### Author Topic: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)  (Read 686637 times)

#### Vegeta_Ss4

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #775 on: 2012-09-17 15:07:50 »
Hmm, I’m a bit unsure if we mean the same thing. So I’m going to clarify my point, even you may already understood.

With »reverse« I mean to switch the order of the stat gain:

Level up:            Difference   Stat Gain
0- 3          0
4- 6          1
7- 9          2
10-11        3

Level down:       Difference   Stat Gain
0- 3          3
4- 6          2
7- 9          1
10-11        0

The idea behind is, that at a level down the baseline decreases and thus the diff decreases, resulting in a different stat gain/lose need.

Stat Difference = Rnd(1..8) + Baseline - Current Stat

Let’s assume rnd = 4, baseline = 40 and current stat = 30.
When levelling up, the current stat needs to catch up the baseline, thus the difference of 14 needs a high stat gain.
When levelling down, the baseline needs to catch up the current stat, thus the difference of 14 needs a low stat gain/lose.
That’s why reversing.

That is a good approach. But instead of reverse the stat table, Baseline and Current Stat must be inverted generating a new Stat Difference formula.

I encourage you to test the last svn build:

Black Chocobo v1.9.7 Pre-Release:
Removed at sithlord48's request, as 1.9.7 is now released. ~Covarr (UPDATED: 2012-09-17)

ein Tipp: timestamp generator: http://www.unixtime.de/index.php?calc=2

Metadata support is already implemented in Black Chocobo v1.9.7 Pre-Release. We use the Qt unixtimestamp generator.

« Last Edit: 2012-10-19 16:10:42 by Covarr »

#### Erzfreund

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #776 on: 2012-09-17 18:47:31 »
That is a good approach. But instead of reverse the stat table, Baseline and Current Stat must be inverted generating a new Stat Difference formula.[…]

Your idea is the better one and it should work good enough. Can’t test though (Linux).

#### FF74EVER

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #777 on: 2012-09-17 20:25:33 »
Pure Genius!!! Thank you so much!!

#### sithlord48

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #778 on: 2012-09-18 01:35:33 »
Your idea is the better one and it should work good enough. Can’t test though (Linux).

it should be easy enuff for you to install qtcreator and build the program from source, or just tell me 32 or 64 bit and i will make you an Executable for you system type. (you will have to have the qt libaries installed , and you do if your using black chocobo 1.9.6 ) Us Penguins need to look out for eachother

#### Erzfreund

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #779 on: 2012-09-18 15:14:57 »
Qtcreator works like a charm.

Could it be, that the save slots are starting with slot 2 instead of slot 1?

For the save map:

z_6

#1 --> StepID 09C540 (psx ntsc and BrutalAl’s notion, Terence called it Seed)

These values are used for field encounter timing:
http://forums.qhimm.com/index.php?topic=6431.0
« Last Edit: 2012-09-18 15:23:01 by Erzfreund »

#### Vegeta_Ss4

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #780 on: 2012-09-18 21:13:20 »
z_6

#1 --> StepID 09C540 (psx ntsc and BrutalAl’s notion, Terence called it Seed)

Interesting... those memory address's represent exactly what save map bytes?

0x0BA0    4 bytes    z_6 Unknown

0x0BA0    1 Byte     z_6[0]
0x0BA1    1 Byte     z_6[1]
0x0BA2    1 Byte     z_6[2]
0x0BA3    1 Byte     z_6[3]

Thanks!

#### Erzfreund

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #781 on: 2012-09-18 21:47:17 »
Yes, the values in the memory address and in the save map are identical.

0x0BA1    1 Byte     z_6[1] --> StepID/Seed
0x0BA2    1 Byte     z_6[2] --> Offset

#### Vegeta_Ss4

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #782 on: 2012-09-19 16:07:17 »
Yes, the values in the memory address and in the save map are identical.

0x0BA1    1 Byte     z_6[1] --> StepID/Seed
0x0BA2    1 Byte     z_6[2] --> Offset

[...]
These are the variables addresses in the PSX memory (hope it's of any help);
8007173c - danger counter
8009C540 - bcheck counter
[...]

these looks like gs code and this is the decoded result:
Offset                len            desc
0x07173C         2Bytes       danger counter
0x09C540         2Bytes       bcheck counter

Quote
No matter what module is banked into memory, there is a section of memory 4,340 bytes long (0x10F4 bytes) that is reserved for all the variables for the entire game. This entire image is called the "Savemap". When it's time to save a game, this section of memory is copied to non-volatile ram, such as a hard disk or memory card.
Source: http://wiki.qhimm.com/FF7/Kernel/Memory_management

Position diff: 0x09C540 - 0x09AD2C = 0x001814 (6164 dec)
Savemap size is 0x10F4 (4340 dec). The position diff is out of range, is 1824bytes bigger than the entire savemap.
I can't see how these 2 addresses ends with 1 byte position diff in the savemap offset...

