Shining Force I Save State Hacking Addendum -- v1.0 by Taleden =============================================================================== INDEX I. Intro A. Inspiration & Introduction B. License C. Revision History D. Intro to Hex Editing II. Offsets A. Joined Members 1. Gens/DGen/Genecyst save-state offsets 2. Gens SRAM offsets 3. DGen SRAM offsets B. Active Members 1. Gens/DGen/Genecyst save-state offsets 2. Gens SRAM offsets 3. DGen SRAM offsets III. Quick Lookup =============================================================================== [I] Intro This section just has some introductory information; if you just need the offsets and values, skip to section II. [I.A] Inspiration & Introduction A few weeks ago, I sat down to play through Shining Force again; it had been some time, and I was itching for some of that awesome tactical combat from my youth. Unfortunately my Genesis console stopped accepting my Shining Force cart long ago, so I got the latest copy of a few emulators (namely, as of this writing, Gens 2.11 and DGen 1.21) and sat down to play. Around the middle of Chapter 4, just after Pao I had moved off and I was preparing for the battle with General Elliott, I realized that I had forgotten to get Kokichi in the last chapter! Unwilling to play out the rest of the game without my favorite character, I figured I'd just go back to an old save-state and re-do a few battles, no big deal.. but then I realized that I didn't have any old save- states, and had already saved over the SRAM image, too. I was at a loss. So, I started looking around the net for information on save state hacking, hoping to just add Kokichi to my Force and continue on. I came across Thundergod's SF1 guide, as well as Stufff's SF2 guide, which provide the offsets to modify character traits, but neither of them had any mention of how to change which characters were members of the Force. I also picked up a copy of GenEdit (a generic Genesis save-game editor) which supported SF1, and it even allowed you to change which members were active (that is, part of the 12- strong group that goes into battle) - I was able to activate Kokichi and sure enough he appeared on the field when I went into battle, but he was still not technically "part of the Force" as far as the game was concerned, so I couldn't transfer items to him, or replace him with other people, etc, except during battle, which was rather annoying. All of this led up to some toying with save states and hex editors to determine for myself where the joined-member data was stored, so I could add Kokichi properly and continue my game. The offsets weren't too hard to find in SF1, so I did the same for SF2, and then figured out the active-member data storage and SF2's difficulty setting storage, and now offer it all as an addendum to the current save-state hacking guides (Thundergod's and Stufff's). Note that I have released two versions of this guide: one of them is for SF1, and the other is for SF2. I originally wrote a single guide that covered both games, but when I decided to submit to GameFAQs I discovered that they won't accept guides that cover multiple games, so I split it into two versions. If you read both you'll notice they are almost identical (right down to this paragraph), except of course for the actual addresses and places where the two games differ. I apologize for being repetetive; blame GameFAQs. :) [I.B] License This document is released into the public domain, and may be freely copied and redistributed in any form, electronic or otherwise. However, it may not be used, in whole or in part, for any commercial gain; no money may be charged for its distribution except for the cost of the media it is distributed on, if applicable. This document may be duplicated in whole or in part, or used as a reference for the creation of subsequent documents, provided that appropriate credit is given to the author (Taleden) for the use of any information provided by this document. All copyrights and trademarks mentioned herein are the property of their respective owners, unless otherwise stated. [I.C] Revision History 1.0 - initial release [I.D] Intro to Hex Editing The Thundergod and Stufff guides each provide a decent intro to hex editing in general, so mine will be brief. First, a comment on notation: hex editing involves the hexadecimal number system, which recognizes sixteen digits (0, 1, 2, 3, 4, 5, 6, 7, 8, 9, a, b, c, d, e, f). The decimal system recognizes ten digits, but they are the same first ten digits that hexadecimal uses, so there is a possibility for confusion: if I say 63, do I mean the decimal number sixty-three, or the hexadecimal number 63 (which, in decimal, is 6*16+3=99)? On top of that, we have binary, which has only the symbols 0 and 1 - symbols which now appear in three number systems with which we are concerned, making the number "101" triply ambiguous. So, to avoid this confusion, I will always refer to hexadecimal values with the prefix "0x", decimal numbers with no prefix, and binary numbers with the prefix "x". Although there are of course exceptions, generally speaking these are the conventional ways to differentiate between these number systems. So, as an example, "63" means decimal sixty-three; "0x63" means decimal ninety-nine; "x63" means nothing, because neither 6 nor 3 is a valid binary digit; "0x11" means decimal