CoN 20th Anniversary: 1997-2017
Save editor for snes version

Posted: 17th July 2017 13:11
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Hi guys, I'm looking for a working save editor for snes FF6. I used to use lordj's ff3h, but that doesn't seem to run on 64bit windows.

The only feature it needs to have is to let me swap sprites. Sometimes I like to stick Leo and Kefka in my party smile.gif

I've been looking for a while now and the only other one I found that could load up a save file didn't let you edit character sprites. I'd prefer one that works with snes9x states or sram files but if it needs zsnes states that's fine too. I thought if anyone would know this it would be you guys.
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Posted: 17th July 2017 18:36

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I personally had no idea that the old ones wouldn't work in 64-bit environments - goes to show you how long it's been since I've needed an editor. I feel like you're going to be looking for two editors, though, because editing the sprites isn't something that is done via a savegame, that's something that's done in the ROM itself.

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Posted: 21st July 2017 04:06
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I meant editing the references to the sprites in your game, that is specific to the save. It's just an ID in there and I could hex edit it if I knew the address.

I never thought about actually editing sprites in the rom, yeah that would work too but would be a lot more work, and I don't want to lock my mod into having to use Leo and Kefka, just wanted to put them in on my current playthrough for fun.

This used to be a trivial thing I could do anytime I wanted, I guess I took it for granted that I'd always be able to edit my saves.

This post has been edited by nutkinslayer on 21st July 2017 04:10
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Posted: 23rd July 2017 14:17

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It's kind of overkill, but you could probably set up a virtual 32-bit machine to run the old editor if it's something you really want. Microsoft offers up free 90-day VM images that can be run in a bunch of different containers now - strictly speaking they're for browser testing but once you learn how to use the container you'd be able to use it for running x86 software as well, I suspect.

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"To create something great, you need the means to make a lot of really bad crap." - Kevin Kelly

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Posted: 13th August 2017 00:32

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If you know how to use a hex editor and know a bit of hex, you can open your SRM file with one.

File length is $2000 bytes. First savefile start at $0000, second at $0A00, third at $1400.

The beginning of a save file is 16 * 37 ($10 * $25) bytes for character data. Graphic (sprite) index is second byte of a block (so add 1).

As an example, Terra (character 00) GFX byte for 2nd save file is $0A00+ (0 * $25) + 1 = $0A01. This byte is a 00 and changed to $10 (Leo is character 16) will change Terra to Leo.

Another example, Cyan on save 3: $1400 + (2 * $25) + 1 = offset $144B.

This is a bit hard to grasp maybe for those unfamiliar with hex and hex editors. Now if you want to change the name it's the same principle except the name is the byte after (6 bytes long). If we take my 1st example, name is from $0A02 to $0A07.

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