Let me see if i can understand your point, you say that those memory address have sync/replicated values on the savemap addresses?

#### Erzfreund

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #783 on: 2012-09-19 21:28:47 »
[…]

Let me see if i can understand your point, you say that those memory address have sync/replicated values on the savemap addresses?

Well, actually my point is, that z_6[1] and z_6[2] show the same values as field encounter timing StepID/Seed and offset, respectively, thus there are probably related or the same. I provided the memory addresses so anyone can reproduce it. Can’t say anything about the internals.

#### dgkresge

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #784 on: 2012-09-24 07:26:51 »
Quick question, what's the latest update on the whole ps3 encryption? I would love to be able to use this with that.

#### mobile

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #785 on: 2012-09-28 10:42:13 »
Greetings,

I would like to convert a PCSX save file (.mcr or .pcsxstate) to one compatible with FPSE Android (.mcd).

Using the export options within BC, I can export to .mcr, .vgs, .gme, and .ff7, but I can't find an option for .mcd, even though documentation says it can export to that file type.

Thank you greatly.

#### sithlord48

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #786 on: 2012-09-28 16:29:41 »
mcd and mcr are the same file type. they just have a different extention. all you need to do is change the filename so it ends in .mcd. you can also export as file.mcd if you change the  extention when you export.(you can change it to any VMC file type and it will export that type). Black Chocobo is not Compatible with .psxstate files. i will see if i can make the VMC file type selection durring export easier.

Edit in 1.9.7 you will be able to select the types in the export file dialog.
« Last Edit: 2012-09-28 16:44:51 by sithlord48 »

#### halkun

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #787 on: 2012-09-29 05:48:00 »
actually.. wouldn't it be kind of trivial to "grab" the savemap from a savestate? I mean a savestate is just a ram dump with the current machine state I'm not sure if the savemap is contiguous in memory, but knowing what we know, we can probably slap on a header and checksum and call it a file.

It's an amusing thought.

#### mobile

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #788 on: 2012-09-29 06:52:30 »
mcd and mcr are the same file type. they just have a different extention. all you need to do is change the filename so it ends in .mcd. you can also export as file.mcd if you change the  extention when you export.(you can change it to any VMC file type and it will export that type). Black Chocobo is not Compatible with .psxstate files. i will see if i can make the VMC file type selection durring export easier.

Edit in 1.9.7 you will be able to select the types in the export file dialog.

Hm. For some reason, when I change the extension to .mcd, and loading onto my mobile device, neither my emulator (FPse) nor my Android memcard manager (PSX MC Manager) see anything in the slots...

[edit : corrected Android app name.]
Any suggestions?

EDIT:

I did not understand the difference between trying to load the memory card (within game) and loading the savestate (within the emulator). I have it figured out now! I needed to load within game, not the savestate within fpse.

Thank you for your patience and clarification!
« Last Edit: 2012-09-29 12:32:21 by mobile »

#### sithlord48

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #789 on: 2012-09-29 15:26:58 »
actually.. wouldn't it be kind of trivial to "grab" the savemap from a savestate? I mean a savestate is just a ram dump with the current machine state I'm not sure if the savemap is contiguous in memory, but knowing what we know, we can probably slap on a header and checksum and call it a file.

It's an amusing thought.

honestly i have not looked in to this i would think it would be pretty easy also. only issue i could see is it could be hard to find out if the save state is FF7 or another psx game.

#### myst6re

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##### Re: [RELEASE v1.9.6]: Black Chocobo - FF7 Save Game Editor
« Reply #790 on: 2012-09-29 20:37:50 »
actually.. wouldn't it be kind of trivial to "grab" the savemap from a savestate? I mean a savestate is just a ram dump with the current machine state I'm not sure if the savemap is contiguous in memory, but knowing what we know, we can probably slap on a header and checksum and call it a file.

It's an amusing thought.

I like this idea

honestly i have not looked in to this i would think it would be pretty easy also. only issue i could see is it could be hard to find out if the save state is FF7 or another psx game.

The game serial id is stored in the save state.

