File: Save file editing guide for Shining Force 3, Scenario 3 and Premium Disc 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 3 and the Shining Force 3 Premium disc in the SSF v 0.06 saturn emulator. It may be compatible with later versions and other emulators as well. A Scenario 3 Offsets B Character Section Offsets C Scenario 3 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 earch to find a section more quickly. ----------------------------------------------------------------------------------- ================================A SCENARIO 3 OFFSETS=============================== ----------------------------------------------------------------------------------- Scenario 3 and Premium Disc files follow exactly the same layout. Checksum: %10A, %10C, %10E Range: start at %113 and select #C160 bytes So, for SSF files, subtract C160*FF/2=#604F50 from checksum 16. For last four digits, this is equivalent to adding #B0B0 to checksum 16. Location: %13A Current Leader: %318,31A,31C This determines who you are. The first byte is your character number: Synbios=00 Julian=07 Medion=14 The third determines your force: Synbios's force=01 Medion's force=02 Julian's force=03 The second apparently should always be the same as the third. Inventory: %868 For most items: If the item is even numbered, add the item number to the above %868. The first digit of this position is the number of that item you have. The second digit is the number of copies you have of the odd numbered item one up from that even numbered item. This means you can have up to fifteen of these items. For 'disposable' items: The following items do not work like this. instead, they each have an entire byte (two digits) devoted to them. (Note that space is left for them in the middle of the above data, but it is not used.) This means that you can have up to two-hundred and fifty-five of these items. Medical Herb: %994 Healing Drop: %996 Potion: %998 Healing Rain: %99A Goddess TearS: %99C Hope Light: %99E Antidote Herb: %9A0 Fairy Powder: %9A2 Angel's Wing: %9A4 Power Wine: %9A6 Armour Milk: %9A8 Quick Chicken: %9AA Nimble Onion: %9AC Happy Cookie: %9AE Health Bread: %9B0 Brain Food: %9B2 Brave Apple: %9B4 Large Mithril: %9B6 Small Mithril: %9B8 Dark Matter: %9BA Orifalcon: %9BE (You might want to just select everything from %868 to %9BE and fill with the byte FF. This will give you the maximum of every item, and it won't disrupt the columns of FF's in between the file data.) First Enemy File start: %1A60 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: %460 Masqurin/Grace: %462 Hayward/Obright: %464 Irene/Julian: %466 Cybel/Eldar: %468 Kahn/Noon: %46A Justin/Horst: %46C Penn/Ratchet: %46E Frank/Hagane: %470 Murasame/Fynnding: %472 Medion/Campbell: %474 Syntesis/Uryudo: %476 Waltz/Rock: %478 Barnard/Zero: %47A Hazuki/David: %47C Hedoba/Gracia: %47E Donhart/Hera: %480 Robby/Arthur: %482 Garosh/Jade: %484 Penko/Papesh: %486 Kate/*Rogan*: %488 Edmund/Isabella: %48A Bridget/Cyclops: %48C Rollie/Thousand: %48E Leon/Honesty: %490 Produn/Harold: %492 Pendolf/Spiriel: %494 Jubei/Primrose: %496 Marki/Turk: %498 Unoma/Jane: %49A The second character in each pair uses the first digit and vice versa. The possibilities for each digit in Scenario 3 are: 0: not found 1: in Synbios's active team 2: in Medion's active team 3: in Julian's active team 9: in Synbios' reserve team A: in Medion's reserve team B: in Julian's reserve team Yes, Rogan is a force member! Making Jane part of the team allows her to be chosen in the Premium Disc force, even from an incomplete save file. You can have both Garosh and Jade, and both Produn and Edmund, but beware! The game only allows for 59 of the above 60 characters to be used. You will get an error unless you miss at least one person out. It's interesting