[PC] Save editor - Memoria (0.6.3.1)

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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
 
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.
 
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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?
 
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.
 
Not to worry - at first glance, it appears to be in order of how they appear on the abilities screen. The first X abilities (the exact number varies by character) are their "Use" abilities, and the rest are their "Equip" abilities. I'll do a more thorough check soon.

Out of general interest, are you still mapping more of the save data, to find things like Chocobo data, key items, or even save position and story event flags?
 
As of now it's on halt. I will continue whenever I get an interest, which I eventually will. If you figure something out I would like to know. :o
 
Ok, I'll run some comparison tests (as you detail in your first post) for you - focus on things like Mognet letters and Chocobo Hot & Cold. :)

Here's a very simple comparison I've just run through - the only difference, besides game time, is that I've changed Window Color in the Options menu from Normal (grey) to Classic (blue). Let me know if these results are useful and, time permitting, I'll do some more complex ones for you. :)

Code: [Select]
Code:
Offset   BlockA  BlockB  A - B0x0142    0       d      -130x0151    0      80      -1280x0152    0      80      -1280x0153    0      64      -1000x0161    0      cc      -2040x0162    0      1f      -310x0163    0       4      -40x0172    0       d      -130x0174    0       1      -10x0178   24      2f      -110x017e    0      b8      -1840x0208   ff      5f      1600x0f18   37      be      -1350x0f19    5       4      10x1162    0       4      -4
 
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I've had a more thorough look at the Abilities section, and I was correct - the ability numbers in Memoria correspond exactly to the in-game list. I've gone through four characters (Zidane, Vivi, Dagger, Quina) and verified this, so I'm assuming it's the same for the rest. I'd like to do more thorough testing but my method of moving save files around is cumbersome and time-consuming. Anyway, here are the lists:

