File: Save file editing guide for Shining Force 3, Scenario 2 Author: James Ferguson (Fergybug) Email: shiningforce@btopenworld.com Site: www.btinternet.com/~shiningforce Date: 9/8/03 Version: 0.81 This is a guide to editing the save file for Shining Force 3 Scenario 2 in the SSF v 0.06 saturn emulator. It may be compatible with later versions and other emulators as well. A Scenario 2 Offsets B Character Section Offsets C Scenario 2 Values D Instructions Although I have put the instructions at the end it is important to read them first. It is at the end so it doesn't get in the way when you are looking up things quickly once you're familiar with the system. The above titles are written in capital letters at the start of each section. Try a word search to find a section more quickly. ----------------------------------------------------------------------------------- ================================A SCENARIO 2 OFFSETS=============================== ----------------------------------------------------------------------------------- For the meanings of #,%,+ see instructions. Checksum: %CA, %CC, %CE Range: starts at %D3 and counts for #81A0 bytes So, for SSF files, subtract 81A0*FF/2=#408f30 from checksum 16 For last four digits, this is equivalent to adding #70D0 to checksum 16. Location: %FA Last Church: %102 Does this hold the number of the last church to have been visited? Inventory: %828 To use Scenario 1's inventory. Double the item number of the item you're interested in (get this from the value guide). Add this to the above number. The byte this takes you to holds the number of that item you have stored. This works differently from scenario 3. Start of first enemy file: %1A20 Subsequent enemy files can be found by using the fact that each enemy has #160 or #168 bytes devoted to it (including the #FF bytes) Team Roster ----------- Synbios/Dantares: %420 Masqurin/Grace: %422 Hayward/Obright: %424 Irene/Julian: %426 Cybel/Eldar: %428 Kahn/Noon: %24A Justin/Horst: %42C Penn/Ratchet: %42E Frank/Hagane: %430 Murasame/Fynnding: %432 Medion/Campbell: %434 Syntesis/Uryudo: %436 Waltz/Rock: %438 Barnard/Zero: %43A Hazuki/David: %43C Hedoba/*Julian*: %43E Donhart/Hera: %440 Robby/Arthur: %442 Garosh/Jade: %444 Penko/Papesh: %446 The second character in each pair uses the first digit and vice versa. The possibilities for each digit in Scenario 2 are: 0: not found 1: in Synbios's active team 2: in Medion's active team 9: in Synbios' reserve team A: in Medion's reserve team/David's team. Note: Two Julian's in Scenario 2. first is in Synbios' team, second is in Medion's team. To have Julian as an active character, use the second. You may have noticed that if you use a Scenario 2 save file from when Julian is in the team as the source of a Premium Disc force, you get Gracia instead of Julian. This is because the first Julian is used in Scenario 3, and the second one is used for Gracia instead. Character Sections ------------------ Synbios: %4940 Dantares: %4AA0 Masqurin: %4C08 Grace: %4D68 Hayward: %4Ec8 Obright: %5030 Irene: %5190 Julian: %52F0 Cybel: %5458 Eldar: %55B8 Kahn: %5718 Noon: %5880 Justin: %59E0 Horst: %5B40 Penn: %5CA8 Ratchet: %5E08 Frank: %5F68 Hagane: %60D0 Murasame: %6230 Fynnding: %6390 Medion: %64F8 Campbell: %6658 Syntesis: %67B8 Uryudo: %6920 Waltz: %6A80 Rock: %6BE0 Barnard: %6D48 Zero: %6EA8 Hazuki: %7010 David: %7170 Hedoba: %72D0 Julian: %7438 Donhort: %7598 Hera: %76F8 Robby: %7860 Arthur: %79C0 Garosh: %7B20 Jade: %7C88 Penko: %7DE8 Papesh: %7F48 ----------------------------------------------------------------------------------- ============================B CHARACTER SECTION OFFSETS============================ ----------------------------------------------------------------------------------- All scenarios actually use exactly the same layout for their character sections, but I've included this