Author Topic: [PSX/PC] Save Editor - Black Chocobo (v1.16)  (Read 1101206 times)

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1400 on: 2021-01-31 11:46:53 »
There are only two kinds of FF7 Saves PC and PSX .The newer pc versions (2012 and steam) use a metadata.xml to track what saves are synced to the cloud this file is  updated when bc finds it in the path of where its saving . If you have not saved a game from the steam version you should do that before attempting to save to the steam folder.  You can also create a cloud save folder using the option in the file menu (you must know your userID or have a save folder for bc to detect it).   
Achievements can be unlocked with the achievement editor, but i see no reason a converted should not work for getting them while playing.

Additional Save format info : https://github.com/sithlord48/ff7tk/issues/51 and https://sourceforge.net/p/blackchocobo/wiki/FAQ/#saves
« Last Edit: 2021-01-31 11:59:08 by sithlord48 »

Pure_Mind_Games

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1401 on: 2021-02-03 05:17:13 »
Is there a list of 'Main Progression' numbers and where they point to?

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1402 on: 2021-02-03 16:55:06 »
Not that i know of progress is the last part i have left to Reverse.

Rikku

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1403 on: 2021-02-06 20:11:18 »
It is possible to use this tool with a game using 7th heaven playing it ??

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1404 on: 2021-02-09 00:17:22 »
Quote from: rikku
It is possible to use this tool with a game using 7th heaven playing it ??

Yes

johnfocker

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1405 on: 2021-02-27 06:40:14 »
I get a "Failed to load file" when I try to load a .srm even though it's listed as a compatible format.

Is there any way to use *.srm files produced by RetroArch / PCSX ReARMed?
Should they be converted to a specific format instead?

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1406 on: 2021-02-28 12:26:46 »
Please post a link to your file I will checkout your file and let you know whats going on .

Edit: I was able to load and modify pcsx-reArmed saves without issue.
« Last Edit: 2021-02-28 13:16:44 by sithlord48 »

Maverick4031

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1407 on: 2021-03-08 01:37:57 »
hiya. how do i set game progression back to when you first enter del sol from off of the cargo ship?

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1408 on: 2021-03-08 02:56:55 »
Currently i don't have the progression values for that event but you can find a save in the save compilation

https://forums.qhimm.com/index.php?topic=8880.0

and try that for your progress value be sure to set your location accordingly also.

SteynerX

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1409 on: 2021-03-09 21:20:26 »
Hi! excelent work with the black chocobo, it really helps a lot. I have a question, I've put battle points in my actual save with the black chocobo but it doesn't work, I am doing something wrong? Thanks.

ZHDarkstar

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1410 on: 2021-03-12 06:07:51 »
This is nice, now if there was a way to use this with the PS4 version as well, it would be awesome.
I know that this reply is a year later, but on a whim I tested using BC on the "ff7save" file exported from Advanced Mode of Save Wizard and it works perfectly. You just have to change the file type option to All Files to open the save. Edits carried over without issue and was able to import it back into my PS4 save. Registered just to give the news.

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1411 on: 2021-03-16 12:35:23 »
The switch version has been supported since it came out.

The only version not currently supported are XB1 and PS4..

XB1: I have never seen a save at all so it might be encrypted or it might just be a normal save if you have one get me a copy of it and i can tell you  Chances are its encryped and That will need be be Reverse Engineered before we can read or write to a save the XB1 will accept. (also would need to buy an xbox for testing since i don't own one)

PS4: The save is wrapped in a crypto blob.  Just like with the XB1 the encryption needs to be Reverse Engineered  before a save the PS4 will accept can be made.

Do u know about these encryption schemes ? Let me know.. Everything is in place in ff7tk to support these formats when more RE has been done on them. I would suspect just like PS3/PSP it will take a bit after in to the next gen before these schemes are known and i can support the saves correctly.
« Last Edit: 2021-03-16 12:42:50 by sithlord48 »

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1412 on: 2021-03-16 12:38:05 »
Hi! excelent work with the black chocobo, it really helps a lot. I have a question, I've put battle points in my actual save with the black chocobo but it doesn't work, I am doing something wrong? Thanks.

