Author Topic: [FF9] Save editor - Memoria (0.6.3.1)  (Read 124817 times)

CNash

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #25 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?

gjoerulv

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #26 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

CNash

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #27 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
« Last Edit: 2011-12-25 11:01:09 by CNash »

CNash

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #28 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. :)
« Last Edit: 2011-12-26 16:08:21 by CNash »

gjoerulv

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #29 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.

CNash

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #30 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... :)

gjoerulv

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #31 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.

CNash

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #32 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?

gjoerulv

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #33 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.

Zidane_2

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #34 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

ajfoucault

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #35 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. ::)

Bahamut1112

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #36 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)

gjoerulv

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #37 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.

aladore384

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #38 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/√čngine Room : Phoenix Pinion
10 : Prima Vista/√čngine 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.
« Last Edit: 2012-12-19 15:23:25 by aladore384 »

aladore384

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #39 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.
« Last Edit: 2012-12-19 15:25:08 by aladore384 »

aladore384

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #40 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
« Last Edit: 2012-12-19 17:48:58 by aladore384 »

gjoerulv

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #41 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.

aladore384

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #42 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.
« Last Edit: 2012-12-23 00:11:02 by aladore384 »

gjoerulv

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #43 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.

DarkestDream

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #44 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.

gjoerulv

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #45 on: 2013-03-04 12:56:50 »
Yup, I'll fix it.

ednarg80

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Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
« Reply #46 on: 2013-03-17 15:55:06 »
Hi, don't understand because when use phisical attack regener the enemy! Sorry for my english :)

gjoerulv

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Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
« Reply #47 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.

ednarg80

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Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
« Reply #48 on: 2013-03-17 16:16:50 »
I resolve unchecked healer with editor..thank you :)
« Last Edit: 2013-03-17 16:35:24 by ednarg80 »

kaspar01

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Re: [WIP/REL 0.5b] Memoria - FFIX Save editor
« Reply #49 on: 2013-05-09 08:22:36 »
When I try to open my memory card file (epsxe000.mcr) I get this error:



any way to solve it?