information at the end of every file map. Start of name: +0 (up to twelve characters) Gender: +1E (Male=1, Female=2) Max HP: +22 Max MP: +24 Level: +26 (this is level number,it does not affect promoted/unpromoted, that's +F0) Attack: +28 Defence: +2A Agility: +2C Speed: +2E Luck: +30 Magical resistances (numbers below #80 are positve, above are negative): Fire: +3A Ice: +3C Lightning: +3E Wind: +40 Light: +42 Dark: +44 Spell 1: Type: +48 Level: +4A Spell 2: Type: +4C Level: +4E Spell 3 Type: +50 Level: +52 Bonus spell: Type: +54 Level: +56 Equipped weapon: +58, +5A Equipped accessory: +5C, +5E Item slot 1: +60, +62 Item slot 2: +64, +66 Item slot 3: +68, +6A Item slot 4: +6C, +6E Weapon 1 special atacks: Level 1: +70 Level 2: +72 Level 3: +74 Weapon 2 special atacks: Level 1: +76 Level 2: +78 Level 3: +7A Weapon 3 special atacks: Level 1: +7C Level 2: +7E Level 3: +80 Weapon 4 special atacks: Level 1: +82 Level 2: +84 Level 3: +86 Weapon 1 type: +B4 and +C4 (they should have the same value) Weapon 2 type: +B6 and +CC Weapon 3 type: +B8 and +D4 Weapon 4 type: +BA and +DC Weapon 1 level: +c6 (i.e after the second of the two weapon 1 types) Weapon 2 level: +CE Weapon 3 level: +D6 Weapon 4 level: +DE Class: +F0 Current HP: +106 Current MP: +108 Character control type: +12E In battle: #0 Player controlled, #1 Enemy, #3 Passive Enemy (eg Benetram Impostor), #5 uncontrolled friend (eg Garosh on Saraband Pier), #6 uncontrolled Ally (eg Hayward) Character status: #0 character is afflicted by condition; #1 character is not afflicted Alive: +130 (ie 0 is alive, 1 is dead) Sleep: +13C Confusion: +13E Illusion: +140 Silence: +142 Paralysis: +144 Poison: +146 Charm: +148 Missing goes: +14A Cursed: +14C Berserk: +14E Ice Storm (can't move): +150 Bonus special attack: +15C Note 1 ------ Enemy files follow exactly the same pattern except: 1 They do not store their names; instead they all begin #06. 2 They do not have classes. Instead +F0 defines their type: ie Goblin, Mask Monk, Colossus etc. Note 2 (VERY IMPORTANT!!!) ------ Although all characters' sections follow this layout, some have an extra 8 bytes inserted into them somewhere. There doesn't appear to be any pattern to where these extra bytes appear. They are invariably zero, and I suspect they may be a bug in the emulator. Most character have a section #160 bytes long; if a section is #168 bytes long then it has these bytes in it. In such a section, all offsets after the extra bytes need to be increased by eight. To deal with this, if you go to a position you wish to change but the value in it bears no relation to what you think should be in it, simply advance 8 bytes and see if that makes more sense. I've written a piece of code to work all of this out for you, which I've put up on my website. It's only for Scenario 1 and only deals with the main stats. Additionally, it is heavily scripted and will only run on Internet Explorer v4+. Note 3 ------ Although it seems you can change the skills a character can perform with a weapon, this doesn't appear to be the case. Changing the number of the three learned weapons skills only changes their name and their camera angles; the character still performs the same move. Changing the bonus special attack does make a difference, though, and sometimes you can have a swordsman perform mace skills and the like. Note 4 ------ The bytes which determine whether or not characters have joined the team are not in these sections. They are all grouped together earlier in the file. Also, I don't know where friendships are stored. Note 5 ------ The byte after each weapon's level is the weapon experience. With a bit of patience it is now possible for someone to work out how weapon experience works. ----------------------------------------------------------------------------------- ================================C SCENARIO 2 VALUES================================ ----------------------------------------------------------------------------------- 1 Location Numbers 2 Item Numbers 3 Spell Numbers 4 Character Classes To find a section quickly, search for the above titles written in capital letters =================================1 LOCATION NUMBERS================================ Order of locations is: Non-game areas (a few test areas, logo screen, complete...) Battles, in order Towns, almost in order. Anafect and Lineside are mixed together. Some external areas: Saraband - 36 Balsamo - 48 Dusty Village - 50 Anafect - 62 Lineside - 5D Stamp Village - 6E Barrand - 77 Barrand, Holy Road and Elbesem areas, inc. Temple Elbesem Village - 84 Seagate Saraband - 90 Airo Village - A5 Swampland - AA Storich - B5 Storich and Aspia areas, inc. Tank and walkable Aspia town Ruins and Ancient Dungeon, inc. two secret ruins, unfinished town. Use C2 (Epilogue) to create a Complete save game file. Editing the location number to be a battle in this game will allow you to fight the battle. NON-GAME AREAS -------------- 00 Measurement Test 01 Store Test 02 Opening Movie 03 Logo Screen 04 Sleepy Wise Man 05 Complete 06 Ending BATTLES ------- 07 Saraband Docks 08 Balsamo East Plains 09 Dusty West Plains 0A Dusty Mountain trail 0B Switching Point South Hills 0C Anafect Docks 0D Anafect North Area 0E Waterfall Cave 0F Lineside North Plain 10 Border Bridge South West 11 Big Tree Chamber 12 Treetop Platform 13 Barrand West Plains 14 Barrand Beach 15 Elbesem Road 16 Elbesem Plains 17 Elbesem Temple Forecourt 18 Elbesem Temple 19 Seagate 1A Seagate and Executor 1B saraband Jail 1C Garvin's Mansion 1D Headland Wilderness 1E Swampland Cave 1F Swampland Marsh 20 Aspinia Volcano South Hole 21 Storich Underground Ruins 22 In Front of Aspia Castle Wall 23 Aspia Castle Gate - CD read error 24 Underground Ruins 1st Floor 25 Underground Ruins 2nd Floor 26 Underground Ruins 3rd Floor 27 Underground Ruins 4th Floor 28 Underground Ruins 5th Floor 29 Underground Ruins 6th Floor 2A Underground Ruins 7th Floor 2B Underground Ruins Bottom Floor 2C ? (Just messed up version of 2B) 2D ? (Just messed up version of 2B) 2E Opening Title SARABAND - 36 (West is Imperial side; East is Republic) 2F Saraband Docks 30 Saraband West Side 31 Saraband West Side 32 Saraband West Side 33 Saraband West HQ 34 Saraband Centre District 35 Saraband East Side 36 Saraband Church 37 Saraband Inn 38 Saraband Indoors 1 (Imperial base) 39 Saraband Indoors 2 3A Saraband Indoors 1 (Republic base, was indoors 1 in Scenario 1) 3B Saraband Indoors 2 3C Saraband Indoors 3 3D Saraband Pier BALSAMO - 48 3E Balsamo Town 3F Balsamo Indoors 1 (Chief's house) 40 Balsamo Indoors 2 (Duncan's house) 41 Balsamo Indoors 3 (Lodge) 42 Balsamo Indoors 4 43 Balsamo Indoors 5 44 Balsamo Indoors 6 (Neurotic girl's house) 45 Balsamo Indoors 7 (Obright's HQ) 46 Balsamo Indoors 8 (Rock & Waltz HQ) 47 Balsamo Indoors 9 (Shops) 48 Balsamo Church 49 Balsamo Headquarters 4A Balsamo East Plains (Actually Dusty South Plains battlefield) 4B Dusty South Plains 4C Chapter 1 Ruins DUSTY VILLAGE - 50 4D Dusty Village 4E Dusty Indoors 1 (Shiraf's House) 4F Dusty Indoors 2 50 Dusty Village Church 51 Dusty Village HQ 52 Dusty Mountain Trail 53 Switching Point 54 Switching Point Battlefield ANAFECT - 62 55 Anafect Village 56 Aanfect Indoors 57 Anafect Outer Docks 58 Cuts out (Barrand Plain) 59 Waterfall Cave LINESIDE - 5D 5A Lineside Plains 5B Lineside Village 5C Lineside HQ 5D Lineside Church 5E Lineside Indoors 1 5F Lineside Republic HQ ANAFECT (cntd) - 62 60 Outside Anafect Village 61 Anafect Village (Same as 55?) 62 Anafect Church 63 Anafect HQ NORTH BARRAND AREA 64 Edmund's Army Camp (Barrand North Plains?) 