Edit: Hyne can now open save states from ePSXe and pSX ^^.
« Last Edit: 2012-09-30 15:53:37 by myst6re »

#### vanmichi16

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##### update checksum
« Reply #791 on: 2012-10-01 19:18:56 »
I'm trying to put a game on my Vita.. but it keeps saying update checksum... etc....
what do i do for this?
also when i change my saved game on my vita then import it again it says the memory card wont read...

Edit: I have merged this thread into the main Black Chocobo topic - Bosola
« Last Edit: 2012-10-02 12:50:21 by Bosola »

#### sithlord48

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##### Re: update checksum
« Reply #792 on: 2012-10-02 02:18:47 »
I'm trying to put a game on my Vita.. but it keeps saying update checksum... etc....
what do i do for this?
also when i change my saved game on my vita then import it again it says the memory card wont read...

the vitas saves are mostly likely signed like the psp and ps3 you will have to get your file signed somehow. if you have a ps3 you can try one of the ps3 work arounds listed in the FAQ section.

#### sithlord48

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##### Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
« Reply #793 on: 2012-10-09 15:19:18 »
Version 1.9.7 has been Released for all platforms.

Changes this version include:
New: More locations to set your save point (about 300 ish) + Location Previews
New: Better Widgets for Chars, Materia Items. etc. (from the FF7tk)
BUG FIXES: GALORE! Again due to continued work on the FF7tk

Other News:

This is the last build i will be doing for windows. Vegeta_Ss4 is now the maintainer for Windows Packaging.

Whats Not Included:
100% Updated Translations for Japanese,German (maybe french/spanish too)
Anyone Intrested in Translating Should let me or Vegeta_Ss4 know so we can help you help us.

Where To get it:
The Usuall Places Projects Web Page

Windows Users
Includes optional samples and source code

Mac Os Users
Includes optional samples and source code

Non-Debian/Ubuntu Linux Users
optionally Get Source Package

Ubuntu /Debian Linux Users
*buntu users can add the ppa this command
Code: (run in terminal) [Select]
`sudo add-apt-repository ppa:sithlord48/ff7`and then install "blackchocobo" with their prefered package manager (after updating package cache)
Optionally get Samples andSource Package

Debian / Ubuntu based distros should  View The PPa Website for more info on setting up the ppa
« Last Edit: 2012-10-19 16:12:28 by sithlord48 »

#### Jawebb

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##### Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
« Reply #794 on: 2012-10-12 19:38:37 »
Hi,

I have the new pc version of Final Fantasy 7. How do you get the changes done by Black chocobo to stay? They seem to be reversed every time I start the game. The network downloads the saves and seems to override the changes.

Cheers

#### JBedford128

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##### Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
« Reply #795 on: 2012-10-12 19:58:11 »
Open FFVII, go to Continue, then edit the save at the screen (the one where you pick the slot). You can then open the slot, load the specific save file. You will then have to save this save file to permanently keep the changes.

#### Jawebb

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##### Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
« Reply #796 on: 2012-10-12 21:29:55 »
Nope, the saves sync and override but your tip worked a treat. Thanks!

So, now I can enjoy the story.

#### omega res novae

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##### Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
« Reply #797 on: 2012-10-12 21:52:58 »
Under file theres a create cloud sync folder option. Thata how u get it to work on rerelease

#### Jawebb

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##### Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
« Reply #798 on: 2012-10-13 06:14:43 »
How does the cloud save work? I tried saving it all to the user/final fantasy/user_number file but it still overwrites all the changes. How does it work exactly?

#### sithlord48

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##### Re: [RELEASE v1.9.7]: Black Chocobo - FF7 Save Game Editor
« Reply #799 on: 2012-10-13 14:45:26 »
How does the cloud save work? I tried saving it all to the user/final fantasy/user_number file but it still overwrites all the changes. How does it work exactly?

The Create Cloud Save works like this.. first you select the folder you want to write files to. (this is mainly to import new saves btw.) The Folder Should be where your saves are placed. if you donot provide the correct user id the signing will fail.  then you pick the files you want in your metadata and hit ok...

IF you are Just Editing a file that happens to be a cloud save file you should only have to open the file and then save it again. Black Chocobo will check when writing for the presence of metadata.xml and if it finds it will sign the save you edit using the detected user id gathered from the files path.

Durring writing 1.9.7 we had several users (who have 2012 pc) test this functionality and it was working. no one on "the team" has a 2012 copy to check with.

EDIT: if you are editing w/ 1.9.7 DO not do it while ff7 is running this may cause your metadata to get overwritten by the game, be sure to try without the game running before attempting to use the other method above.
« Last Edit: 2012-10-13 14:50:06 by sithlord48 »