seventeen (1*16+1); "x11" means decimal three (1*2+1); and so on. Next, a comment on hexadecimal and binary: computer data is, technically speaking, stored in binary, but it is very cumbersome to try to look at it in this form, which is why we use hex editors and not binary editors. Hexadecimal is a good alternative (as opposed to, say, decimal) because it lines up very neatly with binary: four binary digits in sequence correspond to exactly one hexadecimal digit. For example, the binary value x1101 is the hexadecimal digit 0xD (or decimal thirteen); the binary string x001101110001 is 0x371; notice how neatly they line up: each group of four binary digits becomes a single hexadecimal digit; x0011 -> 0x3, x0111 -> 0x7, x0001 -> 0x1. Building on this, I can now discuss the concept of a 'bitvector'. Suppose you were designing a game, and you had a bunch of boolean flags that you wanted to store; for example, has the Hero talked to this person yet? Has the Hero been to this town yet? These true/false values determine the exact state of the game, and must be stored when the game is saved. However, it is generally not possible to save data in sizes less than one 'byte', which is eight binary bits or two hexadecimal digits; the simple method would be to just store each flag as one byte, either 0x00 for false or 0x01 for true. But this is a huge waste of storage space, which (especially on a game console) might be in short supply. A much better method would be to store each flag as a single binary bit, but since a single bit can't be stored independently of a full eight-bit byte, a 'bitvector' is created. In general, a 'bitvector' is just a bunch of bits lumped together into a number. In our case, we're only interested in the 8-bit variety of bitvector, which is enough to store as a single byte. Each bit of the byte represents one of the flags; this way, no space is wasted. For example: from among eight flags, suppose we wanted the second and third to be 'true' and the rest to be 'false'; stringing them all together, we would have the binary sequence x01100000, which would then be stored as the hex byte 0x60. Now suppose we wanted to turn the first flag on; the new sequence is x11100000, which is hex 0xE0. As you can see, changing just one bit of the bitvector made a big difference - the hex value jumped from 0x60 to 0xE0. This is because we changed the 'most-significant' bit, which for our purposes always means the left-most bit. =============================================================================== [II] Offsets [II.A] Joined Members Since there are 30 characters in the game (including the Hero), four bytes (32 bits) are used to store the member-has-joined flags, in the form of a bitvector. However, SF1 seems to store its member data backwards; that is, the bit that controls whether Mae is on the Force appears after the bit for Jogurt, even though the game's list puts Jogurt last and Mae first. The exact ordering is, in fact, identical (in reverse) to the ordering of the members list that you can see in the game, when you have acquired everyone: Mae, then Pelle, then Ken, etc. Specifically, in order of first to last byte, and most to least significant bit in each byte, the flags are: 1st byte: N/A, Nova, Jogurt, Hanzou, Musashi, Zylo, Adam, Bleu 2nd byte: Kokichi, Balbaroy, Amon, Lyle, Hans, Diane, Gong, Torasu 3rd byte: Khris, Lowe, Domingo, Tao, Alef, Anri, Guntz, Luke 4th byte: Gort, Arthur, Earnest, Vankar, Ken, Pelle, Mae, Hero The first two bits (N/A and Nova) are really just glitches; there are only 30 characters, so those two bits are not necessary and the game doesn't expect them to ever be true. If you do set them, however, the first one doesn't do anything interesting, but the second one appears to put your adviser Nova on your team. [II.A.1] Gens/DGen/Genecyst save-state offsets Although each emulator has its own save-state file format, the data we're interested in appears to be in exactly the same place in save-states created by Gens, DGen or Genecyst, and may be the same for other emulators as well. The member-has-joined data begins at offset 0xC102 and occupies the four bytes up to and including 0xC105. For example, in your first battle you have the Hero, Ken, Luke, Tao, Lowe and Hans (and maybe Gong) available to you. In this case, the bitvectors for the four bytes would be: x0000 0000 x0000 1010 x0101 0001 x0000 1001 This example includes Gong (in the second segment of the second byte); I've added spaces in the middle to make it easier to see the mapping to the hex data which would appear in the save-state file, starting at offset 0xC102: 0x00 0x0A 0x51 0x09 If you wanted to add Gort (who, looking back up at the table above, is the first bit in the fourth byte), the hex data would become: 0x00 0x0A 0x51 0x89 [II.A.2] Gens SRAM offsets SRAM refers to save-ram, which is the file an emulator creates to simulate the battery-backup memory on a physical genesis cartridge. If you save your game with the priest and then turn off the emulator, it is this file you would modify before restarting the emulator and continuing your game from the modified SRAM. Unfortunately, different emulators also appear to store SRAM differently, and in this case (unlike for save-states) the offsets for Gens- and DGen-created SRAM files are not the same. The member-has-joined bitvector bytes are