to note that each of the above groups has twenty people in it. This means that if you count Gracia in part 2 and Rogan and Jane in part 3, each Scenario add twenty new characters to the game. Of course, counting Jane like this makes no sense, and it would make more sense to count Rogan in part 2 and Gracia in part 3, but it's an interesting bit of symmetry. Gracia's face is in the Scenario 2 characters' file, Rogan's face is in the Scenario 3 characters file and Julian's face is in the Scenario 1 characters' file. All three files have the same length. Note: It's not really Jane in Scenario 3. It is just a blank space which was leftover, but the Premium Disc interprets the position as Jane. Making this pseudo-Jane part of the team in Scenario 3 save will let you select her if you start a Premium Disc game with it. Character Sections ------------------ Synbios: %6D88 Dantares: %6EE8 Masqurin: %7050 Grace: %71B0 Hayward: %7130 Obright: %7478 Irene: %75D8 Julian: %7738 cybel: %78A0 Eldar: %7A00 Kahn: %7B60 Noon: %7CC8 Justin: %7E28 Horst: %7F88 Penn: %80F0 Ratchet: %8250 Frank: %83B0 Hagane: %8518 Murasame: %8678 Fynnding: %87D8 Medion: %8940 Campbell: %8A00 Syntesis: %8C08 Uryudo: %8D68 Waltz: %8EC8 Rock: %9030 Barnard: %9190 Zero: %92F0 Hazuki: %9458 David: %95B8 Hedoba: %9718 Gracia: %9880 Donhart: %99E0 Hera: %9B40 Robby: %9CA8 Arthur: %9E08 Garosh: %9F68 Jade: %A0D0 Penko: %A230 Papesh: %A390 Kate: %A4F8 *Rogan*: %A658 Edmund: %A7B8 Isabella: %A920 Bridget: %AA80 Cyclops: %ABE0 Rollie: %AD48 Thousand: %AEA8 Leon: %B010 Honesty: %B170 Produn: %B2D0 Harold: %B438 Pendolf: %B598 Spiriel: %B6F8 Jubei: %B860 Primrose: %B9C0 Marki: %BB20 Turk: %BC88 Unoma: %BDE8 Jane: %BEF0 You can't alter Jane's stats in Scenario 3 in such a way that the Premium disc will register - even her name can't be changed. However, her stats and name can be changed in the Premium Disc file. Changing Rogan's name here will change it in the game dialogue, for instance when Honesty is talking about the letter Rogan gave to her. However, changing Marki's name does not affect what she is called when she is an enemy. The same is true of Edmund, Produn and Thousand. Come to think of it, Julian sure does fight a lot of his friends. ----------------------------------------------------------------------------------- ============================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 3 VALUES================================ ----------------------------------------------------------------------------------- The Premium Disc uses almost the same valus as Scenario 3. The only major difference is in the location numbers. Additionally, there is one extra item added, and some monster values and special attacks change (but I haven't included these yet anyway). 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================================ Location numbers have different meanings in Scenario 3 and the Premium Disc. The values for the Premium Disc are at the end of the Scenario 3 locations. SCENARIO 3 ---------- Order of location numbers is: Non-game areas (title screen etc.) Battles (in order except for Taros Shrine) Towns (in order except for Maya/Hut): Flagship Destonia Foothill Village Guarder Baersol Aspia Aural Village Hut of Mt Bowlet Maya Village Dormant Icelocked Flagship Remotest External Areas (These tend not to work) Locations which say error are ones that have always caused the emulator to crash when I load the file. I have tried to provide the location name for these nevertheless. Some of the other locations still give errors sometimes. Many of the areas in the final group are the battlefields from the game, as opposed to the battles themselves. However, the relevant battle may start if you have not already fought it. If you've used the Premium Disc