File: Save file editing guide for Shining Force 3, Scenario 3 and Premium Disc
Author: James Ferguson (Fergybug)
Email: [email protected]
Site: www.btinternet.com/~shiningforce
Date: 9/8/03
Version: 0.81

This is a guide to editing the save file for Shining Force 3 Scenario 3 and the
Shining Force 3 Premium disc in the SSF v 0.06 saturn emulator. It may be compatible
with later versions and other emulators as well.

A Scenario 3 Offsets
B Character Section Offsets
C Scenario 3 Values
D Instructions

Although I have put the instructions at the end it is important to read them
first. It is at the end so it doesn't get in the way when you are looking up
things quickly once you're familiar with the system.
The above titles are written in capital letters at the start of each section. Try
a word earch to find a section more quickly.

-----------------------------------------------------------------------------------
================================A SCENARIO 3 OFFSETS===============================
-----------------------------------------------------------------------------------
Scenario 3 and Premium Disc files follow exactly the same layout.

Checksum: %10A, %10C, %10E
Range: start at %113 and select #C160 bytes
So, for SSF files, subtract C160*FF/2=#604F50 from checksum 16.
For last four digits, this is equivalent to adding #B0B0 to checksum 16.


Location: %13A

Current Leader: %318,31A,31C
This determines who you are.
The first byte is your character number:
 Synbios=00
 Julian=07
 Medion=14
The third determines your force:
 Synbios's force=01
 Medion's force=02
 Julian's force=03
The second apparently should always be the same as the third.

Inventory: %868
For most items:
  If the item is even numbered, add the item number to the above %868. The first
 digit of this position is the number of that item you have. The second digit is
 the number of copies you have of the odd numbered item one up from that even
 numbered item. This means you can have up to fifteen of these items.
For 'disposable' items:
  The following items do not work like this. instead, they each have an entire
 byte (two digits) devoted to them. (Note that space is left for them in the
 middle of the above data, but it is not used.) This means that you can have up
 to two-hundred and fifty-five of these items.

  Medical Herb:  %994
  Healing Drop:  %996
  Potion:        %998
  Healing Rain:  %99A
  Goddess TearS: %99C
  Hope Light:    %99E
  Antidote Herb: %9A0
  Fairy Powder:  %9A2
  Angel's Wing:  %9A4
  Power Wine:    %9A6
  Armour Milk:   %9A8
  Quick Chicken: %9AA
  Nimble Onion:  %9AC
  Happy Cookie:  %9AE
  Health Bread:  %9B0
  Brain Food:    %9B2
  Brave Apple:   %9B4
  Large Mithril: %9B6
  Small Mithril: %9B8
  Dark Matter:   %9BA
  Orifalcon:     %9BE

(You might want to just select everything from %868 to %9BE and fill with the byte
FF. This will give you the maximum of every item, and it won't disrupt the columns
of FF's in between the file data.)


First Enemy File start: %1A60
Subsequent enemy files can be found by using the fact that each enemy has #160 or #168
bytes devoted to it (including the #FF bytes)


Team Roster
-----------
Synbios/Dantares:  %460
Masqurin/Grace:    %462
Hayward/Obright:   %464
Irene/Julian:      %466
Cybel/Eldar:       %468
Kahn/Noon:         %46A
Justin/Horst:      %46C
Penn/Ratchet:      %46E
Frank/Hagane:      %470
Murasame/Fynnding: %472

Medion/Campbell:   %474
Syntesis/Uryudo:   %476
Waltz/Rock:        %478
Barnard/Zero:      %47A
Hazuki/David:      %47C
Hedoba/Gracia:     %47E
Donhart/Hera:      %480
Robby/Arthur:      %482
Garosh/Jade:       %484
Penko/Papesh:      %486

Kate/*Rogan*:      %488
Edmund/Isabella:   %48A
Bridget/Cyclops:   %48C
Rollie/Thousand:   %48E
Leon/Honesty:      %490
Produn/Harold:     %492
Pendolf/Spiriel:   %494
Jubei/Primrose:    %496
Marki/Turk:        %498
Unoma/Jane:        %49A

The second character in each pair uses the first digit and vice versa.
The possibilities for each digit in Scenario 3 are:
0: not found
1: in Synbios's active team
2: in Medion's active team
3: in Julian's active team
9: in Synbios' reserve team
A: in Medion's reserve team
B: in Julian's reserve team

Yes, Rogan is a force member!
Making Jane part of the team allows her to be chosen in the Premium Disc
force, even from an incomplete save file.
You can have both Garosh and Jade, and both Produn and Edmund, but beware!
The game only allows for 59 of the above 60 characters to be used. You will
get an error unless you miss at least one person out.

