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Yes I think I could sure do that. Only problem is that the value for kokiri sword isn't documented in your MANUAL and I'm not exactly good at this reverse engineering stuff :D
Edit: It's 4D apparently. Nothing at all seems to be FF. So should be easy. |
Found a link which should work; let us know if it doesn't. Really what I've been trying to do is rewrite this little thing to be less embarrassingly coded, but in the meantime I think that should do it.
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Anyway to change the name that you created before you started the game in Zelda?
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Code:
--file-rename: What the game does with less-than-8-character names is just pad with spaces until the name is 8 characters, so you have to fill in the spaces yourself when renaming the file. Example if you want to rename File 1 to "Link", you actually have to specify as Code:
"Link " |
Thanks. Does this also work with OoT?
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OOT uses SRAM, not flash RAM, so it is a different save chip entirely.
Never was particularly fond of Zelda OOT. Figured it was popular and rated highly enough that somebody else would do a save editor for it even if I never cared to, with or without any sort of help or influence from the MM one I am doing here. So far I've done at least one save editor for: a) mempak, b) EEPROM 512 B, c) EEPROM 2048B, d) flash RAM, but SRAM is the only type of save chip I have not yet written a game save editor for. I was contemplating whether I should do one for Super Smash Bros. or Zelda OOT...but if it ends up that I were to choose Zelda OOT, it only is because of my interest in Majora's Mask as a game. I figure maybe if I did decide to write a save editor for OOT it would continue to unravel more information about MM, both in and out of the flash save. |
Quote:
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Sorry for the bump but better late than never for me to clarify this.
I've long since deleted the OP attachment in this thread. I'm no longer providing the binary release of this 4-year-old utility. So I have already ported most of the features to my new, from-scratch save editor sources: https://github.com/cxd4/zs-flash List of features I have implemented so far to edit the progress: https://github.com/cxd4/zs-flash/wiki/File-Format (Scroll down to Data Structure in each 4096-Byte Section.) You can compile it right away by executing `./make.sh` on Unix-based systems, or in the MSYS/MinGW Git command shell on Windows (or by double-clicking make_w64.cmd if you happen to have the Windows DDK installed). I might push release binaries once the crossover has been completed more. |
Update--I could swear that somebody in one of the threads here (or maybe in a PM) asked about the lottery numbers and how the flash save file stores the winning numbers. Can't remember where or who it was.
Well actually I just happened upon a pattern that fit exactly that, so it's implemented. Now this save editor can be used to view or change the winning 3 lottery numbers. The command to do it goes something like: Code:
zs ./mysavefile.fla -l 0 1 0 1 https://dl.dropboxusercontent.com/u/...da_lottery.png You can also just see the winning numbers by executing `zs ./mysave.fla $DAY_NUMBER` without the last 3 parameters. As usual there is more info on the wiki page about the featured command. |
i've spent hours in Visual Studio 2015 trying to compile build this thing... no luck. can someone smarter than me please do it? thanks in advance.... :confused:
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