Code: [Select]
Code:
Zidane:A1 = FleeA2 = DetectA3 = What's That!? A4 = Soul BladeA5 = AnnoyA6 = SacrificeA7 = Lucky SevenA8 = ThieveryA9 = Auto-ReflectA10 = Auto-FloatA11 = Auto-HasteA12 = Auto-RegenA13 = Auto-LifeA14 = HP+20%A15 = Accuracy+A16 = DistractA17 = Long ReachA18 = MP AttackA19 = Bird KillerA20 = Bug KillerA21 = Stone KillerA22 = Undead KillerA23 = Devil KillerA24 = Beast KillerA25 = Man EaterA26 = Master ThiefA27 = Steal GilA28 = Add StatusA29 = Gamble DefenceA30 = High TideA31 = CounterA32 = Protect GirlsA33 = Eye 4 EyeA34 = Body TempA35 = AlertA36 = Level UpA37 = Ability UpA38 = Flee-GilA39 = InsomniacA40 = AntibodyA41 = Bright EyesA42 = Restore HPA43 = JellyA44 = Auto-PotionA45 = LocomotionA46 = Clear HeadedA47 = MugA48 = BanditVivi:A1 = FireA2 = FiraA3 = FiragaA4 = SleepA5 = BlizzardA6 = BlizzaraA7 = BlizzagaA8 = SlowA9 = ThunderA10 = ThundaraA11 = ThundagaA12 = StopA13 = PoisonA14 = BioA15 = OsmoseA16 = DrainA17 = DemiA18 = CometA19 = DeathA20 = BreakA21 = WaterA22 = MeteorA23 = FlareA24 = DoomsdayA25 = Auto-ReflectA26 = Auto-FloatA27 = Auto-HasteA28 = Auto-RegenA29 = Auto-LifeA30 = MP+20%A31 = HealerA32 = Add StatusA33 = Reflect-NullA34 = Reflectx2A35 = Mag Elem NullA36 = Half MPA37 = High TideA38 = Body TempA39 = Level UpA40 = Ability UpA41 = InsomniacA42 = AntibodyA43 = LoudmouthA44 = JellyA45 = Return MagicA46 = Auto-PotionA47 = LocomotionA48 = Clear HeadedDagger:A1 = ShivaA2 = IfritA3 = RamuhA4 = AtomosA5 = OdinA6 = LeviathanA7 = BahamutA8 = ArkA9 = CureA10 = CuraA11 = CuragaA12 = LifeA13 = ScanA14 = PanaceaA15 = StonaA16 = ShellA17 = ProtectA18 = SilenceA19 = MiniA20 = ReflectA21 = ConfuseA22 = BerserkA23 = BlindA24 = FloatA25 = Auto-ReflectA26 = Auto-FloatA27 = Auto-HasteA28 = Auto-RegenA29 = Auto-LifeA30 = MP+20%A31 = HealerA32 = ChemistA33 = Reflect-NullA34 = ConcentrateA35 = Half MPA36 = High TideA37 = Body TempA38 = Level UpA39 = Ability UpA40 = InsomniacA41 = AntibodyA42 = LoudmouthA43 = JellyA44 = Auto-PotionA45 = LocomotionA46 = Clear HeadedA47 = BoostA48 = Odin's SwordSteiner:A1 = DarksideA2 = Minus StrikeA3 = Iai StrikeA4 = Power BreakA5 = Armour BreakA6 = Mental BreakA7 = Magic BreakA8 = Charge!A9 = Thunder SlashA10 = Stock BreakA11 = ClimhazzardA12 = ShockA13 = Auto-ReflectA14 = Auto-FloatA15 = Auto-HasteA16 = Auto-RegenA17 = Auto-LifeA18 = HP+10%A19 = HP+20%A20 = Accuracy+A21 = DistractA22 = Long ReachA23 = MP AttackA24 = Bird KillerA25 = Bug KillerA26 = Stone KillerA27 = Undead KillerA28 = Devil KillerA29 = Beast KillerA30 = Man EaterA31 = Add StatusA32 = ChemistA33 = High TideA34 = CounterA35 = CoverA36 = Eye 4 EyeA37 = Body TempA38 = AlertA39 = Level UpA40 = Ability UpA41 = InsomniacA42 = AntibodyA43 = Bright EyesA44 = Restore HPA45 = JellyA46 = Auto-PotionA47 = LocomotionA48 = Clear HeadedQuina:A1 to A24 are Quina's Blue Magic abilities, as expected. Due to their different learning mechanics, these all have ahidden "max AP" value of 1, so giving them any AP value other than 0 will cause them to appear as "learned".A1 = Goblin PunchA2 = LV5 DeathA3 = LV4 HolyA4 = LV3 Def-lessA5 = DoomA6 = RouletteA7 = Aqua BreathA8 = Mighty GuardA9 = Matra MagicA10 = Bad BreathA11 = Limit GloveA12 = 1,000 NeedlesA13 = Pumpkin HeadA14 = NightA15 = TwisterA16 = Earth ShakeA17 = Angel's SnackA18 = Frog DropA19 = White WindA20 = VanishA21 = FreezeA22 = Mustard BombA23 = Magic HammerA24 = Auto-Life (Blu Mag)A25 = Auto-ReflectA26 = Auto-FloatA27 = Auto-HasteA28 = Auto-RegenA29 = Auto-LifeA30 = MP+10%A31 = Healer A32 = Add StatusA33 = Gamble DefenceA34 = Half MPA35 = High TideA36 = CounterA37 = Body TempA38 = Level UpA39 = Ability UpA40 = MillionaireA41 = InsomniacA42 = AntibodyA43 = LoudmouthA44 = JellyA45 = Absorb MPA46 = Auto-PotionA47 = LocomotionA48 = Clear HeadedFreya:A1 = LancerA2 = Reis's WindA3 = Dragon BreathA4 = White DrawA5 = LunaA6 = Six DragonsA7 = Cherry BlossomA8 = Dragon's CrestA9 = Auto-ReflectA10 = Auto-FloatA11 = Auto-HasteA12 = Auto-RegenA13 = Auto-LifeA14 = HP+10%A15 = HP+20%A16 = MP+10%A17 = Accuracy+A18 = DistractA19 = Long ReachA20 = MP AttackA21 = Bird KillerA22 = Bug KillerA23 = Stone KillerA24 = Undead KillerA25 = Dragon KillerA26 = Devil KillerA27 = Beast KillerA28 = Man EaterA29 = High JumpA30 = Add StatusA31 = Gamble DefenceA32 = ChemistA33 = High TideA34 = CounterA35 = CoverA36 = Eye 4 EyeA37 = Body TempA38 = InitiativeA39 = Level UpA40 = Ability UpA41 = InsomniacA42 = AntibodyA43 = Bright EyesA44 = Restore HPA45 = JellyA46 = Auto-PotionA47 = LocomotionA48 = Clear HeadedEiko:A1 = CarbuncleA2 = FenrirA3 = PhoenixA4 = MadeenA5 = CureA6 = CuraA7 = CuragaA8 = RegenA9 = LifeA10 = Full-Life A11 = PanaceaA12 = StonaA13 = EsunaA14 = ShellA15 = ProtectA16 = HasteA17 = SilenceA18 = MiniA19 = ReflectA20 = FloatA21 = DispelA22 = MightA23 = JewelA24 = HolyA25 = Auto-ReflectA26 = Auto-FloatA27 = Auto-HasteA28 = Auto-RegenA29 = Auto-LifeA30 = MP+10%A31 = MP+20%A32 = HealerA33 = Reflect-NullA34 = ConcentrateA35 = Half MPA36 = High TideA37 = Body TempA38 = Level UpA39 = Ability UpA40 = Guardian MogA41 = InsomniacA42 = AnitbodyA43 = LoudmouthA44 = JellyA45 = Auto-PotionA46 = LocomotionA47 = Clear HeadedA48 = BoostAmarant:A1 = ChakraA2 = Spare ChangeA3 = No MercyA4 = AuraA5 = CurseA6 = ReviveA7 = Demi ShockA8 = CountdownA9 = Auto-ReflectA10 = Auto-FloatA11 = Auto-HasteA12 = Auto-RegenA13 = Auto-LifeA14 = HP+10%A15 = HP+20%A16 = Accuracy+A17 = Long ReachA18 = MP AttackA19 = Bird KillerA20 = Bug KillerA21 = Stone KillerA22 = Undead KillerA23 = Devil KillerA24 = Beast KillerA25 = Man EaterA26 = HealerA27 = Add StatusA28 = Gamble DefenceA29 = Power ThrowA30 = Power UpA31 = High TideA32 = CounterA33 = CoverA34 = Eye 4 EyeA35 = Body TempA36 = AlertA37 = Level UpA38 = Ability UpA39 = Flee-GilA40 = InsomniacA41 = AntibodyA42 = Bright EyesA43 = Restore HPA44 = JellyA45 = Return MagicA46 = Auto-PotionA47 = LocomotionA48 = Clear HeadedBeatrix:Beatrix's abilities aren't affected by the options in Memoria; she keeps her set of Seiken and White Magicskills no matter what. You can change her amount of Magic Stones, but she has no Equip abilities to usethem on so it's a bit pointless. But, see my note below...
Note: You can equip abilities in the Magic Stones menu that the character can't normally learn. Although you won't be able to see (or change) them in the in-game menu, these will take effect as normal. This can most readily be observed by giving Beatrix - who normally can't learn any Equip abilities - any ability with a visible effect, like any of the Auto- abilities.