It's interesting to note that each of the above groups has twenty people in it.
This means that if you count Gracia in part 2 and Rogan and Jane in part 3, each
Scenario add twenty new characters to the game. Of course, counting Jane like this
makes no sense, and it would make more sense to count Rogan in part 2 and Gracia in
part 3, but it's an interesting bit of symmetry. Gracia's face is in the Scenario 2
characters' file, Rogan's face is in the Scenario 3 characters file and Julian's
face is in the Scenario 1 characters' file. All three files have the same length.

Note: It's not really Jane in Scenario 3. It is just a blank space which was
leftover, but the Premium Disc interprets the position as Jane. Making this
pseudo-Jane part of the team in Scenario 3 save will let you select her if you
start a Premium Disc game with it.



Character Sections
------------------
Synbios:  %6D88
Dantares: %6EE8
Masqurin: %7050
Grace:    %71B0
Hayward:  %7130
Obright:  %7478
Irene:    %75D8
Julian:   %7738
cybel:    %78A0
Eldar:    %7A00
Kahn:     %7B60
Noon:     %7CC8
Justin:   %7E28
Horst:    %7F88
Penn:     %80F0
Ratchet:  %8250
Frank:    %83B0
Hagane:   %8518
Murasame: %8678
Fynnding: %87D8

Medion:   %8940
Campbell: %8A00
Syntesis: %8C08
Uryudo:   %8D68
Waltz:    %8EC8
Rock:     %9030
Barnard:  %9190
Zero:     %92F0
Hazuki:   %9458
David:    %95B8
Hedoba:   %9718
Gracia:   %9880
Donhart:  %99E0
Hera:     %9B40
Robby:    %9CA8
Arthur:   %9E08
Garosh:   %9F68
Jade:     %A0D0
Penko:    %A230
Papesh:   %A390

Kate:     %A4F8
*Rogan*:  %A658
Edmund:   %A7B8
Isabella: %A920
Bridget:  %AA80
Cyclops:  %ABE0
Rollie:   %AD48
Thousand: %AEA8
Leon:     %B010
Honesty:  %B170
Produn:   %B2D0
Harold:   %B438
Pendolf:  %B598
Spiriel:  %B6F8
Jubei:    %B860
Primrose: %B9C0
Marki:    %BB20
Turk:     %BC88
Unoma:    %BDE8

Jane:     %BEF0
You can't alter Jane's stats in Scenario 3 in such a way that the Premium disc
will register - even her name can't be changed. However, her stats and name can be
changed in the Premium Disc file.
Changing Rogan's name here will change it in the game dialogue, for instance when
Honesty is talking about the letter Rogan gave to her. However, changing Marki's
name does not affect what she is called when she is an enemy. The same is true of
Edmund, Produn and Thousand. Come to think of it, Julian sure does fight a lot of
his friends.



-----------------------------------------------------------------------------------
============================B CHARACTER SECTION OFFSETS============================
-----------------------------------------------------------------------------------
All scenarios actually use exactly the same layout for their character sections,
but I've included this information at the end of every file map.


Start of name:  +0 (up to twelve characters)
Gender: +1E (Male=1, Female=2)

Max HP: +22
Max MP: +24
Level: +26 (this is level number,it does not affect promoted/unpromoted, that's +F0)
Attack: +28
Defence: +2A
Agility: +2C
Speed: +2E
Luck: +30

Magical resistances (numbers below #80 are positve, above are negative):
Fire: +3A
Ice: +3C
Lightning: +3E
Wind: +40
Light: +42
Dark: +44

Spell 1:
Type: +48
Level: +4A
Spell 2:
Type: +4C
Level: +4E
Spell 3
Type: +50
Level: +52
Bonus spell:
Type: +54
Level: +56

Equipped weapon: +58, +5A
Equipped accessory: +5C, +5E
Item slot 1: +60, +62
Item slot 2: +64, +66
Item slot 3: +68, +6A
Item slot 4: +6C, +6E