Battle points are reset anytime you enter the battle square so if you are adding BP make sure to set you save location to the Battle Square or they will be reset when you enter that field.

johnfocker

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1413 on: 2021-04-11 10:49:09 »
Please post a link to your file I will checkout your file and let you know whats going on .

Edit: I was able to load and modify pcsx-reArmed saves without issue.

Turns out I forgot I tried turning on "SaveRAM compression" in RetroArch.
Turning it off before saving again made my .srm file readable.

Thanks for your time and effort with BlackChocobo! <3

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1414 on: 2021-04-14 11:24:48 »
Quote from: johnfocker
Turns out I forgot I tried turning on "SaveRAM compression" in RetroArch.

Oh yeah that would do it.

Quote from: johnfocker
Thanks for your time and effort with BlackChocobo! <3

Thanks for enjoying It.

petfriendamy

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1415 on: 2021-04-14 18:29:52 »
Hey! Thanks for this great tool, it's really helpful. I just had one quick suggestion: do you think changing party members via the party tab could also update the values at 0xCAD, 0xCAE and 0xCAF? Those values determine which party members show up in fields, and it's annoying having to change it manually when testing cutscenes.

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1416 on: 2021-04-15 11:51:17 »
What file type are you getting those offsets from?

petfriendamy

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1417 on: 2021-04-15 16:39:12 »
What file type are you getting those offsets from?
PC/Steam. Is it different in other versions?

EDIT: That's where it is in the savemap, if I wasn't clear.
« Last Edit: 2021-04-15 22:39:49 by petfriendamy »

sithlord48

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FFplayer

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1419 on: 2021-09-05 18:42:34 »
Hi, thanks for the coding the save editor, it has been a great help. I have a suggestion, hope it is not too demanding.

It is possible to code the save editor to edit the silver submarine to red submarine even you success the submarine mission?




[KFC]Phantasm

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1420 on: 2021-10-17 15:19:48 »
@sithlord48: man could you add an option in your save editor to unlock the damage cap? Thanks in advance.

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1421 on: 2021-10-18 15:37:38 »
@sithlord48: man could you add an option in your save editor to unlock the damage cap? Thanks in advance.
No I can not. This is not something that is controlled by the save game.
« Last Edit: 2021-10-18 15:40:23 by sithlord48 »

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1422 on: 2021-10-30 14:43:02 »
Project Updates.

I've updated Black Chocobo for Qt6.

For the time being i will release both a Qt5 and a Qt6 version.

What is the difference?  Qt version 5 is no longer developed and Qt6 will be the focus of development for the Qt Project. Unfortunately Qt6 no longer supports windows 32 bit.
What does that mean? From now on the Qt6 version will get alot of focus and may be used for the next version or when supporting specific features.

All Users should Download try out the Qt6 version and report any bugs you find while using it.


The most recent continous version contains some fixes:
 - Fixed (ff7tk): export of single slot save types.
 - Fixed (ff7tk): output of possible incorrect characters to the psx description (shown in memory card management tool)
 - Fixed (bc): Mac os version of Black Chocobo from crash on start up.
 - New: Polish Translation.


Lots of work has gone into ff7tk and should at some point have some announcements for this as well.

Try it out 
« Last Edit: 2021-10-30 14:55:20 by sithlord48 »

S0ME0NE

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1423 on: 2021-12-31 00:34:17 »
Is there any way to use the save editor to fix the save crystal glitch? I was wondering because I don't want to have to save edit myself out of northern cave every time I want to leave. Apparently it's some sort of event flag for the placed save crystal somewhere? because giving myself a second one doesn't allow me to place it.

sithlord48

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Re: [PSX/PC] Save Editor - Black Chocobo (v1.10.0)
« Reply #1424 on: 2022-01-03 23:09:25 »
No event flag that i know of (but if you do find one lmk) There is only space to save one save crystal location. If that data is non 0 then you can't place the item (again not sure but i seam to remember this is testing) You can change the location of the save crystal by setting it in the "test data" tab (you will need to enable it in the options to be able to see the tab). This will move the save crystal. Or try setting all its values to 0 and if you can place that second one. Please report back.