 15:32:42
Someone beat me to that list who knows how long ago (http://www.gamefaqs.com/boards/197338-final-fantasy-ix/70546276). It's outside of the time that I cared about finding out, though so I didn't know about it when I did my own digging. Still, both lists have identical values in different formats.
Title: Re: [FF9] Save editor - Memoria (0.6.2b)
Post by: Hadugo on 2016-09-16 05:02:30
Hello all,

To begin, congratulations for this amazing tool, really, you have all my admiration and respect.

I have just a little idea / thing to say: Can you extend the hex-editor to the full file, or at least include the last part? I see that others editors do this, but in this one will be immensely useful. It will give us a lot of more options that now, with the encrypted file of the Steam verstion, we can't do (we can't edit it easily). For example, I'm very interested on modify this specific part:

(http://i.imgur.com/MJdiufb.jpg)
(The screenshot was done with a decrypted file, using this little tool that Maki posted: http://forums.qhimm.com/index.php?topic=11494.msg239941#msg239941)

That line is excluded from the Unknow values area, in the 'Misc.' tab of the editor, and that specific part is very important because, according to my research, it holds the total number of kills, a thing very, very important for the achievement hunters (grind 10.000 kills it's a panic).

Regards and thank you so much for this tool and your work!
Title: Re: [FF9] Save editor - Memoria (0.6.2b)
Post by: Loseless on 2016-09-17 23:29:27
Hey!

Been a long time user of this neat little tool. Now with the Steam version I was trying it out, but the stats pool are locked. I know you have little time, gjoerulv, but do you think these will be available any time soon? I use them on my net game plus and was wondering if I should put the game off for a while because of that.

Best regards and good luck!


Edit: I also found a little bug on the editor. The number of steals is stuck at 15 and can't be edited. Its like a dummy value or something that doesn't correlate to the number of steals.
Title: Re: [FF9] Save editor - Memoria (0.6.2b)
Post by: gjoerulv on 2016-09-26 18:48:34
I also found a little bug on the editor. The number of steals is stuck at 15 and can't be edited. Its like a dummy value or something that doesn't correlate to the number of steals.

I take you edit it to 15 in Memoria (or was 15 from before) steal in-game, just to see it's still 15 in Memoria? I had my suspicions that one was off.

@Hadugo: The hex editor is pretty worthless when it comes to the steam release as the offsets are meaningless. You can still edit there though. I'll add an hex editor that can edit the entire thing. Also an export/import feature in order to dump raw, decrypted data to a file.

Edit: New version uploaded. Pr usual I always screw something up. This time i named the file wrong haha.
Title: Re: [FF9] Save editor - Memoria (0.6.3.0)
Post by: TinyGeo on 2016-10-15 10:01:43
For starter just want to say thx for the amazing editor. I just tried using it and it works great on all EXCEPT for the more recent saved files. On the picture below ive tried opening them all and it seems to give me the error message from block 8 to block 13 which is the last save i made. The saved files from 1-7 all works, just the 8+ blocks have a problem and is the one i would like to edit. Is there anyway of fixing this?

http://imgur.com/a/Nc13B

Never mind i found out how to get around it as it seems the problem is with the block 8+ rather than the save file so i saved my recent file over one of the blocks from 1-7 and it works.
Title: Re: [FF9] Save editor - Memoria (0.6.3.0)
Post by: gjoerulv on 2016-10-15 11:48:21
Never mind i found out how to get around it as it seems the problem is with the block 8+ rather than the save file so i saved my recent file over one of the blocks from 1-7 and it works.

Thanks for reporting. Do you have a chance to email me that savefile (the .mcr)? I'm curious to see what the problem is.
[email protected]
Title: Re: [FF9] Save editor - Memoria (0.6.3.0)
Post by: TinyGeo on 2016-10-18 04:28:49
I just emailed them to you but i dont think its related to the file itself. Im guessing its something more like computer compatibility like perhaps its cause im using window 7 or any system file didnt go well with the editor. As long as the saved files were in  block 1-7 it didnt get the pop up.
Title: Re: [FF9] Save editor - Memoria (0.6.3.0)
Post by: gjoerulv on 2016-10-18 15:15:00
No, actually the error is kinda bad. I set wrong offset for items. Uploading new now.
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: Old Harry MTX on 2016-12-17 12:51:40
Hi gjoerulv, i'm trying to import the saves from a run played with epsxe in my steam version of the game. First of all, is it possible?

I have exported the saves as Single Save Format but when i try to import them in my FF9 steam version Memoria return me that "The file of this file is wrong."