Finally, just a small UI bug in Memoria itself - the boxes for A1 and A2 don't tab correctly to the next box, they move to the "Master All" button instead. Sorry, but by profession I'm a computer games tester, so I can't help noticing little things. :)
 
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I've had a more thorough look at the Abilities section, and I was correct - the ability numbers in Memoria correspond exactly to the in-game list. I've gone through four characters (Zidane, Vivi, Dagger, Quina) and verified this, so I'm assuming it's the same for the rest. I'd like to do more thorough testing but my method of moving save files around is cumbersome and time-consuming. Anyway, here are the lists:

Code: [Select]
Code:
Zidane:A1 = FleeA2 = DetectA3 = What's That!? A4 = Soul BladeA5 = AnnoyA6 = SacrificeA7 = Lucky SevenA8 = ThieveryA9 = Auto-ReflectA10 = Auto-FloatA11 = Auto-HasteA12 = Auto-RegenA13 = Auto-LifeA14 = HP+20%A15 = Accuracy+A16 = DistractA17 = Long ReachA18 = MP AttackA19 = Bird KillerA20 = Bug KillerA21 = Stone KillerA22 = Undead KillerA23 = Devil KillerA24 = Beast KillerA25 = Man EaterA26 = Master ThiefA27 = Steal GilA28 = Add StatusA29 = Gamble DefenceA30 = High TideA31 = CounterA32 = Protect GirlsA33 = Eye 4 EyeA34 = Body TempA35 = AlertA36 = Level UpA37 = Ability UpA38 = Flee-GilA39 = InsomniacA40 = AntibodyA41 = Bright EyesA42 = Restore HPA43 = JellyA44 = Auto-PotionA45 = LocomotionA46 = Clear HeadedA47 = MugA48 = BanditVivi:A1 = FireA2 = FiraA3 = FiragaA4 = SleepA5 = BlizzardA6 = BlizzaraA7 = BlizzagaA8 = SlowA9 = ThunderA10 = ThundaraA11 = ThundagaA12 = StopA13 = PoisonA14 = BioA15 = OsmoseA16 = DrainA17 = DemiA18 = CometA19 = DeathA20 = BreakA21 = WaterA22 = MeteorA23 = FlareA24 = DoomsdayA25 = Auto-ReflectA26 = Auto-FloatA27 = Auto-HasteA28 = Auto-RegenA29 = Auto-LifeA30 = MP+20%A31 = HealerA32 = Add StatusA33 = Reflect-NullA34 = Reflectx2A35 = Mag Elem NullA36 = Half MPA37 = High TideA38 = Body TempA39 = Level UpA40 = Ability UpA41 = InsomniacA42 = AntibodyA43 = LoudmouthA44 = JellyA45 = Return MagicA46 = Auto-PotionA47 = LocomotionA48 = Clear HeadedDagger:A1 = ShivaA2 = IfritA3 = RamuhA4 = AtomosA5 = OdinA6 = LeviathanA7 = BahamutA8 = ArkA9 = CureA10 = CuraA11 = CuragaA12 = LifeA13 = ScanA14 = PanaceaA15 = StonaA16 = ShellA17 = ProtectA18 = SilenceA19 = MiniA20 = ReflectA21 = ConfuseA22 = BerserkA23 = BlindA24 = FloatA25 = Auto-ReflectA26 = Auto-FloatA27 = Auto-HasteA28 = Auto-RegenA29 = Auto-LifeA30 = MP+20%A31 = HealerA32 = ChemistA33 = Reflect-NullA34 = ConcentrateA35 = Half MPA36 = High TideA37 = Body TempA38 = Level UpA39 = Ability UpA40 = InsomniacA41 = AntibodyA42 = LoudmouthA43 = JellyA44 = Auto-PotionA45 = LocomotionA46 = Clear HeadedA47 = BoostA48 = Odin's SwordSteiner:A1 = DarksideA2 = Minus StrikeA3 = Iai StrikeA4 = Power BreakA5 = Armour BreakA6 = Mental BreakA7 = Magic BreakA8 = Charge!A9 = Thunder SlashA10 = Stock BreakA11 = ClimhazzardA12 = ShockA13 = Auto-ReflectA14 = Auto-FloatA15 = Auto-HasteA16 = Auto-RegenA17 = Auto-LifeA18 = HP+10%A19 = HP+20%A20 = Accuracy+A21 = DistractA22 = Long ReachA23 = MP AttackA24 = Bird KillerA25 = Bug KillerA26 = Stone KillerA27 = Undead KillerA28 = Devil KillerA29 = Beast KillerA30 = Man EaterA31 = Add StatusA32 = ChemistA33 = High TideA34 = CounterA35 = CoverA36 = Eye 4 EyeA37 = Body TempA38 = AlertA39 = Level UpA40 = Ability UpA41 = InsomniacA42 = AntibodyA43 = Bright EyesA44 = Restore HPA45 = JellyA46 = Auto-PotionA47 = LocomotionA48 = Clear HeadedQuina:A1 to A24 are Quina's Blue Magic abilities, as expected. Due to their different learning mechanics, these all