to make a save file, or if you alter a complete save file (which you can make easily using location 01), chaning your location to be a battle will allow you to fight it. NON-GAME AREAS -------------- 00 OP(ening) Movie 01 Gabriel's Room, game complete 02 Complete 03 Staffroll BATTLES ------- 04 Flaship Battle 05 "Destonia Harbour" 06 The Apalling Walcuray 07 "Goliath of the wind" 08 "Large Cavern" 09 "The Dragon's Graveyard" 0A Encounter with the Beast Lord (Leon) 0B "The Border Fortress" 0C "Ambush" 0D "The Great Lighthouse" 0E "A General Who Is Alive Thanks to Love" 0F "The Trail" 10 "Father and Son" 11 The Road North 12 Hill to Aural Village 13 Crossing the River 14 Rainblood Attack 15 Maya Village by Night 16 The First Test 17 The Second Test 18 The (Witch -1) of the Snowy Mountains 19 Battle with Galm (Something... Vandal) 1A Rainblood Again 1B Yasha's Trap (Shinobi...something) 1C "Magma Flow" 1D "King of Rainblood" 1E Battle with Medion's Force 1F Onward Shining Force! (Jumesyn battle) 20 Bulzome's Shrine 21 Taros Shrine Lv 1 (Harpy) 22 Taros Shrine Lv 2 (Golem) 23 Taros Shrine Lv 4 (Cerberus) 24 Taros Shrine Lv 6 (Earth Dragon) 25 Taros Shrine Lv 8 (Durahan) 26 Taros Shrine Lv 9 (Colossus) 27 Taros Shrine Lv 10 (Taros) 28 Taros Shrine Lv 3 (Hydra) 29 Taros Shrine Lv 5 (Griffin) 2A Taros Shrine Lv 7 (Blue) TOWNS ----- FLAGSHIP 2B Flagship/start 2C Flagship Captain's Room (Use this one to come here) 2D Flagship Captain's Room (This one's messed up) 2E Flagship HQ (something about dragons/messed up exit) 2F Flagship Deck DESTONIA 30 Destonia Town 31 Destonia Harbour 32 Destonia Pier 33 Destonia Factory 34 Destonia Indoors 35 Destonia HQ 36 Destonia Cathedral 37 Destonia Waters FOOTHILL VILLAGE 38 Foothill Village 39 Foothill Indoors 3A Foothill Church 3B Foothill Village HQ GUARDER 3C Guarder Town 3D Guarder Indoors 3E Oans? Guarder Indoors 3F Guarder Church 40 Guarder HQ BAERSOL 41 Baersol 42 Baersol Indoors 43 Brutus' Home 44 Baersol Church 45 Baersol HQ 46 Island Outside Guarder ASPIA 47 Aspia South Wall 48 Aspia South Gate (Scenario 2 Finale) 49 Aspia Town (Chapter 4 Title) 4A Aspia Town 4B Aspia Castle Bridge 4C Aspia Castle 4D error 4E Aspia Indoors 1? 4F Aspia Indoors 2? (These are buildings which burnt down) 50 Aspia Castle Conference Room 51 Aspia HQ 52 Aspia Church 53 Malorie North Marsh AURAL VILLAGE 54 Aural Village 55 Aural Indoors 56 Aural Village Cave 57 Aural Village Church 58 Aural Village HQ 59 Hill outside Maya Village HUT OF MT BOWLET 5A Outside Hut 5B Hut of Mt Bowlet (Church) 5C Hut of Mt Bowlet (HQ) MAYA VILLAGE 5D Maya Village (Daytime) 5E Maya Village Indoors - Gabriel's House 5F Maya Village Indoors - Gabriel's House too. 60 Maya Secret Room (Sega Basement?) 61 Maya Village Church 62 Maya Village HQ 63 Maya Village (Night) 64 Maya Village (No ground) 65 Maya Village (Sky for ground) DORMANT 66 Dormant Village 67 Dormant Village (No escape) 68 Dormant Indoors 69 Dormant Church 6A Julian's HQ in Dormant (abbreviated as Dorma Juli HQ) 6B Synbios' HQ in Dormant ICELOCKED FLAGSHIP 6C Flagship in Frozen River 6D Deck of Icelocked Flagship 6E Captain's Room 6F Icelocked Flagship HQ REMOTEST 70 Remotest Outside - Shop Side 71 Remotest HQ Lobby 72 Remotest Shops 73 Bulzome Church 74 Remot(est) Synbi(os) HQ 75 Remot(est) Medi(on) HQ 76 Remot(est) Juli(an) HQ 77 Remotest Cathedral (Cuts to Chapter title if you haven't seen it) 78 Remotest HQ Lobby 79 Remotest Shops 7A Remotest Cathedral 7B Bulzome Church in Remotest OTHER AREAS ----------- 7C Ending (Flagship and Remotest) 7D Destonia Valley 7E Destonia Castle Courtyard 7F Destonia Castle Rooftop 80 Destonia Underground Waterway 81 error (Dragon's Graveyard) 82 error 83 Barrier Fortress 84 Guarder Island (No ship) 85 Border Bridge 86 Great Lighthouse 87 Baersol Beach 