Can you help me?
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: gjoerulv on 2016-12-17 14:06:32
Hi gjoerulv, i'm trying to import the saves from a run played with epsxe in my steam version of the game. First of all, is it possible?

I know it's tedious to read the whole thread for an answer, but I've responded to similar questions before in this thread. I'll just quote myself:

Making conversions between PSX and Re-release version (100%) isn't possible unless more of the savemap is figured out. BOTH PSX and re-release. I can only export/import things that are editable in Memoria.

Unfortunately the savemaps are not similar. No easy conversion is possible as far as I know. For example: Character data is not at the same relative offset, in a slightly different order and contains more data (or was it less?) in the rerelease. Also much of the data is stored differently. Single bytes have been replaced by integers and so on. There is more to it, but needless to say it's not as simple as it may sound. And to top it off, I don't have much time to work on it either... "/
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: Old Harry MTX on 2016-12-18 22:44:59
yes, it is what I feared.

By the way thankyou for the efforts and the job made so far!
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: fool on 2017-03-05 19:31:22
Some better infos about chocobo hot and cold:

Since there was no update in a while, i took a look at the chocobo stuff and this is how it's stored in memory:

Code: [Select]
0x00 Int(1)     Chocobo 99,999 Points reached (0/1) - the star shown at the Points-Review ingame, as you can spend points, this is somehow a proof that you reached the 99,999 points
0x01 Int(3)     Chocobo Points (99,999 = max)
0x1C Int(1)     Beak Level (there is no value for the star at lvl 99, it is displayed automatical)
0x1D Int(2)     Beak EP needed to Levelup, at lvl 99 it won't decrease anymore
0x23 Int(2)     Items found at air garden
0x25 Int(2)     Items found at lagoon and ocean
0x27 Int(2)     Items found at forest
0x29 Int(2)     Record at air garden
0x2B Int(2)     Record at lagoon and ocean
0x2D Int(2)     Record at forest
0x49 Int(3)     Tresures found on worldmap (bitwise stored)
0x4C Int(3)     Chocobo Maps digged up in forest, lagoon and ocean (bitwise stored)
0x4F Int(1)     Chocobo unlocked (set always to same value as ability level, this will give access to that ability)
0x50 Int(1)     Chocobo Ability Level (1=Field, 2=Reef, 3=Mt, 4=Sea, 5=Sky) - every value inherits the previous ability, 5 will give all, 6 may crash the game (PSX only)

Infos created with PC Version, PSX uses the same order and got the same unknown values inbetween the others, maybe it helps finding the location at the savegame.

Greetings :)
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: minoru on 2017-04-09 10:56:32
The kill count (for the Steam achievement "Let the bodies hit the floor") is stored at 0x2a2a. Just put the value 0f27 and kill a monster to get the achievement ;)
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: legacy13 on 2017-05-05 04:03:10
im dumb and very new to pc and save editing i played ff9 many times and beat it lots. now i just want to have fun and be op plz help i cant figure out how to use this tool.
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: gjoerulv on 2017-05-08 09:34:53
im dumb and very new to pc and save editing i played ff9 many times and beat it lots. now i just want to have fun and be op plz help i cant figure out how to use this tool.

Help -> Contents

You open a file by going File -> Open...


If you use steam your savefile is here (I assume windows 10):
C:\Users\<your username>\AppData\LocalLow\SquareEnix\FINAL FANTASY IX\Steam\EncryptedSavedData
select the 'SavedData_ww.dat' file. Next select slot and file (you must remember, but could always check in the game if you forgot).
When successfully opened right file, double click the row and start editing. When done remember to save.
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: MDS0LDI3R on 2017-08-02 14:51:18
Does this editor allow you edit the in game time clock? If not do anyone know of an editor that does?
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: Kebbles on 2017-08-03 03:30:47
After many hours of Agony, I managed to get this to work on not ONLY an Emulator but on mac as well!!

Mac:
I had to create a wineskin (easy), then go into the settings and configure the .net framework in the Winetricks section (This took me ages to realise)

Getting the save to work (on Opememu):
The program worked fine, but for whatever reason, the changes weren't saving. Turns out that I had to delete the auto savestate that Openemu creates in order for it to wipe the battery saves in Mednafen.

There ya go, two audiences pleased for the price of one

(If you wish, I can send the exact Wineskin I created and you can add it to the file the program uses)
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: WhatDo on 2017-08-22 00:54:41
I've been using this on a steam save, shortly after the theatre ship crashes. The first time I made changes, everything saved fine and dandy, I however was stupid and forgot I was still going to be changing gear around.