Weapon 1 special atacks:
Level 1: +70
Level 2: +72
Level 3: +74
Weapon 2 special atacks:
Level 1: +76
Level 2: +78
Level 3: +7A
Weapon 3 special atacks:
Level 1: +7C
Level 2: +7E
Level 3: +80
Weapon 4 special atacks:
Level 1: +82
Level 2: +84
Level 3: +86

Weapon 1 type: +B4 and +C4 (they should have the same value)
Weapon 2 type: +B6 and +CC
Weapon 3 type: +B8 and +D4
Weapon 4 type: +BA and +DC

Weapon 1 level: +c6 (i.e after the second of the two weapon 1 types)
Weapon 2 level: +CE
Weapon 3 level: +D6
Weapon 4 level: +DE

Class: +F0

Current HP: +106
Current MP: +108

Character control type: +12E
In battle: #0 Player controlled, #1 Enemy,
#3 Passive Enemy (eg Benetram Impostor),
#5 uncontrolled friend (eg Garosh on Saraband Pier),
#6 uncontrolled Ally (eg Hayward)

Character status:
#0 character is afflicted by condition; #1 character is not afflicted
Alive: +130 (ie 0 is alive, 1 is dead)
Sleep: +13C
Confusion: +13E
Illusion: +140
Silence: +142
Paralysis: +144
Poison: +146
Charm: +148
Missing goes: +14A
Cursed: +14C
Berserk: +14E
Ice Storm (can't move): +150

Bonus special attack: +15C

Note 1
------
Enemy files follow exactly the same pattern except:
 1 They do not store their names; instead they all begin #06.
 2 They do not have classes. Instead +F0 defines their type: ie Goblin,
  Mask Monk, Colossus etc.

Note 2 (VERY IMPORTANT!!!)
------
Although all characters' sections follow this layout, some have an
extra 8 bytes inserted into them somewhere. There doesn't appear to be any
pattern to where these extra bytes appear. They are invariably zero, and I
suspect they may be a bug in the emulator. Most character have a section
#160 bytes long; if a section is #168 bytes long then it has these bytes in it.
In such a section, all offsets after the extra bytes need to be increased by
eight.
To deal with this, if you go to a position you wish to change but the value in
it bears no relation to what you think should be in it, simply advance 8 bytes
and see if that makes more sense.
I've written a piece of code to work all of this out for you, which I've put up
on my website. It's only for Scenario 1 and only deals with the main stats.
Additionally, it is heavily scripted and will only run on Internet Explorer v4+.

Note 3
------
Although it seems you can change the skills a character can perform with
a weapon, this doesn't appear to be the case. Changing the number of the three
learned weapons skills only changes their name and their camera angles; the
character still performs the same move. Changing the bonus special attack does
make a difference, though, and sometimes you can have a swordsman perform mace
skills and the like.

Note 4
------
The bytes which determine whether or not characters have joined the team
are not in these sections. They are all grouped together earlier in the file.
Also, I don't know where friendships are stored.

Note 5
------
The byte after each weapon's level is the weapon experience. With a bit
of patience it is now possible for someone to work out how weapon experience
works.


-----------------------------------------------------------------------------------
================================C SCENARIO 3 VALUES================================
-----------------------------------------------------------------------------------
The Premium Disc uses almost the same valus as Scenario 3. The only major
difference is in the location numbers. Additionally, there is one extra item
added, and some monster values and special attacks change (but I haven't included
these yet anyway).

1 Location Numbers
2 Item Numbers
3 Spell Numbers
4 Character Classes

To find a section quickly, search for the above titles written in capital letters

=================================1 LOCATION NUMBERS================================
Location numbers have different meanings in Scenario 3 and the Premium Disc. The
values for the Premium Disc are at the end of the Scenario 3 locations.

SCENARIO 3
----------
Order of location numbers is:
Non-game areas (title screen etc.)
Battles (in order except for Taros Shrine)
Towns (in order except for Maya/Hut):
 Flagship
 Destonia
 Foothill Village
 Guarder
 Baersol
 Aspia
 Aural Village
 Hut of Mt Bowlet
 Maya Village
 Dormant
 Icelocked Flagship
 Remotest
External Areas (These tend not to work)

Locations which say error are ones that have always caused the emulator to crash
when I load the file. I have tried to provide the location name for these nevertheless.
Some of the other locations still give errors sometimes.
Many of the areas in the final group are the battlefields from the game, as opposed
to the battles themselves. However, the relevant battle may start if you have not
already fought it.
If you've used the Premium Disc to make a save file, or if you alter a complete save
file (which you can make easily using location 01), chaning your location to be a
battle will allow you to fight it.