88 Baersol North Desert 89 The Temple (Brutus' Last Stand or something like that) 8A error 8B Hill before Aural Village 8C Battle after Aural Village 8D Ark Hill Desert 8E Ark Hill Mountain (Jubei & Rainblood level) 8F Ark Hill Mountain (Caves) 90 Ark Hill 91 error (Galm) 92 Dormant Territory (cutscene) 93 Dormant Cave (cutscene) 94 Lava Flow area (cutscene) 95 Glacier 96 Remotest Gate (cutscene) 97 Synbios' & Medion's Battlefields (with snow) 98 Synbios' & Medion's Battlefields 99 Julian's Battlefield (with Walcuray) 9A Julian's Battlefield 9B Bulzome's Throne Room (cutscene) 9c Taros Shrine 9D Bulzome's Throne Room 9E Bulzome's Throne Room (sacred dragon - name of chapter 2 ruins) 9F Artillery Ruins (Chapter 6) A0 Mountainside Ruins (Chapter 3) A1 Chapter 4 Ruins A2 Coal Mine Ruins (Chapter 5) A3 "Special Battle" (Gabriel says something about the Premium Disc) A4 Epilogue (Galm and Elise) A5 Porikyara (This is what the Premium Disc calls the 3D model select) A6 Measurement Test A7 Shop Test A8 Freaky Dragon Test! (You may need to tap the zoom button to start) PREMIUM DISC ------------ Use 01 to make a 'complete' Premium Disc save file (even though you don't really get them. Altering the location in this complete file to be a Special Battle will allow you to fight that battle. If you do not use this method, changing the location will not change the enemies on the map. NON-GAME AREAS 00 is title screen (for Scenario 3) 01 is end sequence (say yes!!) 02 is complete (loading this will cause the Saturn to try and start Scenario 3) 03 is ending sequence LEVELS 04 Special Battle 1, Octopus 05 Special Battle 2, Yasha 06 Special Battle 3, Rainblood 07 Special Battle 4, The Four of Bulzome 08 Special Battle Galm (just a few fish, lizardmen and a harpy I'm afraid) 09 Special Battle 5, Bulzome 0A Special Battle 6, Dark Dragon 0B Special Battle 7, Iom 0C Special Battle 8, Zeon 0D Special Battle 9, Darksol OTHER AREAS 0E puts you straight onto the boat 0F Illustration Menu 10 'ne' (~full stop or comma). Walkable octopus map 11 Soundtest (walking!) 12 Polygon Select Background (walking) 13 Polygon Select 14 Scenario 3 Epilogue (Galm and Elise) 15 Special Battle (walkable Octopus level) 16 Illustration again 17 Says Unoma but takes you to battle 18 Backup Data (Sc3 save game designer) 19 Movie Select 1A Sound Test 1B Main Menu (Mode Select) 1C Measurement Test 1D Empty Store Test ===================================2 ITEM NUMBERS================================== Items with value FF or less have 00 in the first byte of the item slot. Items with value 100 or more have 01 in the first byte and the last two digits in the second byte. English version names have been used where possible. Some items, denoted Enemy, are only used by enemies. Some items cannot be found playing through the game; these are denoted unused. Even some of the unused items had their names changed in translation. I've written their UK Scenario 1 names in the list, with the original names in brackets for those items I've spotted this for (I'm not worried about shell/bow axe/tomahawk inconsitency). 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 100 Elbesem Staff (with Shining, cf 12A) 101 Horn 102 Horn (with Change Virgo) 103 Talon 104 Talon (with Thunder Breath) 105 Reaper Knife 106 Sword of Blood 107 Nebula Rapier 108 Baryon Blade 109 Masamune 10A Full Metal Wing 10B Boson Lance 10C Mercury Spear 10D Buster Halberd 10E Apollyon Axe 10F Flaming Tomahawk 110 Geo Hammer 111 Plasma Anchor 112 Gehenna Claw 113 Kokyutos Glove 114 Aura Knuckle 115 Rod of Will 116 Eternal Wand 117 Golgotha Ankh 118 Sagittarius Bow 119 Doppler Crossbow 11A Hotrod Shell 11B Yamima Shuriken 11C Rainbow Beak 11D Silk Whip 11E Orihalcon 11F Shining Sword 120 Arch Rapier 121 Dragonman Claw 122 Chaos Blade 123 Raphael Ankh 124 Abyss Wand 125 Murasame 126 Wind God Fan (Enemy - Sword) 127 Halbarod (Enemy - Halberd. Rainblood Knight's Halberd has Rod properties) 128 Ogre Meat 129 Great Priest Halo (Enemy) 12A Elbesem Staff (after Evolution, with Blessing) 12B Jane's Arc Wand (only in Premium Disc) ===================================3 SPELL NUMBERS================================= Not all spells work. I've only listed the proper spells here. 