have ahidden "max AP" value of 1, so giving them any AP value other than 0 will cause them to appear as "learned".A1 = Goblin PunchA2 = LV5 DeathA3 = LV4 HolyA4 = LV3 Def-lessA5 = DoomA6 = RouletteA7 = Aqua BreathA8 = Mighty GuardA9 = Matra MagicA10 = Bad BreathA11 = Limit GloveA12 = 1,000 NeedlesA13 = Pumpkin HeadA14 = NightA15 = TwisterA16 = Earth ShakeA17 = Angel's SnackA18 = Frog DropA19 = White WindA20 = VanishA21 = FreezeA22 = Mustard BombA23 = Magic HammerA24 = Auto-Life (Blu Mag)A25 = Auto-ReflectA26 = Auto-FloatA27 = Auto-HasteA28 = Auto-RegenA29 = Auto-LifeA30 = MP+10%A31 = Healer A32 = Add StatusA33 = Gamble DefenceA34 = Half MPA35 = High TideA36 = CounterA37 = Body TempA38 = Level UpA39 = Ability UpA40 = MillionaireA41 = InsomniacA42 = AntibodyA43 = LoudmouthA44 = JellyA45 = Absorb MPA46 = Auto-PotionA47 = LocomotionA48 = Clear HeadedFreya:A1 = LancerA2 = Reis's WindA3 = Dragon BreathA4 = White DrawA5 = LunaA6 = Six DragonsA7 = Cherry BlossomA8 = Dragon's CrestA9 = Auto-ReflectA10 = Auto-FloatA11 = Auto-HasteA12 = Auto-RegenA13 = Auto-LifeA14 = HP+10%A15 = HP+20%A16 = MP+10%A17 = Accuracy+A18 = DistractA19 = Long ReachA20 = MP AttackA21 = Bird KillerA22 = Bug KillerA23 = Stone KillerA24 = Undead KillerA25 = Dragon KillerA26 = Devil KillerA27 = Beast KillerA28 = Man EaterA29 = High JumpA30 = Add StatusA31 = Gamble DefenceA32 = ChemistA33 = High TideA34 = CounterA35 = CoverA36 = Eye 4 EyeA37 = Body TempA38 = InitiativeA39 = Level UpA40 = Ability UpA41 = InsomniacA42 = AntibodyA43 = Bright EyesA44 = Restore HPA45 = JellyA46 = Auto-PotionA47 = LocomotionA48 = Clear HeadedEiko:A1 = CarbuncleA2 = FenrirA3 = PhoenixA4 = MadeenA5 = CureA6 = CuraA7 = CuragaA8 = RegenA9 = LifeA10 = Full-Life A11 = PanaceaA12 = StonaA13 = EsunaA14 = ShellA15 = ProtectA16 = HasteA17 = SilenceA18 = MiniA19 = ReflectA20 = FloatA21 = DispelA22 = MightA23 = JewelA24 = HolyA25 = Auto-ReflectA26 = Auto-FloatA27 = Auto-HasteA28 = Auto-RegenA29 = Auto-LifeA30 = MP+10%A31 = MP+20%A32 = HealerA33 = Reflect-NullA34 = ConcentrateA35 = Half MPA36 = High TideA37 = Body TempA38 = Level UpA39 = Ability UpA40 = Guardian MogA41 = InsomniacA42 = AnitbodyA43 = LoudmouthA44 = JellyA45 = Auto-PotionA46 = LocomotionA47 = Clear HeadedA48 = BoostAmarant:A1 = ChakraA2 = Spare ChangeA3 = No MercyA4 = AuraA5 = CurseA6 = ReviveA7 = Demi ShockA8 = CountdownA9 = Auto-ReflectA10 = Auto-FloatA11 = Auto-HasteA12 = Auto-RegenA13 = Auto-LifeA14 = HP+10%A15 = HP+20%A16 = Accuracy+A17 = Long ReachA18 = MP AttackA19 = Bird KillerA20 = Bug KillerA21 = Stone KillerA22 = Undead KillerA23 = Devil KillerA24 = Beast KillerA25 = Man EaterA26 = HealerA27 = Add StatusA28 = Gamble DefenceA29 = Power ThrowA30 = Power UpA31 = High TideA32 = CounterA33 = CoverA34 = Eye 4 EyeA35 = Body TempA36 = AlertA37 = Level UpA38 = Ability UpA39 = Flee-GilA40 = InsomniacA41 = AntibodyA42 = Bright EyesA43 = Restore HPA44 = JellyA45 = Return MagicA46 = Auto-PotionA47 = LocomotionA48 = Clear HeadedBeatrix:Beatrix's abilities aren't affected by the options in Memoria; she keeps her set of Seiken and White Magicskills no matter what. You can change her amount of Magic Stones, but she has no Equip abilities to usethem on so it's a bit pointless. But, see my note below...
Note: You can equip abilities in the Magic Stones menu that the character can't normally learn. Although you won't be able to see (or change) them in the in-game menu, these will take effect as normal. This can most readily be observed by giving Beatrix - who normally can't learn any Equip abilities - any ability with a visible effect, like any of the Auto- abilities.