65 Suspension Bridge Area (Large scale) 66 Ambushing Edmund's Army (...Event) 67 Suspension Bridge Meeting (Small scale) STAMP VILLAGE - 6E 68 Stamp Village (Ground) 69 Stamp Village (arrival) 6A Stamp Village (above canopy) 6B Stamp Village Treetop 6C Stamp Village Indoors (Unable to move in black space) 6D Stamp Village HQ 6E Stamp Village Church 6F error 70 error (same location as above) 71 Treetop (where you fight Hedoba) 72 Barrand Marshland BARRAND - 77 73 Barrand 74 Barrand Indoors - House 75 Barrand Governer's Mansion Upstairs 76 Barrand Prison 77 Barrand Church 78 Barrand HQ 79 Barrand Lighthouse BARRAND AND ELBESEM AREAS 7A Barrand Beach 7B Elbesem Road (The Holy Road) 7C Elbesem Plains 7D Elbesem Temple Plaza 7E Elbesem Temple Treasure Room (Chapter 4 Ruins) 7F Elbesem Temple Inside, top floor (Push the High Priests and the Rainbloods about!!) 80 Elbesem Temple Inside, bottom floor ELBESEM VILLAGE - 84 81 Elbesem Village 82 Elbesem Indoors (Tavern) 83 Elbesem Indoors 2 (Elder's house) 84 Elbesem Church 85 Elbesem HQ SEAGATE 86 Seagate Inside 87 Seagate HQ 88 Trouble at Sea 89 Seagate tied to Executor 8A Seagate after battles 8B Executor Deck after battle SARABAND - 90 8C Saraband West Side 8D Saraband HQ 8E Saraband Centre District 8F Saraband East Side 90 Saraband Church 91 Saraband Inn 92 Saraband Republic HQ 93 West Saraband Indoors 1 94 West Saraband Indoors 2 95 East Saraband Indoors 1 (King Benetram's building) 96 East Saraband Indoors 2 97 East Saraband Indoors 3 98 Saraband Government Building 1F 99 Saraband Government Building 2F 9A Saraband Government Building Passageway 9B Saraband Government Building Saloon 9C Saraband Pier 9D Saraband Prison 9E Garvin's Mansion Garden 9F Inside Garvin's Mansion A0 Headland Wilderness A1 Headland Wilderness (Explorable) A2 Headland Wilderness (Arrival in boats) AIRO VILLAGE - A5 A3 Airo Village A4 Airo Village Indoors A5 Airo Vilage church A6 Airo Village HQ A7 Swampland Cave SWAMPLAND - AA A8 Swampland Town A9 Swampland Indoors AA Swampland Church AB Swampland HQ AC Swampland Indoors (castle) AD Swampland Swampland (It's a hell of a town!) AE Aspinia Volcano South Hole AF Swampland Swampland (So good they numbered it twice. Cave leads to Storich HQ!) STORICH - B5 B0 Storich (Saraband side) B1 Storich Indoors (Station ground floor) B2 Storich Indoors (Station first floor - second if you're a yankee) B3 Storich (Republic side) B4 Storich Indoors (Republic house) B5 Storich Church B6 Storich HQ STORICH AND ASPIA AREAS B7 Aspinia Volcano South Hole B8 Tank Pursuit B9 Aspia Castle Wall (with Tank) BA Tank (Outside) BB Inside Tank BC Storich Underground Ruins BD Aspia South Gate BE Aspia BF Ending 1 C0 Ending 2 C1 Ending 3 C2 Epilogue RUINS AND ANCIENT DUNGEON C3 Chapter ? Ruins C4 Unused Sewer Level C5 Scenario 3 Chapter 3 Ruins (Soup?) C6 Chapter 3 Ruins C7 Chapter 5 Ruins C8 Chapter 6 Ruins C9 Ancient Dungeon (Staircase) CA Ancient Dungeon (Bottom Floor) CB Town (Incomplete) CC Town CD Town ===================================2 ITEM NUMBERS================================== All items in Scenario 2 use only the second of the two bytes devoted to item storage. Changing the first byte (I think) can affect whether or not an item is broken. Scenario 2 contains several items which are not normally found. I've seperated them into three types: Enemy: Weapons only used by enemies. Many of them can be equipped. Unused: Items which cannot be found in the game. Many can be used, but most are just hangers on from Shining the Holy Ark. Early: A lot of items not found until Scenario 3 are in this game. Sometimes their abilities change. The order is roughly: 01-42 Basic Weapons 44-6E Healing items, power-up items and apparel 6F-DD Mithril (or better) weapons, and all wings, anchors and shurikens DE-EF Other items like maps, keys, Elbesem Orb. Also Volcano Wand, Mitra Ankh F0-FF Items and weapons new to Scenario 2 00 Blank 01 Bronze Knife 02 Steel Knife 03 Hunter Knife 04 Steel Sword 05 Broad Sword 06 Bastard Sword 07 Great Sword 08 Epee 09 Foil 0A