This of course reset my stats on Zidane, and of course means it will happen as I adjust gear in game with other characters.

So, I tried editing stats/gear again on the same steam save, but nothing sticks but the level and experience. Has anyone had this same experience, and a fix?
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: gjoerulv on 2017-08-22 08:41:26
Has anyone had this same experience, and a fix?

This can't be "fixed" unless you alter the gamecode to not adjust stats when equipping. Every time you equip something different, the game adjusts attack, (m)defense and (m)evasion. However, your core stats like strength etc, will remain in tact.
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: lucysatan on 2017-10-06 14:11:55
This can't be "fixed" unless you alter the gamecode to not adjust stats when equipping. Every time you equip something different, the game adjusts attack, (m)defense and (m)evasion. However, your core stats like strength etc, will remain in tact.

Greetings.
First of all, I want to thank you for the editor.
I have a doubt. I edit the save (core stats), I put it in the psp with cwcheat and I start to play. But when I level up, core stats return to their original state. Is there any way to make those changes permanent? I repeat that I just want to slightly increase core stats.
Thank you.
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: gjoerulv on 2017-10-12 18:56:49
Greetings.
First of all, I want to thank you for the editor.
I have a doubt. I edit the save (core stats), I put it in the psp with cwcheat and I start to play. But when I level up, core stats return to their original state. Is there any way to make those changes permanent? I repeat that I just want to slightly increase core stats.
Thank you.

I think (I may be wrong) what you want to do is to make you characters lvl 99 and max experience points (maybe lvl 99 is enough). Every time your characters level the stats will adjust accordingly based on certain variables, most importantly what level the character achieves. The save editor can't override this as it's determined by the game code, not the save data. My initial vision with this editor was to include a trainer, that could freeze certain values in memory etc. As of know this is not possible with Memoria.

An alternative would be to make a mod that completely removes levels (each enemy gives 0 exp), and customize a savegame with Memoria as a starting point.

Edit: I can't spell, whatever
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: blackanima on 2017-10-25 15:41:16
Hi everyone !

Hi gjoerulv and thank you so much for creating this awesome editor that is compatible with both ePSXe AND Steam saves !

I have an only concern that maybe you can help me with :
As I use the (latest version) editor with my Steam save to add Beatrix to my team (which works just fine), I can't equip her support abilities... even though I activate them in the "Magick Stones" tab, they won't be active ingame, whereas they will be for the other characters... could you please help me with that ?
(On ePSXe I am able to equip her any support abilities I want using a GameShark code with "psx emulation cheater", but obviously I can't do that with a steam save... )

Thank you so much by advance and congrats for the hard work !!!

blackanima
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: gjoerulv on 2017-10-27 00:16:27
You should be careful adding Beatrix to your party. There are times that may screw with your entire game (for example unable to progress in Kuja's palace), but as long you know what you're doing it's fine.

Did you try enabling some magic stones on her with Memoria? And it didn't work in-game? I suspect the game adjust certain values regardless of what's in the savefile. I know this is true for stats when changing equipment and levelling up. The game will calculate stats accordingly. A simple save editor like Memoria can't control that, you'd need some sort of trainer (or mod).
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: blackanima on 2017-10-27 01:46:58
I know, but Beatrix is litterally the reason why I still play FFIX to this day... she's been my favorite FF character since I first fought her 17 years ago... (must be her overrall charisma compared to Steiner,  plus that hair flip thing...  8))

Yes I'm aware of that which is why I only intend to include her in my team at times were she won't make the game freeze or anything.
And yes I tried enabling some magic stones on her with Memoria (that's basically what I was saying in my initial message) but though it DOES WORK on my PSX (ePSXe) saves, it DOESN'T WORK with my Steam saves, which is a bummer since we now have 2 awesome mods by Fraggoso (one that give us HD backgrounds and one that gives HD NPCs and battlefields).

THERE IS A BEATRIX MOD available it's called "Alternate Fantasy" but to use it you have to give up on the "HD NPCs and battlefields" mod + she can only join the team at the middle of disc 3 + the mod changes a lot of things/character abilities in the game which make me not interested in it.