basically the same as in the save- state, except that instead of being four consecutive bytes, in the Gens SRAM file they are stored at every other byte: the first is at 0x345, the second at 0x347, and so on to the fourth at 0x34B. The bytes in between appear to be ignored; I've never seen them with any value besides 0x00. Note however that these offsets refer to the game saved in slot 1! I have not done any testing to determine the corresponding offsets for the save games in slots 2 or 3, but I imagine they are at the same positions relative to the member data (that is, the difference between the location of the Hero's name in game 1 and the offsets listed here is likely the same as the difference between the Hero's name in games 2 or 3 and the corresponding offsets in those games). [II.A.3] DGen SRAM offsets DGen's SRAM files appear to differ from Gens' by only one byte; whereas the Gens offset for member-has-joined bitvectors is 0x345, the DGen SRAM offset is 0x344. But in both cases, the bitvectors are stored at every other byte - from 0x344 to 0x34A. [II.B] Active Members Although it would seem logical to store active-members (that is, the members which are part of the 12-strong active fighting force) as another bitvector (in which each bit reflects whether a member is active or not), game designers sometimes have a logic all their own, and so active-member data is stored very differently; instead of a bitvector, the 11 active members (the 12th is always the Hero) are stored in 11 bytes, as a list. That is, if the fighting force was composed of only members 2, 5, 7, 8 and 10 (in a numbering system we'll get to in a moment), the first five bytes of this list would be 0x02, 0x05, 0x07, 0x08 and 0x0A. The remaining six bytes would all be 0xFF, which just means "nobody" - early in the game, when you do not have eleven members on the Force, every joined member will be in the active-members list, with the remainder filled with the 0xFF "empty" value. So who, exactly, is member #2? Conveniently, the list is in exactly the same order as the list you see in the game (in the correct order this time, not backwards like the member-has-joined bitvector): #1 (0x01) Mae #16 (0x10) Torasu #2 (0x02) Pelle #17 (0x11) Gong #3 (0x03) Ken #18 (0x12) Diane #4 (0x04) Vankar #19 (0x13) Hans #5 (0x05) Earnest #20 (0x14) Lyle #6 (0x06) Arthur #21 (0x15) Amon #7 (0x07) Gort #22 (0x16) Balbaroy #8 (0x08) Luke #23 (0x17) Kokichi #9 (0x09) Guntz #24 (0x18) Bleu #10 (0x0A) Anri #25 (0x19) Adam #11 (0x0B) Alef #26 (0x1A) Zylo #12 (0x0C) Tao #27 (0x1B) Musashi #13 (0x0D) Domingo #28 (0x1C) Hanzou #14 (0x0E) Lowe #29 (0x1D) Jogurt #15 (0x0F) Khris (0xFF) (nobody) When you open save-states that were saved by the emulator, the active-members list will always appear in sorted order (that is, if Mae is active, she is always first in the list no matter who else is also active, because she is #1); if you modify the list, it doesn't appear to matter if you preserve the ordering (for example, you could replace Mae with Gort, who is #7, followed by #3 Ken), and the game doesn't seem to mind loading up the modified save-state (it will just sort the list again if you re-save). Also, it is possible to put someone in the active-members list who is not part of the Force; that is, you could put Hanzou on the list in Chapter 1 without setting his member-has-joined bit, and he would appear in combat as if he were on your team. However, in all other respects, the game will not recognize him as being on the team, so you cannot look at his stats, open his inventory, exchange him for another member at Nova, etc - you can only access him when in a battle. [II.B.1] Gens/DGen/Genecyst save-state offsets In a save-state file, the 11 byte list begins at offset 0xC603, through offset 0xC60D. [II.B.2] Gens SRAM offsets The 11 bytes of the active-member list begin at offset 0xD47 in the SRAM file and occupy every other byte, so the end of the list is at offset 0xD5B - again, this is only for game 1. [II.B.3] DGen SRAM offsets In DGen's SRAM file, the active-member list for game 1 begins at offset 0xD46 and fills every other byte, up to 0xD5A. =============================================================================== [III] Quick Lookup This guide is written (in the spirit of the other save state hacking guides) toward a relativly novice user, so the meat of it (the actual offsets and values) are jumbled up in all kinds of discussion, which is sometimes annoying. If you already know how this all works and just need the numbers, here they are, in a more concise format. -Joined Members: stored as a 4-byte bitvector -Bitvector byte 1: N/A, Nova, Jogurt, Hanzou, Musashi, Zylo, Adam, Bleu -Bitvector byte 2: Kokichi, Balbaroy, Amon, Lyle, Hans, Diane, Gong, Torasu -Bitvector byte 3: Khris, Lowe, Domingo, Tao, Alef, Anri, Guntz, Luke -Bitvector byte 4: Gort, Arthur, Earnest, Vankar, Ken, Pelle, Mae, Hero -Savestate offset: 0xC102 - 0xC105 -Gens SRAM offset: 0x345 - 0x34B (every other byte) -DGen SRAM offset: 0x344 - 0x34A (every other byte) -Active Members: stored as an 11-byte list -Indecies in order from Mae (#1) to Jogurt (#29) -Savestate offset: 0xC603 - 0xC60D -Gens SRAM offset: 0xD47 - 0xD5B (every other byte) -DGen SRAM offset: 0xD46 - 0xD5A (every other byte) =============================================================================== EOF