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Author Topic: Document Skyward Sword save file (wiiking2.sav)  (Read 48551 times)

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Antidote

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Document Skyward Sword save file (wiiking2.sav)
« on: January 13, 2012, 08:05:39 am »
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I've been documenting the save file for Skyward sword over the past few days, which has proven to be very slow going however i do have some progress.

I'm able to not only modify the save data, but i'm also able to get a "valid" file, each game has a CRC32 checksum tacked on at the end. Each "file" is 0x53c0 bytes in size.

This is what i have currently

Quote
GameOff = 0x20 - Offset of first file

GameOff + 0x0000 - Playtime
GameOff + 0x0004 - unknown;
GameOff + 0x0008 - Date Time (When the file was saved, ticks from 1-1-2001 12AM)
GameOff + 0x0010 - Player Origin (stored as 6 floats)
GameOff + 0x0028 - Camera Origin (stored as 6 floats)
GameOff + 0x08D3 - Location ID (Displays location name on the load screen)
GameOff + 0x08D4 - Hero's Name (stored as a Big Endian Unicode String)
GameOff + 0x08E7 - Zelda skyloft cutscene infront of the statue before the ceremony;
GameOff + 0x08F1 - Z-Target Intro;
GameOff + 0x08F8 - Crate intro
GameOff + 0x0936 - Unknown set to 0x04 after talking to horwell for the first time and accepting the "mission";
GameOff + 0x09D2 - Interface type (0x00 = standard, 0x40 = Pro, Light = 0x20, OR it by 0x08 if Fi has told link about it. [The 0x08 doesn't really do anything substantial])
GameOff + 0x09E7 - Stamina fruit (and probably other things)
GameOff + 0x0A3C - Amber Relic
GameOff + 0x0A44 - Sky Stag beatle
GameOff + 0x0A46 - Gerudo DragonFly
GameOff + 0x0A5E - Rupees
GameOff + 0x1A66 - Dash Intro and Mia Rescued flag (0x08 = dash, 0x50 = mia rescued or them together to complete both);
GameOff + 0x1A69 - Skyloft Flags1 (0x00, 0x10, 0x30 and 0x70 are current known values)
GameOff + 0x1A8B - Unknown set to 0x02 after talking to horwell for the first time 0x10 after talking to jakamar, OR them together to get the final flag.
GameOff + 0x30F5 - Skyloft Flags2 (0x00 haven't entered the main area yet, 0x80 the cutscene played imediately after you leave the academy has been played, 0x82 or 0x84 Instructor horwell has been talked to about Mia, 0x86 player accepted the rescue mission, 0x8E )
GameOff + 0x30FB - Whether the rupee in links room was taken or not.
GameOff + 0x5302 - Total Hearts
GameOff + 0x5304 - Unk (Total heart pieces?)
GameOff + 0x5306 - Current Health
GameOff + 0x531C - Current Map
GameOff + 0x533C - Current Location (Skyloft, Lanayru Mines, etc.)
GameOff + 0x535C - Seems to be a Copy of of 0x533c
GameOff + 0x53AE - Equipped Weapon
GameOff + 0x53B0 - Deals with Minus button equipment not sure what it does exactly
GameOff + 0x53B1 - Same as above.
GameOff + 0x53BC - Checksum

I would like to eventually create save editor however as you can see i don't know much about the format as of yet. I'll update this thread as i find out more

also if this is the wrong location, mods feel free to move it.