Finally, just a small UI bug in Memoria itself - the boxes for A1 and A2 don't tab correctly to the next box, they move to the "Master All" button instead. Sorry, but by profession I'm a computer games tester, so I can't help noticing little things. :)
Thanks!  ;D
 No need to be sorry. I guess they tab wrongly 'cause they have the same tab value. Easy to fix.

I knew about the magic stones. I think most people notice it too. I think there should be an option to add "unobtainable" stones as well. The same goes for equipment.
 
"Unobtainable" stones?

BTW, is the comparison data I posted any good to you? I used "Block, no character data" because I didn't do anything to change character data in the game, just that one option. Basically, before I embark on a quest to gather relevant data, I just want to make sure I'm doing it correctly... :)
 
unobtainable stones = magic stones not learnable to the character. Zidane can't learn auto reflect. But in memoria he can equip it.

It's somewhat useful if you tell what's changed (like you did). As I see it, the window colour from your report can be at least 4 different offsets. It depends on how the game recognise the value for window colour.
 
Ah, I see. You call them stones, I call them abilities - hence the confusion. :)

Ok then, I'll try to do some more interesting tests. How about Mognet letters? My basic test pattern would be to go through the game from the start and run a comparison every time a letter is received or delivered; would this provide enough data to see where the Mognet letters data is stored?
 
It may most likely. Another way would be to mess around with the unknown values in the misc. tab.
There is still plenty to identify in the savemap, and everything I haven't identified is in the unknowns. You can edit the entire save map with memoria this way.
 
Little update:
0x0EEC: WORD        // Frogs captured bt Quina
0x0EEE: WORD                    //number of successful thefts
0x0EF0: WORD                    // Dragons slayed
0x13FE: WORD       CRC/CHECKSUM
 
Really good app. Using it a lot! :) I hope its development won't halt, as it is a great app. ::)
 
Just thought I'd ask if extra options to alter the number of thefts and various variables in the chocobo side quest (option to receive and set the flag for a chocograph's completion, chocobo colour (Yellow, light blue, red, dark blue and gold), point modifier (for buying things from the moogle in the gardens (forest, lagoon and air garden))) or options to set sidequest flags (either say they're completed or not, or for multi-part quests set how much has been done, like the friendly creatures sidequest)
 
If you have the offsets I'll be glad to add 'em.

