Author Topic: [PC] Save editor - Memoria (0.6.3.1)  (Read 437250 times)

gjoerulv

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[PC] Save editor - Memoria (0.6.3.1)
« on: 2011-03-07 17:23:30 »
v0.6.3.1 is available. Download below.

Features:
  • Editing character stat, equipment and abilities.
  • Change party members, Gil, Items and other party related stuff
  • Card editing.
  • Import and export features.
  • PSX memcard handling. Change region. Copy/paste/delete blocks.
  • When editing *.dat and/or *.sav keep in mind that this must be considered experimental. BACKUP YOUR FILES!

New in 0.6.3.1:
  • !ONLY TESTED ON STEAM VERSION!
  • Fixed a bug on item-editing.
  • 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.
    Explanation

Known bugs/issues in newest release:
  • Exporting/importing blocks makes an undo-redo push even if you did not export/import anything. This does not mean it's unsafe to export/import.
  • Try to avoid switching to full screen or restore down when editing cards (card tab active). It may cause lag for a while. It's better to do this while another tab is active.
  • As mentioned in version history, Card and ability (magic stones) editing isn't 100%. Setting passive abilities doesn't seem to register (2016 release only).
  • Preview of *.dat and *.sav files will not be updated in-game.
  • Successful thefts editing on 2016 release doesn't seem to work.
  • Probably more :P


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

DOWNLOAD


0.5.1b
0.5b
0.4b
0.3b

For Windows. .Net framework 2.0 required.

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

Credits:
Zande (CRC, Savemap)
sithlord48 (memory card file info)
Armorvil (for naming the app)
MaKiPL (for help on the 2016 rerelease.)
« Last Edit: 2020-04-26 12:21:16 by gjoerulv »

Armorvil

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Re: [WIP] Memoria - FFIX Save editor
« Reply #1 on: 2011-03-07 18:08:48 »
Wow, great work ! I love the layout ; simple and efficient.

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

EDIT:

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

Code: [Select]
Offset   BlockA  BlockB  A - B

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

Comparisson complete!

Offset   BlockA  BlockB  A - B

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

Comparisson complete!

Offset   BlockA  BlockB  A - B

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

Comparisson complete!

Offset   BlockA  BlockB  A - B

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

Comparisson complete!

I bet the coordinates for the party are in there somewhere, along with the game clock, but wow. I didn't expect so many bytes to change.
« Last Edit: 2011-03-07 18:32:02 by Armorvil »

nfitc1

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Re: [WIP] Memoria - FFIX Save editor
« Reply #2 on: 2011-03-07 19:47:16 »
I wish I could tag threads now. This is already beautiful :cry:.

Anyway, I need to look into that crc check from FFIX for you, don't I? I don't get much chance to sit down with the FFIX discs, but I'll see if I can smuggle some time in tomorrow.

gjoerulv

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Re: [WIP] Memoria - FFIX Save editor
« Reply #3 on: 2011-03-07 20:20:33 »
...I'm surprised that you can put 255 in the Strength, Speed, Magic and Spirit boxes - aren't the maximum 100 for Str/Mag and 50 for Spd/Spr ?

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

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

@NFITC1 smuggle away if you can. I was hoping this release would spawn some crc related work. I'll get to it eventually. If you're looking for a emulator with good debugging pSX 1.13 works fine. I've heard PCSXTrace is pretty good too. I'll check it out.
 

Akari

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Re: [WIP] Memoria - FFIX Save editor
« Reply #4 on: 2011-03-10 20:17:51 »
2 gjoerulv: Do you have description to all save data that you found? I working on script dumper now. It can help me a bit.

Bosola

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Re: [WIP] Memoria - FFIX Save editor
« Reply #5 on: 2011-03-10 22:50:58 »
Wonderful news.

gjoerulv

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Re: [WIP] Memoria - FFIX Save editor
« Reply #6 on: 2011-03-11 08:57:59 »
@Akari
Yup.
Code: [Select]
0x0105: BYTE    Level;          // Party leader level
0x0106: CHAR[8]   Name;        // Party leader name
0x010E: BYTE    Unknown;        // ???
0x010F: BYTE    Unknown;        // ???
0x0110: CHAR[28]    Location;   // Name of current location
0x012C: BYTE    Gametime;       // Gametime
0x0130: BYTE    Gil;            // Total amount of Gil