Quote
LocationIDs
0x00 - Skyloft
0x01 - Sealed Grounds
0x02 - Faron Woods
0x03 - Deep Woods
0x04 - Lake Floria
0x05 - Eldin Volcano
0x06 - Volcano Summit
0x07 - Lanayru Mine
0x08 - Lanayru Desert
0x09 - Lanayru Gorge
0x0A - Lanaryu Sand Sea
0x0B - Skyview Temple
0x0C - Earth Temple
0x0D - Lanaryu Mining Facility
0x0E - Ancient Cistern
0x0F - Sandship
0x10 - Fire Sanctuary
0x11 - Sky Keep
0x12 - Farore's Silent Realm
0x13 - Nayru's Silent Realm
0x14 - Din's Silent Realm
0x15 - The Goddesses's Silent Realm
0x16 - The Sky
0x17 - Nothing (green)
0x18 - Nothing (red)
0x19 - Nothing (tan)
0x1A - Fun Fun Island
0x1B - Pumpkin Landing
0x1C - Beedles Island
0x1D - Bamboo Island
0x1E - Isle of Songs
0x1F - Bug Rock
0x20 - Nothing (blue)
0x21 - Skyview Spring
0x22 - Earth Spring
9x23 - Temple Of Time
0x24 - Knight Academy
0x25 - Bazaar
0x26 - Sparring Hall
0x27 - Nothing (blue)
0x28 - Lanayru Caves
0x29 - Inside the Great Tree
0x2A - Nothing (green)
0x2B - Skipper's Retreat
0x2C - Shipyard
0x2D - Pirate Stronghold
0x2E - Inside the Statue of the Goddess
0x2F - Waterfall
0x30 - Orielle & Parrow's House
0x31 - Rupin's House
0x32 - Bertie's House
0x33 - The Lumpy Pumpkin
0x34 - Sparrot's House
0x35 - Gondo's House
0x36 - Peatrice's House
0x37 - Batreaux's house
0x38 - Beedle's Airshop
0x39 - Inside the Thunderhead
0x3A - To Faron Woods
0x3B - To Eldin Volcano
0x3C - To Lanayru Desert
0x3D - Pipit's House
0x3E - Piper's House
0x3F - Kukiel's House
0x40 - Hylia's Realm
0x41 - Sealed Temple
0x42 - Temple Of Hylia
0x43 - Nothing (brown)
0x44 - Nothing (brown)
0x45 - Nothing (brown)
anything greater causes the game to crash
« Last Edit: May 01, 2012, 11:02:40 am by MaJoRa »
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thestig

Re: Document Skyward Sword save file (wiiking2.s...
« Reply #1 on: January 24, 2012, 06:05:31 am »
This is good stuff. Let me know if you need any help with this, REing formats are fun sometimes. Or if you want someone to help with the save editor, it doesn't matter. I like this! It would be cool if more people did things like this on ZFGC, but maybe we're the wrong target community for such a thing. ^^
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Antidote

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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #2 on: January 25, 2012, 08:02:47 am »
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I actually have a google code project set up for this :D

http://code.google.com/p/skyward-sword-save-editor/

also most current format doc:
http://code.google.com/p/skyward-sword-save-editor/source/browse/trunk/save%20editor/Skyward%20Sword%20Save%20Format.txt

EDIT:
Any help is greatly appreciated, just post your changes here.
« Last Edit: January 25, 2012, 08:07:53 am by Antidote »
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Antidote

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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #3 on: April 30, 2012, 06:23:47 am »
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Been silent here for a while, sorry about that. I've actually made quite a bit of progress on the format, still FAR off from complete, but the end seems to be in sight. I'm almost to the point where I need to document the cutscenes, and event specific flags (I.E. The light columns) However I even know the general location for those as well.
If anyone would like to help, grab a save and start poking around in the file, post any findings here and I'll look into them.
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  • Axiomatic Data Laboratories
Re: Document Skyward Sword save file (wiiking2.s...
« Reply #4 on: April 30, 2012, 06:40:58 am »
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For those who haven't posted here yet, you really should. This is quite impressive work, and the only of its kind that I can find anywhere. This topic deserves a lot more credit and praise than it seems to be getting here atm Antidote, but you seem to be getting quite a bit over at GBATemp :).

I'm very impressed with your work here, please continue, I'd love to see the end result (especially if it results in a decent save editor for people to use).
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  • Elliott Parkinson
Re: Document Skyward Sword save file (wiiking2.s...
« Reply #5 on: April 30, 2012, 01:27:21 pm »
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Interesting stuff, glad to see someone's doing this :) It would be pretty sick of more people here did this kind of thing for more games!
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Starforsaken101

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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #6 on: April 30, 2012, 03:50:37 pm »
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Actually, this is really cool. Can't wait to see more.
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Antidote

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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #7 on: April 30, 2012, 05:06:06 pm »
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Thanks you guys. It's pretty slow going, with work and all, but it feels pretty good to know that people appreciate the work I've put into this.
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thestig

Re: Document Skyward Sword save file (wiiking2.s...
« Reply #8 on: April 30, 2012, 07:10:51 pm »
My offer still stands if you need help. I wasn't 100% sure if you wanted it, but it seems like you've got the project mostly finished. Was gonna test run this on Linux, but it looks like it'll most likely work given you used portable APIs.