Rapier 0B Iron Blade 0C Battle Blade 0D Steel Blade 0E Booty Sword (Small Katana) 0F Iron Ninjato (next best Katana) 10 Steel Ninjato 11 Bronze Lance 12 Iron Lance 13 Heavy Lance 14 Steel Lance 15 Spear 16 Power Spear 17 Battle Spear 18 Halberd 19 Heavy Halberd 1A Poleaxe 1B Small Axe 1C Power Axe 1D Battle Axe 1E Great Axe 1F Hand Axe 20 Iron Hand Axe 21 Steel Hand Axe 22 Mace 23 Flail 24 Maul 25 Bronze Claw 26 Iron Claw 27 Steel Claw 28 Battle Claw 29 Cloth Glove 2A Iron Glove 2B Steel Glove 2C Cestus 2D Iron Cestus 2E Steel Cestus 2F Wooden Rod 30 Bronze Rod 31 Talisman Rod 32 Small Wand 33 Magic Wand 34 Angel Wand 35 Power Ankh 36 Saint Ankh 37 Misty Ankh 38 Small Bow 39 Short Bow 3A Faerie Bow 3B King's Bow 3C Light Crossbow 3D Heavy Crossbow 3E Arbalest 3F Long Bow 40 Heavy Long Bow 41 Elven Bow 42 Scimitar (Enemy - Sword) 43 Chaos Ring 44 Power Ring 45 Protect Ring 46 Magic Ring 47 Gale Ring 48 Attack Ring 49 Master Ring 4A Silver Ring 4B Life Ring 4C Nimble Ring 4D White Ring 4E Black Ring 4F Iburu Ring 50 Artemis Pin 51 Apollo Pin 52 Iron Bracer 53 Steel bracer 54 Medical Herb 55 Healing Drop 56 Potion 57 Healing Rain 58 Goddess Tear 59 Hope Light 5A Antidote Herb 5B Fairy Powder 5C Angel's Wing 5D Power Wine 5E Armour Milk 5F Quick Chicken 60 Nimble Onion 61 Happy Cookie 62 Health Bread 63 Brain Food 64 Brave Apple 65 Large Mithril 66 Small Mithril 67 Dark Matter 68 Iron Circlet 69 Steel Tiara 6A Swift Boots 6B Shadow Bowl 6C Dark Bowl 6D Loincloth 6E Power Undies 6F Mithril Dirk 70 Butter Knife 71 Killer Knife 72 Sneaky Knife (Unused) ("Thief's Knife" I think) 73 Joker Knife (Unused) 74 Counter Sword 75 Shiva Sword 76 Leviathan 77 Dark Sword 78 Phoenix Sword 79 Justice Sword 7A Magic Rapier 7B Mist Rapier 7C Shiny Rapier 7D Final Rapier 7E Luster Blade 7F Rune Blade 80 Photon Blade 81 Venom Blade 82 Force Blade 83 Nelson Lance 84 Holy Lance 85 Dragon Lance 86 Ultra Lance 87 Silver Spear 88 Counter Spear 89 Rune Spear 8A Beast Spear (Unused) 8B Comet Spear (Unused, works) 8C Holy Halberd 8D Star Halberd 8E Arc Halberd 8F Dark Halberd 90 Fire Axe 91 Gigantic Axe 92 Sharp Axe 93 Gaia Axe 94 Sorrow Axe 95 Accurate Axe 96 Super Axe 97 Arrow Axe 98 Ultra Axe (Unused, works) 99 Saint's Mace 9A Revenge Mace 9B Power Hammer 9C Macho Maul 9D Mithril Claw 9E Tiger Claw 9F Berserk Claw A0 Pokey Claw A1 Spiked Glove A2 Muscle Glove A3 Spark Glove A4 Magna Glove A5 Pretty Glove A6 Giant Cestus A7 Mist Cestus A8 Wire Cestus A9 Holy Cestus (Unused, works) ("Dragon Knuckle") AA Torture Rod AB Sleepy Rod AC Soul Rod AD Tiamat Rod AE Demon Rod AF Jester Wand B0 Jewel Wand B1 Witch Wand B2 Spark Wand (Unused, works) ("Merlin's Wand") B3 Wendigo Wand B4 Tornado Ankh B5 Silence Ankh B6 Blessed Ankh B7 Holy Ankh B8 Moon Bow B9 Dragon Bow BA Breaker Bow BB Kantar's Bow BC Caylon's Bow (Unused, works) BD Hunter Crossbow BE Flame Crossbow BF Sonic Crossbow C0 Needle Crossbow (Unused, works) C1 Magnum Bow C2 Storm Bow C3 Meteor Bow C4 Cool Braid (replaces Pulsar Bow from Scen1, looks like Elven Bow, "Cools the Blood") C5 Wind Cutter C6 Bone Eater C7 Rumbling Sea C8 Kusanagi C9 Muramasa CA Cross Star CB Fox Shuriken CC Shaken CD Deadly Star CE Octagon Star CF Wind Star D0 Metal Wing D1 Silver Wing D2 Battle Wing D3 Silk Wing D4 Sonic Wing D5 Cosmic Wing D6 Zero Wing D7 Stealth Wing (Unused, works) D8 Light Anchor (Unused, works but not worth a look) D9 Heavy Anchor DA Power Anchor DB Spin Anchor DC Crash Anchor DD Grav Anchor DE Cut Flowers DF Chicken Feed E0 Volcano Wand ("Volcanon Wand") E1 Penko Egg E2 Ship's Key E3 Statue Gem E4 Mitra Ankh ("Ankh of Mitula") E5 Saraband Prison Key E6 Divine Cane (Enemy - Wand) E7 Hell Rod (Enemy - Rod) E8 Penko Beak E9 Ruin Map EA Ruin Map EB Ruin Map EC Ruin Map ED Ruin Map EE Ruin Map EF Elbesem Orb F0 Barrand Prison Key F1 Robot Eyes F2 Crewart's Key F3 Freeze Ball F4 God Rapier F5 Arc Wand F6 