I have added successful thefts, just not released.
 
Hi there,

I wanted to let you know I'm working on the treasure chests. So far, here is what I have :

ArtMoney : 301820F0 / GameShark : 3007B270 :
08 : Prima Vista/Ëngine Room : Phoenix Pinion
10 : Prima Vista/Ëngine Room : Phoenix Down
40 : Prima Vista/Cargo Room : 47 Gils
80 : Prima Vista/Cargo Room : Potion

ArtMoney : 301820F2 / GameShark : 3007B272 :
01 : Alexandria/Residence : Potion
02 : Alexandria/Residence : Grandma's savings (9 Gil)
04 : Alexandria/Main Street : 33 Gil
08 : Alexandria/Main Street : Goblin Card
10 : Alexandria/Residence : Fang Card
20 : Alexandria/Rooftop : 63 Gil
40 : Alexandria/Rooftop : 92 Gil
80 : Alexandria/Rooftop : 29 Gil

ArtMoney : 301820F3 / GameShark : 3007B273 :
01 : Alexandria/Pub : Potion
02 : Alexandria/Pub : 27 Gil
04 : Alexandria/Pub : Flan Card
08 : Alexandria/Item Shop : 38 Gil
10 : Alexandria/Main Street : Zombie Card
20 : Alexandria/Main Street : Sahagin Card
40 : Alexandria/Main Street : Lizard Man Card
80 : Alexandria/Main Street : Potion

ArtMoney : 301820F4 / GameShark : 3007B274 :
08 : Alexandria/Steeple : Tent
10 : Alexandria/Steeple : Potion
20 : Alexandria/Square : Phoenix Pinion
40 : Alexandria/Wpn. Shop : Remedy
80 : Alexandria/Synthesist : Ether

ArtMoney : 301820F5 / GameShark : 3007B275 :
08 : A. Castle/West Tower : Elixir (reward from Breireicht)
10 : Alexandria/Residence : 3 Gil
20 : Alexandria/Residence : Eye Drops
40 : Alexandria/Main Street : Potion (bottom of screen)
80 : Alexandria/Main Street : Potion (top of screen)

ArtMoney : 301820F6 / GameShark : 3007B276 :
80 : A. Castle/Guardhouse : Phoenix Down

ArtMoney : 301820F9 / GameShark : 3007B279 :
01 : Prima Vista/Cabin : 116 Gil
02 : Prima Vista/Bridge : Bronze Gloves
04 : Prima Vista/Hallway : Wrist
08 : Prima Vista/Hallway : Ether
10 : Prima Vista/Hallway : Leather Hat
20 : Prima Vista/Meeting Rm : Potion
40 : Prima Vista/Storage : Ether
80 : Prima Vista/Cabin : Ether

ArtMoney : 301820FC / GameShark : 3007B27C :
01 : Ice Cavern/Ice Path : Phoenix Down
02 : Ice Cavern/Ice Path : Leather Wrist
04 : Ice Cavern/Icicle Field : Elixir
08 : Ice Cavern/Icicle Field : Mage Masher
10 : Ice Cavern/Icicle Field : Potion
20 : Ice Cavern/Ice Path : Ether
40 : Ice Cavern/Ice Path : Potion
80 : Ice Cavern/Ice Path : Tent

ArtMoney : 301820FD / GameShark : 3007B27D :
01 : Dali/Storage Area : Iron Helm
02 : Dali/Storage Area : Leather Wrist
04 : Dali/Underground : Potion
40 : Dali/Inn : Antidote
80 : Dali/Inn : Potion