NON-GAME AREAS
--------------
00 OP(ening) Movie
01 Gabriel's Room, game complete
02 Complete
03 Staffroll

BATTLES
-------
04 Flaship Battle
05 "Destonia Harbour"
06 The Apalling Walcuray
07 "Goliath of the wind"
08 "Large Cavern"
09 "The Dragon's Graveyard"
0A Encounter with the Beast Lord (Leon)
0B "The Border Fortress"
0C "Ambush"
0D "The Great Lighthouse"
0E "A General Who Is Alive Thanks to Love"
0F "The Trail"
10 "Father and Son"
11 The Road North
12 Hill to Aural Village
13 Crossing the River
14 Rainblood Attack
15 Maya Village by Night
16 The First Test
17 The Second Test
18 The (Witch -1) of the Snowy Mountains
19 Battle with Galm  (Something... Vandal)
1A Rainblood Again
1B Yasha's Trap (Shinobi...something)
1C "Magma Flow"
1D "King of Rainblood"
1E Battle with Medion's Force
1F Onward Shining Force! (Jumesyn battle)
20 Bulzome's Shrine
21 Taros Shrine Lv 1 (Harpy)
22 Taros Shrine Lv 2 (Golem)
23 Taros Shrine Lv 4 (Cerberus)
24 Taros Shrine Lv 6 (Earth Dragon)
25 Taros Shrine Lv 8 (Durahan)
26 Taros Shrine Lv 9 (Colossus)
27 Taros Shrine Lv 10 (Taros)
28 Taros Shrine Lv 3 (Hydra)
29 Taros Shrine Lv 5 (Griffin)
2A Taros Shrine Lv 7 (Blue)

TOWNS
-----
FLAGSHIP
2B Flagship/start
2C Flagship Captain's Room (Use this one to come here)
2D Flagship Captain's Room (This one's messed up)
2E Flagship HQ (something about dragons/messed up exit)
2F Flagship Deck

DESTONIA
30 Destonia Town
31 Destonia Harbour
32 Destonia Pier
33 Destonia Factory
34 Destonia Indoors
35 Destonia HQ
36 Destonia Cathedral
37 Destonia Waters

FOOTHILL VILLAGE
38 Foothill Village
39 Foothill Indoors
3A Foothill Church
3B Foothill Village HQ

GUARDER
3C Guarder Town
3D Guarder Indoors
3E Oans? Guarder Indoors
3F Guarder Church
40 Guarder HQ

BAERSOL
41 Baersol
42 Baersol Indoors
43 Brutus' Home
44 Baersol Church
45 Baersol HQ

46 Island Outside Guarder

ASPIA
47 Aspia South Wall
48 Aspia South Gate (Scenario 2 Finale)
49 Aspia Town (Chapter 4 Title)
4A Aspia Town
4B Aspia Castle Bridge
4C Aspia Castle
4D error
4E Aspia Indoors 1?
4F Aspia Indoors 2? (These are buildings which burnt down)
50 Aspia Castle Conference Room
51 Aspia HQ
52 Aspia Church

53 Malorie North Marsh

AURAL VILLAGE
54 Aural Village
55 Aural Indoors
56 Aural Village Cave
57 Aural Village Church
58 Aural Village HQ

59 Hill outside Maya Village

HUT OF MT BOWLET
5A Outside Hut
5B Hut of Mt Bowlet (Church)
5C Hut of Mt Bowlet (HQ)

MAYA VILLAGE
5D Maya Village (Daytime)
5E Maya Village Indoors - Gabriel's House
5F Maya Village Indoors - Gabriel's House too.
60 Maya Secret Room (Sega Basement?)
61 Maya Village Church
62 Maya Village HQ
63 Maya Village (Night)
64 Maya Village (No ground)
65 Maya Village (Sky for ground)

DORMANT
66 Dormant Village
67 Dormant Village (No escape)
68 Dormant Indoors
69 Dormant Church
6A Julian's HQ in Dormant (abbreviated as Dorma Juli HQ)
6B Synbios' HQ in Dormant