Dragon Rod F7 Earth Rod F8 Chain Whip F9 Queen Whip FA Love Whip FB whip (Don't know name) FC Silver Beak FD Gold Beak FE Penn Beak FF Remove ===================================3 SPELL NUMBERS================================= Not all spells work. I've only listed the proper spells here. Pleae note that to make this list I have taken Scenario 3's values and cut out the innappropriate ones. Inferno works in Scenario 1, so it and other spells from Scenario 3 may work in this game. Spells are stored in two bytes. The first byte identifies the spell using the numbers below. The second byte determines the spell's level 1-4. Making the level too high (eg Wendigo level 4) will not work. Levels 1 and 2 will be okay, but levels 3 and 4 will have 0 casting cost and will never be able to find a target. 00 Blank 01 Blaze 02 Freeze 03 Spark 04 Tornado 05 Soul Steal 06 Inferno 07 Support 08 Slow 0A Resist 0B Attack 0C Dispell 0D Confuse 0E Sleep 0F Charm 11 Heal 12 Aura 14 Antidote 15 Return 26 Phoenix 27 Wendigo 28 Tiamat 29 Tanatos 34 Thor 35 Zephyrus 36 Golem 37 Hell Dragon ================================4 CHARACTER CLASSES================================ Name of characters which follow the progression 00-1F Unpromoted Class 20-47 Promoted Class ----------------------- Synbios, Medion, Julian 00 Soldier 20 Swordsman ----------------------- Dantares, Cybel, Campbell, Donhart, Arthur 01 Knight 21 Cavalier/Paladin ----------------------- Obright, Horst, Rock 02 Warrior/Senshi 22 Gladiator/Warrior ----------------------- Grace, Uryudo 03 Priest 23 Cleric ----------------------- Masqurin, Noon, Syntesis 04 Magician 24 Wizard ----------------------- Hayward, Barnard, Garosh 05 Archer 25 Marksman ----------------------- Irene, Kahn, Hera 06 Monk 26 Master Monk ----------------------- Eldar, Fynnding, Zero 07 Birdsoldier/Birdman 27 Birdknight ----------------------- Justin, Waltz 08 Bow Cavalry 28 Bow Knight ----------------------- Penn 09 Penguin 29 Emperor Penguin/Flare Penguin ----------------------- Ratchet 2A Steam Knight ----------------------- Frank 2B Werewolf/Wolf Baron ----------------------- Hagane, Murasame 2C Ninja Hazuki 0D Kuno 2D Master Kuno ----------------------- David 0E Ranger 2E Commando ----------------------- Hedoba 0F Shaman 2F Summoner ----------------------- Robbie 30 Mecha Soldier ----------------------- Jade 31 Metal Gunner ----------------------- Penko 12 Penguin 32 Samba Penguin ----------------------- Papesh 33 Tamer ----------------------------------------------------------------------------------- ===================================D INSTRUCTIONS================================== ----------------------------------------------------------------------------------- 1. The File 2. Checksums 3. Information I Will Give 4. How My system Works The File ======== This is a guide to altering a Saturn emulator's save game file for Shining Force 3 (all parts). The emulator I have used for this is SSF and I don't know if this guide will be helpful for any other saturn emulator. The save file in question is not a windows file, but a file on the emulator's virtual RAM cartridge. In version 0.06 this is called E_Backup.RAM. I will be providing two types of information: the first is the offset of a byte in that game file which stores a particular piece of information, and the second is the meaning of the values which you can put into that byte. Every Shining Force 3 file begins SF. In the SSF emulator it is convenient to search for the string of digits: 53FF46. Offsets: the offset of a byte is how many bytes into the file it is. In order to use this kind of information you will need a hex editor program like Hex Workshop, which is available from www.bpsoft.com, which presents each byte as a pair of hexadecimal digits and tells you the offset of the cursor, or lets you move the cursor to a particular offset. The editor will