EDIT: Gonna have a look at your documentation later to see if there's anything I can help you debug.
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Antidote

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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #9 on: April 30, 2012, 11:22:45 pm »
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gm112, ABSOLUTELY also, this application was developed using both Windows and Ubuntu 11.10 so it will compile on linux. You just need to have the proper packages installed.

EDIT:
I've been meaning to condense all the Get/Set functions in GameFile down to single functions for each type. Such as GetItem, GetWeapon and GetBug. I just haven't gotten to it.
« Last Edit: April 30, 2012, 11:25:25 pm by Antidote »
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  • Axiomatic Data Laboratories
Re: Document Skyward Sword save file (wiiking2.s...
« Reply #10 on: April 30, 2012, 11:27:45 pm »
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Hey Antidote, i thought this topic looked familiar :)

Also nice work on it
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Antidote

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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #11 on: April 30, 2012, 11:29:35 pm »
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Thanks FISSURE :D it feels real good to be making progress on it.
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  • Axiomatic Data Laboratories
Re: Document Skyward Sword save file (wiiking2.s...
« Reply #12 on: April 30, 2012, 11:32:53 pm »
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No problem :D

Also saw this topic while glancing at another place that shall not be named. I see you've spent quite a bit of work on this, any actual reason?

Assuming you had to go through the silent realms alot and the horrible imprisoned boss fights

I'm sorry :(
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Antidote

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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #13 on: April 30, 2012, 11:36:28 pm »
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Actually I haven't gotten to that point yet.

Also when editing a file that you know the rough structure of is quite easy. Just have to be able to figure out which variables break the game and which don't. I had a file filled with nothing but 0xFF except in crucial points (Location stuff, and the players name) and it worked fine LOZ:SS is actually pretty robust I haven't found much that causes it to crash.

Although when some flags are set when they shouldn't hilarity ensues xD
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  • Axiomatic Data Laboratories
Re: Document Skyward Sword save file (wiiking2.s...
« Reply #14 on: April 30, 2012, 11:39:01 pm »
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Actually I haven't gotten to that point yet.

Also when editing a file that you know the rough structure of is quite easy. Just have to be able to figure out which variables break the game and which don't. I had a file filled with nothing but 0xFF except in crucial points (Location stuff, and the players name) and it worked fine LOZ:SS is actually pretty robust I haven't found much that causes it to crash.

Although when some flags are set when they shouldn't hilarity ensues xD

Ah not bad, What about if you tried removing things? Like the variables for the annoying Silent Realms and the Annoying Imprisoned fights.

Though i guess that would lead to you not being able to get the required items.
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Antidote

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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #15 on: April 30, 2012, 11:42:47 pm »
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I can already "give" players those items so it's no problem.
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  • Axiomatic Data Laboratories
Re: Document Skyward Sword save file (wiiking2.s...
« Reply #16 on: April 30, 2012, 11:45:35 pm »
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I can already "give" players those items so it's no problem.

So what would messing with those variables actually do, does the game just skip over them, give an error, etc?

Area variables i mean
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Antidote

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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #17 on: April 30, 2012, 11:47:43 pm »
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Epic fail of epic proportions I.E the game black screens.

unless i'm misunderstanding your question.
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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #18 on: April 30, 2012, 11:56:56 pm »
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Epic fail of epic proportions I.E the game black screens.

unless i'm misunderstanding your question.

Nope, you're reading it right. So pretty much if you remove a variable for a place like the silent realms, fire temple, etc the game will black screen. Thats pretty interesting

ALso what about switching variables, like switching temples and such
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Antidote

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Re: Document Skyward Sword save file (wiiking2.s...
« Reply #19 on: May 01, 2012, 12:00:29 am »
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ah, i did misunderstand. The game does something pretty nifty. The locations (at three different addresses) actually refer to the directory on disc, and a byte is used to store which "room" you're at in that area. Anything else is free game. I can change variables at my leisure with out fear of crashing the game with the exception of one: the location ID (Tells the game which text to display). The game doesn't actually differentiate between temples. Just items, and event flags.
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