ICELOCKED FLAGSHIP
6C Flagship in Frozen River
6D Deck of Icelocked Flagship
6E Captain's Room
6F Icelocked Flagship HQ

REMOTEST
70 Remotest Outside - Shop Side
71 Remotest HQ Lobby
72 Remotest Shops
73 Bulzome Church
74 Remot(est) Synbi(os) HQ
75 Remot(est) Medi(on) HQ
76 Remot(est) Juli(an) HQ
77 Remotest Cathedral (Cuts to Chapter title if you haven't seen it)
78 Remotest HQ Lobby
79 Remotest Shops
7A Remotest Cathedral
7B Bulzome Church in Remotest

OTHER AREAS
-----------
7C Ending (Flagship and Remotest)
7D Destonia Valley
7E Destonia Castle Courtyard
7F Destonia Castle Rooftop
80 Destonia Underground Waterway
81 error (Dragon's Graveyard)
82 error
83 Barrier Fortress
84 Guarder Island (No ship)
85 Border Bridge
86 Great Lighthouse
87 Baersol Beach
88 Baersol North Desert
89 The Temple (Brutus' Last Stand or something like that)
8A error
8B Hill before Aural Village
8C Battle after Aural Village
8D Ark Hill Desert
8E Ark Hill Mountain (Jubei & Rainblood level)
8F Ark Hill Mountain (Caves)
90 Ark Hill
91 error (Galm)
92 Dormant Territory (cutscene)
93 Dormant Cave (cutscene)
94 Lava Flow area (cutscene)
95 Glacier
96 Remotest Gate (cutscene)
97 Synbios' & Medion's Battlefields (with snow)
98 Synbios' & Medion's Battlefields
99 Julian's Battlefield (with Walcuray)
9A Julian's Battlefield
9B Bulzome's Throne Room (cutscene)
9c Taros Shrine
9D Bulzome's Throne Room
9E Bulzome's Throne Room (sacred dragon - name of chapter 2 ruins)
9F Artillery Ruins (Chapter 6)
A0 Mountainside Ruins (Chapter 3)
A1 Chapter 4 Ruins
A2 Coal Mine Ruins (Chapter 5)

A3 "Special Battle" (Gabriel says something about the Premium Disc)
A4 Epilogue (Galm and Elise)
A5 Porikyara (This is what the Premium Disc calls the 3D model select)
A6 Measurement Test
A7 Shop Test
A8 Freaky Dragon Test! (You may need to tap the zoom button to start)


PREMIUM DISC
------------
Use 01 to make a 'complete' Premium Disc save file (even though you don't really
get them. Altering the location in this complete file to be a Special Battle will
allow you to fight that battle. If you do not use this method, changing the
location will not change the enemies on the map.

NON-GAME AREAS
00 is title screen (for Scenario 3)
01 is end sequence (say yes!!)
02 is complete (loading this will cause the Saturn to try and start Scenario 3)
03 is ending sequence

LEVELS
04 Special Battle 1, Octopus
05 Special Battle 2, Yasha
06 Special Battle 3, Rainblood
07 Special Battle 4, The Four of Bulzome
08 Special Battle Galm (just a few fish, lizardmen and a harpy I'm afraid)
09 Special Battle 5, Bulzome
0A Special Battle 6, Dark Dragon
0B Special Battle 7, Iom
0C Special Battle 8, Zeon
0D Special Battle 9, Darksol

OTHER AREAS
0E puts you straight onto the boat
0F Illustration Menu
10 'ne' (~full stop or comma). Walkable octopus map
11 Soundtest (walking!)
12 Polygon Select Background (walking)
13 Polygon Select
14 Scenario 3 Epilogue (Galm and Elise)
15 Special Battle (walkable Octopus level)
16 Illustration again
17 Says Unoma but takes you to battle
18 Backup Data (Sc3 save game designer)
19 Movie Select
1A Sound Test
1B Main Menu (Mode Select)
1C Measurement Test
1D Empty Store Test

===================================2 ITEM NUMBERS==================================
Items with value FF or less have 00 in the first byte of the item
slot. Items with value 100 or more have 01 in the first byte and the
last two digits in the second byte.
English version names have been used where possible.
Some items, denoted Enemy, are only used by enemies. Some items cannot
be found playing through the game; these are denoted unused. Even some of the
unused items had their names changed in translation. I've written their UK
Scenario 1 names in the list, with the original names in brackets for those
items I've spotted this for (I'm not worried about shell/bow axe/tomahawk
inconsitency).