give you the offset from the start of the windows file, but this will not be the start of the game's file (in fact, you can have more than one game file in the windows file). as a result, I will have to use relative offsets in this guide. I will use the following notation (numbers will always be in hex): %: For example %1B, where 1B is the hexadecimal number twenty-seven. This type of offset is relative to the start of the game file. The start of the game file is taken to be the S in the phrase SFORCE which is the start of every file. Add the number after the % sign to the offset of the 'S' to reach the byte in question. For instance, say Synbios' section in a scenario 1 file starts at %4924, and the 'S' is at offset C09 in the .RAM file. Then the start of Synbios section is at offset 552D in the .RAM file. At this point is the 'S' in 'Synbios'. +: For example +1B, where 1B is the hexadecimal number twenty-seven. Every character gets a section to themselves in the file, which holds their attack power, defence, items, spells etc. Since these are all laid out the same way, I will only describe the layout once. The number after the + sign is how many bytes after the start of the character's section the byte in question is. The start here is taken to be the first letter of their name. For instance, in the above example the 'S' in Synbios was at offset 552D. Suppose that my guide says that in the character section a character's class is stored at +F0. Then Synbios' class is stored at 552D+F0=561D bytes from the start of the windows file. Note: Hex Workshop has a counter which tells you how many bytes you are selecting if you drag the cursor or move the arrow keys with shift held down. It is often is easier to use this feature to work with relative offsets than to use a calculator to work out the absolute offsets. Not all SF3 have the layout I have described in my guides. NEVER use Gabriel to copy a file; he will insert some extra information at the start, upsetting the offsets. If you want two copies of the data, go to a church. The Premium Disc save game creator also adds in these bits sometimes. Try naming every character in Roman letters as this seems to help. Checksums - aah! Very Important!!!!!!! ================================================================================ These things are a real pain, and made working out how to edit the save file very difficult. Fortunately, they are easy enough to work with once you get used to them. The checksum is a means of testing if the data in a file has degraded over time. It is a defence measure designed to save you from loading up a game file in which the information has been spoilt. However, it also detects if you have edited the file. If the checksum is wrong, Gabriel (or Ishahacut if you like) will not let you load the file. My offsets sections will tell you where the checksum is. It is a 3 byte (that is a six-digit hex) number which stores the sum of a range of bytes in the file. My guides will also tell you the range it counts over. You can then use Hex Workshop to recalculate the checksum after you make some changes. To do this, select the range I specify, and go to the tools menu, and calculate (or generate) checksum. When you calculate it, you will be given a whole host of different checksum. The one you are interested in is Checksum-16, which adds the values of each individual byte together. However, you may have noticed that every other byte in the save file is FF. These FF's are not part of the game's file, and you will need to correct for them. I will explain this in the Map guides. Basically, though, you subtract a number to compensate for them. However, Hex Workshop only calculates four-digit checksums, so this method will only give you the last four digits of the file's six-digit checksum. This shouldn't be too much of a problem, as it is likely the higher