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

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


// ============================================================================
// Final Fantasy IX | Savegame | Item List
// Start Pointer: 0x0F20
// End Pointer: 0x111F
// Block Count: 256
// Block Size: 2 bytes
// Total Size: 512 bytes
// ============================================================================
0x0000: BYTE    ID;              // Item ID
0x0001: BYTE    Count;           // Item Count
 
CARDS:
0x1178: WORD    WINS
0x117A: WORD    LOSSES
0x117C: WORD    DRAWS
// ============================================================================
// Final Fantasy IX | Savegame | Cards
// Start Pointer: 0x117E
// End Pointer: 0x13F3
// Block Count: 105
// Block Size: 6 bytes
// Total Size: 630 bytes
// ============================================================================
0x0000: BYTE    Type;            // Type  (FFh = No Card/Type)
0x0001: BYTE    Arrow bits;      // Bitmap representing arrows.
0x0002: BYTE    Attack;          // Attack Power.   
0x0003: BYTE    Attack type;     // Type of attack (physical, magical etch.)
0x0004: BYTE    P.Def;           // Physical defence power.
0x0005: BYTE    M.Def;           // Magical defence power.

nfitc1

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Re: [WIP] Memoria - FFIX Save editor
« Reply #7 on: 2011-03-11 14:52:59 »
In case you were wondering, it looks like the texts for saving/loading exist in Dir00: File 39 in the FFIX.img file on disc 1. It contains texts like "Data from another game.", "Data corrupted", "Select MEMORY CARD slot.", "Do not remove MEMORY CARDsor Controllers, or open thedisc cover."[sic], and "Honolulu Harbor Court" (I kid you not). My knowledge of such things seems to end there. :( This is lacking the usual executable header info so there's no real entry point for me to start disassembling at. It's likely this file contains the methods for calculating the CRC because of the "Data corrupted." text that's in there. Without an entry point I don't know what's really going on.

gjoerulv

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Re: [WIP] Memoria - FFIX Save editor
« Reply #8 on: 2011-03-14 13:39:25 »
@NFITC1
Yes, I knew that. Thanks for the effort!

I'm trying something new now. Hopefully it'll work.

nfitc1

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Re: [WIP] Memoria - FFIX Save editor
« Reply #9 on: 2011-03-14 14:49:59 »
I figured you would, but I thought I'd mention in case you hadn't looked yet. It seems in that file after all the texts are some images. What kind of images are these and how do I view them?

Akari

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Re: [WIP] Memoria - FFIX Save editor
« Reply #10 on: 2011-03-14 18:46:14 »
In case you were wondering, it looks like the texts for saving/loading exist in Dir00: File 39 in the FFIX.img file on disc 1. It contains texts like "Data from another game.", "Data corrupted", "Select MEMORY CARD slot.", "Do not remove MEMORY CARDsor Controllers, or open thedisc cover."[sic], and "Honolulu Harbor Court" (I kid you not). My knowledge of such things seems to end there. :( This is lacking the usual executable header info so there's no real entry point for me to start disassembling at. It's likely this file contains the methods for calculating the CRC because of the "Data corrupted." text that's in there. Without an entry point I don't know what's really going on.

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

  0x0000 - 0x0003: DWORD = 20
  // ???
  0x0004 - 0x0017: 5 blocks of unknown data
  // 58 STRINGS
  0x0018 - 0x001B: Number of strings (58)
  0x001C - 0x0103: 58 String headers { WORD Pointer; BYTE Unknown; BYTE Unknown; }
  0x0104 - 0x05CC: String data
  0x05CD - 0x05CF: 3 bytes padding (NULL)
  // CHARACTER IMAGES
  0x05D0 - 0x494F: Data (0x4380, 0x0100/0x05C0)
  // CHECK MEMORY CARD ANIMATION
  0x4950 - 0x4B4F: Palette
  0x4B50 - 0x61FF: Image Data (176x33)

nfitc1

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Re: [WIP] Memoria - FFIX Save editor
« Reply #11 on: 2011-03-14 20:07:20 »
In DIR 0 there are only 20 files. File 13 is SAVE & LOAD menu....

I meant File index 39h. I know it's the 13th file. I'll see what disassembling starting at 0x6200 gives me.