ArtMoney : 301820FE / GameShark : 3007B27E :
01 : Dali/Village Road : 120 Gil
02 : Dali/Underground : Eye Drops
04 : Dali/Storage Area : Potion
08 : Dali/Storage Area : Ether
10 : Dali/Entrance : 156 Gil
20 : Dali/Underground : Phoenix Down
40 : Dali/Underground : Potion
80 : Dali/Underground : Phoenix Pinion

ArtMoney : 30182112 / GameShark : 3007B292
01 : Lindblum/Hideout : 282 Gil
02 : Lindblum/Hideout : 68 Gil
04 : Lindblum/Hideout : 97 Gil
08 : Lindblum/Studio : Ore
10 : Lindblum/Residence : Mimic Card
20 : Lindblum/Residence : Steepled Hat
40 : Lindblum/Residence : Hi-Potion
80 : Lindblum/Residence : Echo Screen

ArtMoney : 30182114 / GameShark : 3007B294
01 : L. Castle/Serpent's G. : Wyerd Card
02 : L. Castle/Dragon's Gate. : Tent
04 : L. Castle/Guest Room : Ether
08 : L. Castle/Guest Room : Glass Armlet

ArtMoney : 30182119 / GameShark : 3007B299
01 : Mountain/Base : 135 Gil
02 : Mountain/Base : Hi-Potion

ArtMoney : 30182120 / GameShark : 3007B2A0
01 : Dali/Production Area : 95 Gil
04 : Dali/windmill 1F : Aries

ArtMoney : 3018212C / GameShark : 3007B2AC
02 : Lindblum/Synthesist : Silver Gloves
04 : Lindblum/Church : Leather Plate
08 : Lindblum/Church Street : Tent
10 : Lindblum/Inn : 163 Gil
20 : Lindblum/Industrial Way : Bronze Vest
40 : Lindblum/Square : Leather Wrist
80 : Lindblum/Station Area : 127 Gil

ArtMoney : 3018212D / GameShark : 3007B2AD
02 : Lindblum/Studio : Moogle Suit
40 : Lindblum/Hideout : Mini-Burmecia

ArtMoney : 30182137 / GameShark : 3007B2B7
40 : Prima Vista/Crash Site : Phoenix Down
80 : Prima Vista/Cargo Room : Rubber Helm

I'll keep looking for the others. Maybe I'll edit this post later or i'll just send a new reply.

EDIT 1 : Everything from start of the game to first time you control Steiner. I'll be focusing on items you pick up, so I don't have anything rewarded to the player (such as when you find Mittens the kitten). I hope I haven't forgotten anything so far.

EDIT 2 : I did forget the Lizard man card previously. I accidentally found the Elixir from Breireicht.

EDIT 3 : Start of the game - in front of ice cavern. I don't think I forgot anything here.

EDIT 4 : Ice cavern done.

EDIT 5 : Black Waltz#2 defeated.

EDIT 6 : Just before start of FotH. A lot of items to pick up, let's hope I haven't forgotten something here.

EDIT 7 : Ok, I added the last chests for Lindblum Disc 1.

EDIT 8 : I didn't see that ArtMoney was using a different format than GS. So I added both.
 
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I'm taking a break on the treasure chests. I looked into the FotH data, and here is what I've found :

ArtMoney : 30181EA9 / GameShark : 3007B029 :
01 : Zidane wins
02 : Vivi wins
04 : Freya wins
=> And apparently any other number will make Freya the winner.

ArtMoney : 80181EAA / GameShark : 8007B02A is Zidane's best score (I'm using Gameshark format, so starting with 8 is 2 bytes and starting with 3 is 1 byte) (theoretical max is 303).

ArtMoney : 80181EAC / GameShark : 8007B02C is the winner's score. This is the one who has to be at least 100 (dec, 64 hex) for Moodon's letter to be available.

I'll quickly check the last chests in Lindblum Disc 1 and edit my above post. Then, I'll try to find some Chocobo related data.
 
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