two didigtes will not change, and if they do it will only be by plus or minus one. It should be easy to work out if this has happened just be looking at the new and old checksums. (This applies to SSF and the old Satourne. I believe the new Satourne has every other byte as 00, so you don't need to correct for them. I can't test this because Satourne does not work on my computer.) For smaller changes you may find it more convenient to simply keep a calculator handy and keep track of how much you are adding and subtracting from each byte, and when you are done use this tally to modify the checksum by the same amount. Basically, if you add 5 to a byte in the file, you must add 5 to the checksum as well. It's that simple. (You may be unimpressed by me saying how important this is, and that's fair enough. But finding the checksums, and indeed working out that I was even looking for a checksum in the first place, was one of the trickiest parts of workingout how to edit the files. Maybe I'm still traumatised from that...) Information I will give ======================= Location -------- A single byte in the file determines where in the world you will start from when you load up the save file. If you change this you can go anywhere you want in the game! Skip straight to Malorie or go back to Quonus. This is a fun thing to change. Because the game also stores your coordinates in that location, when you change this value you may end up somewhere odd, such as in the black space around a building when you are indoors, or maybe trapped inside a wall. For this reason I find it convenient to make a save in a church, and when I change towns I put myself in the new town's church. This way Synbios (or whoever) will be standing at the altar of that church. If you do end up in the black space, you should know that most 'indoors' areas have more than one building in them. Try to head for the corners of the level to reach them. Walk into the doorway and you will exit the buidling and reach the town. This does not work in Scenario 3 though. If you end up in space, you will be stuck. Inventory --------- By this I mean the huge quantity of stuff King Benetram keeps in his pockets at HQ. Each item has either byte or half a byte which stores how many of that item you have deposited. All that is required is that you add to this byte or half byte to increase the number you have. What do I mean by half a byte? That's just a single hexadecimal digit. Each offset section will explain in more detail. There are many items available in this way which cannot be found just by playing the game - most new weapons! Team Roster ----------- Each character who can join the force has a half-byte devoted to storing their status as a team member. Each file map will explain precisely how it works, but you can have characters in your team before you can normally meet them, or keep Julian and Donhort in after they should leave. You can have both Jade and Garosh as well, for instance. Also, there is an unused character in Scenario 3 and the Premium Disc! Items ----- Each character has bytes which show what they have equipped and what they are carrying. Each item slot has two bytes, and stores the identifying number of an item. (Remember there is an FF between these two bytes.) The two bytes function is a four digit hex number, but the leftmost byte should only by 00 or 01. One byte can distinguish between 256 items; as a result Scenarios 1 and 2 only use the least significant byte; scenario 3 can have 00 or 01 in the higher byte to open up more combinations. Spells ------ Each character has four spells slots. Spells are also stored in two bytes. The first byte determines the type of spell and the second the level. Very simple. There are many hidden spells, but most don't work. Copyright 2003 James Ferguson This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.