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  1. #121
    Shinjix3

    Re: Final Fantasy XIII-2 Save Research

    4 more days guys :D

    Can you make a cap of cp?

    Last save editor didn't have a cap so i put 1000000 cp and it corrupt the file cause the limit was 999999.


  2. #122
    Traine Dev

    fullmetal172 is offline
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    Re: Final Fantasy XIII-2 Save Research

    great news for anyone that was playing the japanese version, u can load ur save and continue it on the PAL version of the game fully in english

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  4. #123
    Junior Member
    MadCabbit is offline
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    Re: Final Fantasy XIII-2 Save Research

    Hey, guys. I'd like to try and edit my save manually. Not too afraid to use a hex editor if I need to. Would it work to just open the container and decrypt files to do so, and if so, which files/offsets are which? I'd like to not reinvent the wheel if possible, especially considering there are a ton of files in the container. Or is it more complicated than a simple comparison between two saves, and hexediting?

  5. #124
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    MadCabbit is offline
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    Re: Final Fantasy XIII-2 Save Research

    Okay, I opened one of my saves in Modio, then extracted the APP.DAT, then decrypted it using the current save editor. Opening up that file in a hex editor, I was able to adjust the number of items that I currently have, and re-encrypting the APP.DAT and replacing it in the original save works (except for saving over the original after loading, like my original problem, it seems its best to save afterwards to a different save). No doubt this is obvious to Jappi88, Echelo, and Genesis at this point. I can't seem to add new items, or switch existing ones for new ones, this just results in a corrupted save (the same doesn't even show the save anymore). Like the FFXIII save editor for the previous game, setting the item number to 65535/FFFF works, but is reset if you receive another of that item in battle. If anyone else is brave enough to try hex editing APP.DAT, regular items start at 0x04A358, and the monster components start at 0x0527D8. Each item's tentry is 18 bytes long, starting with the item name (in ascii), ending in the number of items (hex), and zeros in between, with nothing in between entries. The internel names aren't all that clear, with the regular items being more understandable than the components. For example, my last two monster components in hex are "6D 61 74 65 72 69 61 6C 5F 61 30 30 31 00 00 00 00 63" "6D 61 74 65 72 69 61 6C 5F 61 30 33 31 00 00 00 00 07" in hex ("6D 61 74 65 72 69 61 6C 5F 61 30 30 31" equaling/lining up with the ASCII "material_a001", and "6D 61 74 65 72 69 61 6C 5F 61 30 33 31" being "material_a031" (These correspond to Potent Sliver and Vitality Chip, respectfully). the values "00 63" and "00 07" can be both changed to "FF FF" to raise the number to 65535, but changing/adding items isn't as easy. Also, Librascope, being a regular item, are a bit more understandable, the identifier for that is "it_libra" (why they made filling the bestiary so much harder in this than the last game is beyond me).

    If anyone else can give pointers in how to add or change items, it would be appreciated.

    Also, I've gotten the first two tiers of Potent monster components, and the tier 5 ones from some boss battles. They are as such for reference:

    material_a000 - Potent Droplet (Bio 1)
    material_a001 - Potent Sliver (Bio 2)
    material_a004 - Potent Crystal (Bio 5)

    material_a035 - Potent Bolt (Mech 1)
    material_a036 - Potent Chip (Mech 2)
    material_a039 - Potent Generator (Mech 5)

    From this, material_a002 and material_a003 are most likely the Bio 3 and 4 components respectfully, while material_a037 and material_a038 the Mech 3 and 4. However, if they are, simply swapping the identifiers, or adding them after the other items corrupts the save.

  6. #125
    XeDev
    Echelo is offline
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    Re: Final Fantasy XIII-2 Save Research

    Instead of changing to 65535, just change them to 999, or 9999. You'll probably never use more than that anyway.

    As for all this, the new save editor has an item amount editor, a monster material editor, a component editor, a bestiary editor (with status mods), a weapon editor, and I'm working on the accessory editor. You can also swap in ffxiii-1 characters and mod their individual stats as well.

    For Materials and items
    The best thing to do is allocate all your materials/items in byte arrays first. ie: material_a000 to material_a039, it_potion to it_elixir
    search for them and enumerate their current values
    Blank out the material/item section before you write to it. ie: just fill it with {0x00} * 18 * 40 for monster Materials, or {0x00} * 18 * 13 for items
    then tell your tool to write the modded values, and the entire list back, while checking to see if the material/item 's modded value is greater than 0.
    If it is, write your material/item byte, followed by its modded value.

    There is a walsh style matrix on the weapon, accessory, and monster counts, and its just counting the slots available. This has all been handled in the new tool as well. I'm finishing the accessory editor this week, so get ready people. ;)


    Another nice feature I recently added is a full modio style memory editor, with more features and a nicer display. You can even specify conditions to look for in memory like +/- int32 amount in big endian. When a condition is hit, the resulting diff line will show up as green. You can then tell it only to display hits based on your criteria. After this, you can add your pokes, and see what happens. I believe with enough people trying to find memory edits with this tool, that one of us is bound to find the correct spots in memory to edit.

    After this editor is released I plan to release the memory editor as a standalone tool as well, cause as it is, you can use it on any game, this one is just built right into ffxiii-2 editor for convenience .

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  8. #126
    Gfx Artist

    voidmage09 is offline
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    Re: Final Fantasy XIII-2 Save Research

    i dont think 13-2 as a cp crap but not sure

    Unlike Final Fantasy XIII, there is no cap on how much a character may grow in the Crystarium at any given time. but this may only be for the Crystarium lvl tree if i was reading it righ or wrong
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  9. #127
    XeDev
    Echelo is offline
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    Re: Final Fantasy XIII-2 Save Research

    Max levels for each character's role is 99. In the new editor, you can just max your cp, and level up your characters to 99 in each role. Since crystalarium only asks twice if you want to add an atb slot, you can just up it to 6 in the stats as well.

  10. #128
    ldsdrive

    Re: Final Fantasy XIII-2 Save Research

    Quote Originally Posted by Echelo View Post
    Max levels for each character's role is 99. In the new editor, you can just max your cp, and level up your characters to 99 in each role. Since crystalarium only asks twice if you want to add an atb slot, you can just up it to 6 in the stats as well.
    Could you roughly tell us when it will be done please?

 

 

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