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'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 ?
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.
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....
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.
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
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...
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. :)
Hi, don't understand because when use phisical attack regener the enemy! Sorry for my english :)
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?
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
hey
the flying gold chocboo happens when you open a chest with sleeping gas in it when you do the hot and cold quest
the flying gold chocboo happens when you open a chest with sleeping gas in it when you do the hot and cold questlol thats a good one
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.
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. :-)
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 "/
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);
int cipherSize = encryption.GetCipherSize(288);
byte[] bytes = reader.ReadBytes(cipherSize);
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();
I made it! The issue was bad password encoding... (sic!) -.-
Quick question, where is the FF9 Save file even located? Having trouble finding it, X_X
how much more longer until we can use our ff9 steam saves on this save editorProbably never, as this reads memory cards from PSX, not Unity data.
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.
Actually, there should be no problem with the saves, because the saves for ff7 and ff8 pc versions weren't changed
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.
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 :)
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.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! ;)
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
hey
i am using windows 10 so where can i find the ff9 steam gamesave file on windows 10
lowering my karma does not work on meSpeak of a parasite ><
@gjoerulv
I actully ment the donation part :P
is program working for steam version?
Thank you, but no need for donations. :)The version 0.6.1b is corrupted....
I released a new one with fix on the all cards operation.
The version 0.6.1b is corrupted....
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???
What news is about this great update???
According to update notes on the store page:Does Memoria 0.6.1b work on this new update?
"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.
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
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...
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)
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..
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.
@ TheOmegaFactor
For editing cards, use the 0.6.1b, NOT the 0.6b ;)
i am.... none of the features work.
i am.... none of the features work.
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?
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)
@TheOmegaFactorThe continue option loads a quicksave with is erased after loaded. Better edit save files and save on traditional means.
Haha. Yes the continue option doesn't really load a save I guess.
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
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.
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.
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
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.
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.
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?
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.
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)
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.
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.
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.
Do you think a save editor could do this ? :
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.
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!
A way to disable AP gain. It would make wearing the right randomized gear very tactical as you cannot permanently learn any abilities.
A permanent VIRUS status effect on all party members could work but that would also disable EXP. A VERY tough lvl1 playthrough! :'(
Hello! Does this editor work with PS4 save files?Its highly unlikely this works with PS4 Saves.
Hello! Does this editor work with PS4 save files?
Hey gjoerulv
I am trying to finish the "Friendly Enemies" task on Disk 4. I have one early friendly monster that I have to find before I get Yan on Bile Island. However the appearance rate is very low on Disk 4 for the Friendly Monsters. I think it is Ladybug that I need but I am not entirely sure. So I would like the ability to know my status in this quest within Memoria. At the very least, I would like to know which addresses are associated with this quest (if you have figured that out).
BTW I am using epsxe with a playstation set of disks.
Hoping that Memoria will support the Nintendo Switch version soon. I can provide a save backup from my Switch made with Checkpoint (https://github.com/FlagBrew/Checkpoint) if anyone is interested in seeing what the format looks like. Thanks for all the amazing work on this project! :-)
Sorry for late reply. As you might expect I don't know where that data is.
Thanks, I'll have a look.
Edit: Sorry I thought you linked to a file. Best would be to look at a file. If it's legal (and possible) to share switch savefiles that is.
I can help with my Save!
https://transfer.sh/12igV6/20190219-210731%20Tobias.rar
The data is stored in your save files, which is usually in your "Documents/Square Enix/Final Fantasy IX" folder (it's not the game's folder). It's a .sav file.On my game, my save is a .dat file, and I don't know how to uncompress it to json form to try and check manually...
But it's not very easy to grasp that information...
The file is compressed. Once uncompressed, it's a Json file with different fields. The field "gEventGlobal" is a snapshot of the different important variables (those that are saved in save files at least). "gEventGlobal" consists of 2048 bytes. The Friendly Monster flags are the 194th byte.
The Summon flags are the 207th byte, so if you know where it is (through "on the fly" RAM viewer, like CheatEngine), the Friendly Monster flags are a bit before that.
I would be you, I would try to find the others first. 100% certainty is hardly a thing unfortunatly ^^'
Hi, I want to ask one thing: why is not possible to change amarant with blank, eiko with marcus and quina with cinna? which is the meaning of "display as ...", if it doesn't make anything?
@edable Hopefully, someday, I can actually work on this again. It's not that I don't want to, but I work all week 8+ hours a day with programming, so the 1st thing I do when I'm off work is not more programming haha. But I do the occasional update. </excuse>Oh, no worries; personal lives come before personal projects. ;) I'm still gonna be trying to figure something out myself though, as my current playthrough's at kinda a standstill until I find what one I'm missing...
You can export/import decrypted formats with memoria too. As exactly how it's done, or if the data is compressed as well, I have to take a look.That... doesn't look like json to me.... and that online json editor you linked to a few pasts back agrees...
Edit: That is, you get the same decrypted file as the one you linked too by right clicking a save and export it.
There were plans to make them changeable, ie actually make Quina -> Cinna, but I never found the data for it. As a placeholder I had the "display as..." which does exactly what it says. The thing is that these characters share the same slots, the same data, within the saves.
@edable Hopefully, someday, I can actually work on this again. It's not that I don't want to, but I work all week 8+ hours a day with programming, so the 1st thing I do when I'm off work is not more programming haha. But I do the occasional update. </excuse>
Is there a way to fix the characters names with this?, after I edited my save all my names were doubled (ZidaneZidane etc) but changing them in the editor doesn't seem to fix it properly.
Sorry for late reply, I'll try to look into these.I feel so stupid, that was indeed the issue, thank you so much!
I believe I've seen the error about the names reported before but not been able to reproduce.
On the IOS thing, I'm not sure what to say. Make sure to select the right file and remember to save. Keep in mid that the preview isn't updated.
I can't remember atm the PS4 format, but if the files are pure Json, they should be super easy to edit with notepad++ or something similar.
I've meant for a while now to take a new look at Memoria again, as there have been some new development, but time won't cooperate. It's on my list for sure.
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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?
For some reason, editing does not actually commit the edits. When make sure to hit apply and then actually save (even tried 'save as') but the save is not affected. Is there something I'm doing wrong?yeah now you mention it ii did find something similar, when i was messing about with the character stats
Trying to edit 2016 Steam.
For some reason, editing does not actually commit the edits. When make sure to hit apply and then actually save (even tried 'save as') but the save is not affected. Is there something I'm doing wrong?got it, you have to save any changes before moving between characters/options
Trying to edit 2016 Steam.
got it, you have to save any changes before moving between characters/options
I tried it that way after you mentioned it and it still didn't commit the saves to my file. Stats, names, equips, gil, items - nothing I edited was saved.