Has anyone made any headway with item manipulation?
I remember reading something ten or fifteen pages ago, but it doesn't seem like it's come back up...
Here's what I've managed to root out:
In each USER_DATA file, the values for weapons and other items start at about 09D1. From there, items look to populate the list as you get them. Until then, there's a bunch of placeholder data. Now... there are copies of each item once you get into the range of 05B550, but I've had pretty good luck moving things around and ignoring those so I'm not in a hurry to figure out what they're for.
Here's a color coded example of what you'll be looking at:
Code:
03 3C 20 00 00 00 01 05 65 40 41 01 00 00 00 00 00 00 C8 00 00 00 02 00 00 00 00 00
In this example, you're looking at the broken sword that you get at the beginning of the game. The yellow section is the amount the weapon has been upgraded (by normal means, at least. I don't have any items that are upgraded in any special way yet, so I can't help you there) with regular items starting at a value of 02 and +5 items equaling 07. The green bits are the current durability. That's easy enough to understand...
I'm pretty sure that the blue bits are the item's ID, but I haven't looked at enough to know yet. I do know that each items has six bits like that and that the two on the outside seem to always be 01. Also, the 40 in the middle there seems to indicate weapon status from what I can tell right now, but don't quote me on it. The red bits... I'm not entirely sure about yet. I think they're tied to item type but don't have too much evidence to back it up, yet. Some combination of the two is what determines which item it is, though.
Point is, you should all find that broken sword in your files and replace it with this:
Code:
0D 00 20 00 00 00 01 20 40 40 68 01 00 00 00 00 00 02 57 00 00 00 05 00 00 00 00 00
You can thank me later.
I have to get back to experimenting.
I'll write back when I figure something else out.
EDIT: Here it is without spaces to make it easy to read. I'm leaving off the zeros after durability, as well.
Click and drag over the old value, paste this in, and it should all be gravy:
0D00200000000120404068010000000000025700000005