[PC] Save editor - Memoria (0.6.3.1)

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It worked for me if i set the address '00001F14' or '0x1F14' to 'FF'
Ahh, nice!  :)

Hi everyone!
Is this project still on?

I'm playing a PSX version of FF9 on Retroarch.
I was searching a solution online, not only to get rid of the "stats growing via equip" thing, but even to max out the stats as far as the game allows.
So, i've found Memoria Tool, but using it, I can only find direct values edits (base and total stats).
This "limit", makes the stats reset everytime a character levels up.
So, I'm asking if anyone has figured out how to edit the "stats growing via equip" values instead.
I already know that if i equip all the characters with their best gears, make 'em grind a bit and keep resetting the level via Memoria, I can reach the goal but maybe this is just the dumb long way...
Not completely sure what you mean, here, I'm very rusty on this topic, sorry  :D (it's been a long time).

This may not be what you're referring to, but, in Memoria, each character has a "Misc" tab with "pools" pr stat.
If I'm not mistaken, these values are accumulated every time a character levels with equipment that boosts stats. So, let's say, you have equipment with a strength+1. When the character levels, it will add a certain percentage to increase strength. For example, if it gives + 10% str increase, it takes 10 levels with that equipment to accumulate +1 strength (it's a bit more complex; this is the tl;dr explanation). In Memoria, these pools have values from 0 - X, where X is the number that has to be surpassed to gain a +1 to that specific stat (I don't remember the value of X though... 999? 512?).
Each level-up adds to the pool if relevant equipment is equipped. Again, take this with a grain of salt, as I'm very rusty on this topic.  :P

EDIT: After reading this: https://gamefaqs.gamespot.com/ps/197338-final-fantasy-ix/faqs/20745 it seems the "pool" number needs to be divided by 32, rounded down, to find the +stat value.

I'm pretty sure it's not possible via save editing to avoid resetting stats via leveling or changing equipment, as that's part of the game's code (which does consult the savemap to see if it's ok to not reset stats, if that makes sense).
 
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hey probly nobody will read this but how do you tell which abilities are which they are labelled as A01 A02 and so on, i accidently maxed out everything and i want to edit the abillities back to what they were, i cant tell if A01 on garnet is cure or what, is there a list anywhere showing this info?? thx
 
Just to make sure, is this save editor still working with the current Steam version? None of the changes I make seem to work, I'm trying to add some Dead Pepper, for some reason, it's not dropping for me.
 
As far as I can tell, it still works. Did some testing right now.
It can be a bit confusing to select the right file on the steam version. You sure you edited the correct file and remembered to actually save?
 
I just stumbled upon this tool when looking for a way to edit the ATE I've seen ingame.
The "watch all ATEs" achievement is driving me crazy.

Is there a way to edit the amount of ATEs I've seen with this tool?
If not, do you think it can be done with another tool?
 
I just stumbled upon this tool when looking for a way to edit the ATE I've seen ingame.
The "watch all ATEs" achievement is driving me crazy.

Is there a way to edit the amount of ATEs I've seen with this tool?
If not, do you think it can be done with another tool?
Sorry, as-is it's not possible. Not sure if there are other tools
 
you ave exactly same tool with new update ?


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.)
 
I'd like to double chime in and see if there's plans to update the save editor to work with the new Memoria update. :( Was excited to do a fun run of the game using a bunch of mods only to find out that no save editor out there is configured to work with the new updated save system Memoria has.
 
I tried looking at that some time ago but the way the save editor is built is difficult to adapt to the Memoria Engine updates. Memoria Save Editor changes the datas with their specific binary adresses, which is adapted to the PSX saves but not so much to the PC saves (and even less to the Memoria Engine saves). It would require a somewhat important re-work of the editor's data management :/
 
Hello !

I found out how the "Movie Critic" achievement was stored.

Turn every 4 bytes from 0 to 1 starting from address 0x2886 until address 0x29CE (included).

It should look like this :

Code: [Select]
Code:
0x02880: FF FF FF FF FF FF 01 00 00 00 01 00 00 00 01 000x02890: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x028A0: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x029B0: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x028C0: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x028D0: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x028E0: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x028F0: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x02900: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x02910: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x02920: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x02930: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x02940: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x02950: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x02960: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x02970: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x02980: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x02990: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x029A0: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x029B0: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 000x029C0: 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 00
After that, trigger an ATE and it will validate the achievement.

Note that to test this out, I've left the first 3 ATE to 00 (first line, 0x02880), started a fresh game, and it validated after viewing the first 2 ATE of the forest.
So I ended up having the byte 0x0288E to 00, and it still validated the ATE.
That's why I think you can just turn them all on, and watch any ATE, and it should work.
If that's not the case, feel free to tell me.
 
I tried looking at that some time ago but the way the save editor is built is difficult to adapt to the Memoria Engine updates. Memoria Save Editor changes the datas with their specific binary adresses, which is adapted to the PSX saves but not so much to the PC saves (and even less to the Memoria Engine saves). It would require a somewhat important re-work of the editor's data management :/
Yes, this was initially based on the PSX savemap where addresses are set in stone, so the code worked around that.  When adjusting Memoria to the 2016 release, it was basically just quickfixes and very little has been done since.


Nice!  :)
 
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