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 09 Shining 0A Resist 0B Attack 0C Dispell 0D Confuse 0E Sleep 0F Charm 10 Drain 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 3E Proserpine 3F Demon King 40 Summon Penko 41 Summon Penn 43 Wind Storm (Goliath) 44 Blizzard (Yasha) 46 Blessing 47 Chaos Gate ================================4 CHARACTER CLASSES================================ Name of characters which follow the progression 00-1F Unpromoted Class 20-47 Promoted Class 48+ Blessed Class ----------------------- Synbios, Medion, Julian 00 Soldier 20 Swordsman 48 Apostle of Light ----------------------- Dantares, Cybel, Campbell, Donhart 01 Knight 21 Cavalier/Paladin 49 Holy Knight ----------------------- Arthur 01 Knight 21 Cavalier/Paladin 5A Magic Knight ----------------------- Obright, Horst, Rock 02 Warrior/Senshi 22 Gladiator/Warrior 4D Baron ----------------------- Grace, Uryudo 03 Priest 23 Cleric 4B Bishop ----------------------- Masqurin, Noon, Syntesis, Bridget 04 Magician 24 Wizard 4A High Wizard ----------------------- Hayward, Barnard, Garosh, Kate 05 Archer 25 Marksman 4C Sniper ----------------------- Irene 06 Monk 26 Master Monk 4E Master Monk + 1 (Sorry, can't read this one) Kahn, Hera 06 Monk 26 Master Monk 50 Saint ----------------------- Eldar, Fynnding, Zero 07 Birdsoldier/Birdman 27 Birdknight 4F Wing Lord ----------------------- Justin, Waltz 08 Bow Cavalry 28 Bow Knight 51 Buster Knight ----------------------- Penn 09 Penguin 29 Emperor Penguin/Flare Penguin 52 Soldier Penguin ----------------------- Ratchet 2A Steam Knight 53 Steam Baron ----------------------- Frank 2B Werewolf/Wolf Baron 54 Berserk ----------------------- Hagane, Murasame 2C Ninja 55 Master ninja Hazuki 0D Kuno 2D Master Kuno 55 Master Ninja ----------------------- David 0E Ranger 2E Commando 56 Striker ----------------------- Hedoba 0F Shaman 2F Summoner 57 Sorcerer ----------------------- Robbie 30 Mecha Soldier 59 Sacred Mech ----------------------- Jade, Harold 31 Metal Gunner 5B Metal Buster ----------------------- Penko 12 Penguin 32 Samba Penguin 5C Lady Penguin ----------------------- Papesh 33 Tamer 5D Beast Master ----------------------- Gracia 34 Holy Child 58 Blessed Holy Child ----------------------- Edmund, Produn, Spiriel, Rogan 35 Commander (Shogun) 5E General ----------------------- Isabella 36 Princess 5F Princess of Light ----------------------- Cyclops 37 Mandragon 60 Dragon master ----------------------- Rollie 38 Unicorn 61 Unicorn +1 ----------------------- Thousand 39 Dragon 62 Holy Dragon ----------------------- Leon 3A Lion Warrior 63 Lion King ----------------------- Honesty 3B Pegasus Knight 64 Pegasus Lord ----------------------- Pendolf 3C Scholar Penguin 65 Academic Penguin ----------------------- Jubei 3D Samurai 66 Taisho (General) ----------------------- Primula 3E Fairy 67 Fairy of Light ----------------------- Marki 3F Majo (Witch) 68 Witch ----------------------- Turk 40 Ogre Rider 69 Mad Rider ----------------------- Unoma 41 Hermit 6A Master... ----------------------- Jane 6B Jane's class. (Don't know what it says. Maybe Double Agent) ----------------------------------------------------------------------------------- ===================================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. 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