Bosola

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Re: [WIP] Memoria - FFIX Save editor
« Reply #12 on: 2011-03-14 20:19:31 »
I'll hunt down a copy of IX and get working on that savemap.

gjoerulv

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Re: [WIP] Memoria - FFIX Save editor
« Reply #13 on: 2011-05-08 15:06:46 »
Thanks to Zande I was able to make the crc work. I'll release a beta soon!
EDIT: Uploaded a beta! :)
« Last Edit: 2011-05-09 22:46:27 by gjoerulv »

Ariastrasz

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Re: [WIP/REL 0.2b] Memoria - FFIX Save editor
« Reply #14 on: 2011-05-17 02:37:11 »
Just want to show some appreciation to the author for creating this save game editor.
I love the internet, what isn't available through thousands of searches one day, becomes available through a search for something completely different months and sometimes years later.  Was looking for an editor for this game for a long time, glad I stumbled onto this forum!  Thanks gjoerulv!

eXistenZe

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Re: [WIP/REL 0.2b] Memoria - FFIX Save editor
« Reply #15 on: 2011-06-06 10:20:50 »
Nice tool...
Looking forward to this project.

gjoerulv

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Re: [WIP/REL 0.2b] Memoria - FFIX Save editor
« Reply #16 on: 2011-06-08 00:47:50 »
Thanks for kind words!  :)
Another beta is available.  8-)

sithlord48

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Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
« Reply #17 on: 2011-06-08 12:16:07 »
just a quick note about Mcr files, *.mcr,  *.mcd , *.bin , *.mc ,*.mci, *.ps, *.psm and *.dff  are identical except for the extention you might want to add the other ones to the open file filter just to so your able to open them easily.

gjoerulv

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Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
« Reply #18 on: 2011-06-08 23:17:33 »
Sounds good there sith. Haven't really looked into psx memcard file types yet.
Do all these always have the same, raw format? I mean same length, headers, etc. If I'm not mistaken, there should be encrypted/compressed types as well.

sithlord48

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Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
« Reply #19 on: 2011-06-09 01:49:45 »
Sounds good there sith. Haven't really looked into psx memcard file types yet.
Do all these always have the same, raw format? I mean same length, headers, etc. If I'm not mistaken, there should be encrypted/compressed types as well.

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

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

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

FF7SAVE.h - The first bit of the file sets const ints for each types size, header , etc.

and also you might want to look at

mainwindow.cpp - starting on line 167 is loadFullFile this functions does the loading  then later on line 478 there is a save function  it does stuff based on the format (types 3,5,6,7 are what ur looking at) after you
look there next you will want to look at

globals.cpp-fix_vmc_header() it starts on line 93 . this function ensures that any virtual memory card format get its header data updated (both region and times in the psx header) this is of course important because other wise the system won't reconize the game's save

hope this helps.

gjoerulv

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Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
« Reply #20 on: 2011-06-09 10:33:31 »
Thanks sith, it'll help a lot.
« Last Edit: 2011-07-14 13:56:48 by gjoerulv »

pdub2520

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Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
« Reply #21 on: 2011-08-26 20:26:29 »
I dunno if this is completely dead. But I figured if your still working on this, then maybe I could help somewhat...

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

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

Offset   BlockA  BlockB  A - B

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

Comparisson complete!

Dunno if you need this kind of info. If there IS anything you need specifically let me know and ill try to help out. I figure I'll try to be helpful, somehow, instead of running around the forums asking questions all the time. :P

gjoerulv

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Re: [WIP/REL 0.3b] Memoria - FFIX Save editor
« Reply #22 on: 2011-08-27 05:58:10 »
The project is far from dead. The problem is the lack of time I have to work on it (mostly on saturdays, if I don't socialize, which people often do on saturdays lol).

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

EDIT:

New release. I noticed a few typos. Who cares.
« Last Edit: 2011-10-02 15:01:44 by gjoerulv »

CNash

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #23 on: 2011-12-24 09:22:05 »
Great tool, I'm very impressed - FF9 seems to be neglected in terms of utilities like this, and I'm glad that somebody's stepped in.

One question: what do the values on the Abilities AP panel correspond to? A1, A2 etc. - assuming it's not a simple alphabetical list of abilities. Do you have tables showing which ability is which?

gjoerulv

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Re: [WIP/REL 0.4b] Memoria - FFIX Save editor
« Reply #24 on: 2011-12-24 12:01:34 »
I do not know what ability in memoria represent the actual ability in game. A1 = ability1. One way of finding out would be to load a save game (with memoria) that contains abilities with some ap learned. If you know how much ap you've learned for each ability it would be easy to recognise, for instance, what ability a1 is. I'm guessing that Vivi's a1 is fire.

I will sometime in the future label the abilities correctly. After I've identified 'em of course.