[PC] Save editor - Memoria (0.6.3.1)

  • Thread starter Thread starter gjoerulv
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Please do. I think at least android and PC version have similar files. I'm not sure about iOS. I don't have any iOS device myself. May have to emulate one "/
 
Hey gjoerulv thanks a lot for your work, i used your editor on my last run on emu, today i just got ff9 on steam and i hope you can find a way to edit and maybe convert saves fot pc version too:)
As someone alredy told, if you need any help let us know.
 
You need to be patient. If someone doesn't answer you right away, wait a day or two, instead of nagging several times within a few hours. I've deleted your unnecessary bump posts.

Also, the Steam version only just came out. I don't think the save format has even been cracked yet, and there's no way of knowing how long it will take to do that. It could be a day or it could be a year or longer.
 
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Im not sure if anyone has tried this, but I am currently a mac user. To get this program to work in mac, use winebottler. Just use the winetricks Microsoft dotnet 2.0 while making the App... and it should run.

Should work with OpenEmu saves as well.
 
Save data structure:
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     binaryWriter.Write(this.Header, 0, 4);  // "SAVE"     binaryWriter.Write(this.SaveVersion);     binaryWriter.Write(this.DataSize);     binaryWriter.Write(this.LatestSlot);     binaryWriter.Write(this.LatestSave);     binaryWriter.Write(this.LatestTimestamp);     binaryWriter.Write(this.IsGameFinishFlag);     binaryWriter.Write(this.SelectedLanguage);     binaryWriter.Write(this.IsAutoLogin);     binaryWriter.Write(this.SystemAchievementStatuses);     binaryWriter.Write(this.ScreenRotation);     byte[] array = new byte[249];  /Padding?     binaryWriter.Write(array, 0, array.Length);                   byte[] array2 = encryption.Encrypt(bytes); //AES encrypted saves ?                   writer.Write(array2, 0, array2.Length);
Game checks for magic "SAVE".

Read:
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   int cipherSize = encryption.GetCipherSize(288);   byte[] bytes = reader.ReadBytes(cipherSize);
For data types:
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this.SaveVersion = binaryReader.ReadSingle();      this.DataSize = binaryReader.ReadInt32();      this.LatestSlot = binaryReader.ReadInt32();      this.LatestSave = binaryReader.ReadInt32();      this.LatestTimestamp = binaryReader.ReadDouble();      this.IsGameFinishFlag = binaryReader.ReadInt32();      this.SelectedLanguage = binaryReader.ReadInt32();      this.IsAutoLogin = binaryReader.ReadSByte();      this.ScreenRotation = binaryReader.ReadByte();

Tried AES (CBC) decrypt, but no good.

EDIT2: I'm getting closer to save decryption. It's a bit more complicated. The file contains multi AES encrypted files inside. Soon the file is going to be decrypted.
EDIT3: ehhh. I quit for today... I don't understand. This doesn't make sense.
 
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Quick question, where is the FF9 Save file even located? Having trouble finding it, X_X
 
I made it! The issue was bad password encoding... (sic!) -.-
I'm getting there myself. Just started working on it. Thanks for the work there! :)
 
Quick question, where is the FF9 Save file even located? Having trouble finding it, X_X
Win + R -> %USERPROFILE%\AppData\LocalLow\SquareEnix
 
how much more longer until we can use our ff9 steam saves on this save editor
 
how much more longer until we can use our ff9 steam saves on this save editor
Probably never, as this reads memory cards from PSX, not Unity data.
We'd need a whole new utility for reading Steam saves.

Correct me if I'm wrong though.

EDIT: A more interesting idea is a converter that converts the PSX save to a Steam one that can be read by the new game engine, instead of losing all this work from this brilliant program.
 
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Actually, there should be no problem with the saves, because the saves for ff7 and ff8 pc versions weren't changed, and the existing editors only needed to get updates for the new encryption method. You can also ask yourself "Would I bother to change something that works?", it would be a waste of money and time needed to implement and test a new method of saving game data.

The only reason I could think of that would necessitate doing that would be added functionality, but the game is completely unchanged, right?

tl;dr: No worries, this editor should work as soon as gjoerulv finds a way to get inside those files, edit them and reencrypt them.
 
Probably never, as this reads memory cards from PSX, not Unity data.
We'd need a whole new utility for reading Steam saves.

Correct me if I'm wrong though.

EDIT: A more interesting idea is a converter that converts the PSX save to a Steam one that can be read by the new game engine, instead of losing all this work from this brilliant program.
Hey dude, nice to see you here too, thanks for your mods :)
Why a converter only ??
This editor can red/write the saves in many formats already, it's just a matter to add a way to handle the new unity save type, or i'm wrong ?
Why we should convert the save, edit it and convert it back (?) if the author is here and looks like he's already working on adding the support ? i missed something ?
 
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