Do you think a save editor could do this ?
: change the in-battle skin of a character (and even better both his/her in-battle and out-battle skin) to make him/her appear as another character (in this case Beatrix, but why not... Kuja or even Trance Kuja I don't know lol) ?
For example I know that some FF8 save editor (HYNE I think) allows you to switch some characters' regular outfit to their SEED's outfit and vice-versa... so why not switch his whole skin ?  ;)

For example replacing the skin of Amarant (the ugliest, least relatable, and most useless character ever created in a videogame IMO) by Beatrix's skin ?
This way we would juste have to change the character's name to "Beatrix" using Memoria (or simply speaking to the guy in Daguerreo).
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: gjoerulv on 2017-10-27 11:30:53

Do you think a save editor could do this ?
:

What is editable depends on the data that is stored in the save-file. Afaik this wouldn't be possible with Memoria, but I could be wrong (should probably check some time lol). There would typically be a section in the character data that tells the game what skin to use. But, as I said, I don't think FF9 does it this way. Each character has a fixed position within the file, and when the data loads it doesn't check what skin to use for each character. However, Eiko and Blank (also, Marcus + Amarant and Quina + Cinna) shares the same data (kinda) so there could be a byte in her character data, which decides what model to use. Or it's decided by a flag elsewhere.

I swear, someday I'll get more work done with this editor :P. I know It's been long since last update.
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: Loseless on 2017-11-12 22:50:49
I'd just wish you could unlock the stats pool on the PC version. I used that to make a New Game + run in the PS1 version.
 
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: gjoerulv on 2017-11-16 16:15:02
How did you do that? Did you copy character and item data? Or do you know how to hex-edit progress in-game? If so I would like to know :)
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: Seco on 2017-11-24 01:12:06
Help -> Contents

You open a file by going File -> Open...


If you use steam your savefile is here (I assume windows 10):
C:\Users\<your username>\AppData\LocalLow\SquareEnix\FINAL FANTASY IX\Steam\EncryptedSavedData
select the 'SavedData_ww.dat' file. Next select slot and file (you must remember, but could always check in the game if you forgot).
When successfully opened right file, double click the row and start editing. When done remember to save.

I'm kinda feeling dumb, but I can't open the file. There is a "SavedData_www.dat" in the folder, but I can't open it with Memoria, because the program shows no file inside the folder. It seems the extension "dat" is not supported, so I can't see the file trough the program. Tried to modify the extension to a supported one, opened the file with Memoria, and got an error message (not a valid buffer).

What the hell am I doing wrong?

EDIT: Found out. I was using the old version. This is what happens when you think you're too smart to read the instructions and scroll down to the first link you see (yeah, I missed the big "download" link).
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: zelu1984 on 2017-11-29 20:00:57
Hey guys, I'm trying to edit my PSVita's save data and I'm having issues, can someone tell me what's the "Save as..." workaround for this or is there any way to do it on PSVITA's vmp's save file?

Thank you!
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: gjoerulv on 2017-11-30 00:19:36
It's been a while since I looked up any workaround, but they require a lot of extra work, software and/or hardware:

I copied an answer from one of my emails, it's not for vita but it may give you some clues:

Quote
Hello,

Unfortunately there is no easy way of converting into .PSV format. The way the header is generated is not known (unless you're a sony developer).

The maker of Black Chocobo wrote a guide on how to do it here:

http://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves

This requires some stuff you might not have, but you don't need black chocobo. Thus step 1 in the "The HomeBrew Enabled Ps2" Method will be different.

Step 1 in Memoria: Open the file and right click the block you want to convert. See Block Info and note Product code and Game ID. Now right click the same block and select Export -> Single Save Format. Filetype to export must be RAW Save. Name it as Region Code + Product Code + Game ID (US Region Code is "BA"). If product code is "SLUS-01251" and ID is "00000-00" then export the block as "BASLUS-0125100000-00" (without quotes of course).

The CFW PSP Method:

I may be wrong, but all you seemingly need to do is to change the extension from .mcr to .VM1 then do the rest of the stuff.

Good luck!
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: zelu1984 on 2017-11-30 06:57:31
Thanks for letting me know! This does feel like a LOT of extra work so I will pass for now. Thanks!
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: sithlord48 on 2017-11-30 12:43:29
To get your save back on to a vita the only way i know of is to get your save on to a ps3 then export it from  the ps3 to the vita. Idk that anyone has tried to reverse the vita save formats.(i've not looked in some time either)
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: zelu1984 on 2017-12-01 15:26:05
Thanks, I could try that. Do you know of any tutorial to do that or somewhere where I can read more about it?
Title: Re: [FF9] Save editor - Memoria (0.6.3.1)
Post by: sithlord48 on 2017-12-03 11:22:56
Follow one of the methods gjoerulv linked above and then after, You use the ps3 to copy the file to the vita. this is sonys  offical tutorial  (http://manuals.playstation.net/document/en/psvita/cm/app_ps3.html)on how to move stuff from ps3 <-> vita