00  Blank
01  Bronze Knife
02  Steel Knife
03  Hunter Knife
04  Steel Sword
05  Broad Sword
06  Bastard Sword
07  Great Sword
08  Epee
09  Foil
0A  Rapier
0B  Iron Blade
0C  Battle Blade
0D  Steel Blade
0E  Booty Sword (Small Katana)
0F  Iron Ninjato (next best Katana)
10  Steel Ninjato
11  Bronze Lance
12  Iron Lance
13  Heavy Lance
14  Steel Lance
15  Spear
16  Power Spear
17  Battle Spear
18  Halberd
19  Heavy Halberd
1A  Poleaxe
1B  Small Axe
1C  Power Axe
1D  Battle Axe
1E  Great Axe
1F  Hand Axe
20  Iron Hand Axe
21  Steel Hand Axe
22  Mace
23  Flail
24  Maul
25  Bronze Claw
26  Iron Claw
27  Steel Claw
28  Battle Claw
29  Cloth Glove
2A  Iron Glove
2B  Steel Glove
2C  Cestus
2D  Iron Cestus
2E  Steel Cestus
2F  Wooden Rod
30  Bronze Rod
31  Talisman Rod
32  Small Wand
33  Magic Wand
34  Angel Wand
35  Power Ankh
36  Saint Ankh
37  Misty Ankh
38  Small Bow
39  Short Bow
3A  Faerie Bow
3B  King's Bow
3C  Light Crossbow
3D  Heavy Crossbow
3E  Arbalest
3F  Long Bow
40  Heavy Long Bow
41  Elven Bow
42  Scimitar (Enemy - Sword)
43  Chaos Ring
44  Power Ring
45  Protect Ring
46  Magic Ring
47  Gale Ring
48  Attack Ring
49  Master Ring
4A  Silver Ring
4B  Life Ring
4C  Nimble Ring
4D  White Ring
4E  Black Ring
4F  Iburu Ring
50  Artemis Pin
51  Apollo Pin
52  Iron Bracer
53  Steel bracer
54  Medical Herb
55  Healing Drop
56  Potion
57  Healing Rain
58  Goddess Tear
59  Hope Light
5A  Antidote Herb
5B  Fairy Powder
5C  Angel's Wing
5D  Power Wine
5E  Armour Milk
5F  Quick Chicken
60  Nimble Onion
61  Happy Cookie
62  Health Bread
63  Brain Food
64  Brave Apple
65  Large Mithril
66  Small Mithril
67  Dark Matter
68  Iron Circlet
69  Steel Tiara
6A  Swift Boots
6B  Shadow Bowl
6C  Dark Bowl
6D  Loincloth
6E  Power Undies
6F  Mithril Dirk
70  Butter Knife
71  Killer Knife
72  Sneaky Knife (Unused) ("Thief's Knife" I think)
73  Joker Knife (Unused)
74  Counter Sword
75  Shiva Sword
76  Leviathan
77  Dark Sword
78  Phoenix Sword
79  Justice Sword
7A  Magic Rapier
7B  Mist Rapier
7C  Shiny Rapier
7D  Final Rapier
7E  Luster Blade
7F  Rune Blade
80  Photon Blade
81  Venom Blade
82  Force Blade
83  Nelson Lance
84  Holy Lance
85  Dragon Lance
86  Ultra Lance
87  Silver Spear
88  Counter Spear
89  Rune Spear
8A  Beast Spear (Unused)
8B  Comet Spear (Unused, works)
8C  Holy Halberd
8D  Star Halberd
8E  Arc Halberd
8F  Dark Halberd
90  Fire Axe
91  Gigantic Axe
92  Sharp Axe
93  Gaia Axe
94  Sorrow Axe
95  Accurate Axe
96  Super Axe
97  Arrow Axe
98  Ultra Axe (Unused, works)
99  Saint's Mace
9A  Revenge Mace
9B  Power Hammer
9C  Macho Maul
9D  Mithril Claw
9E  Tiger Claw
9F  Berserk Claw
A0  Pokey Claw
A1  Spiked Glove
A2  Muscle Glove
A3  Spark Glove
A4  Magna Glove
A5  Pretty Glove
A6  Giant Cestus
A7  Mist Cestus
A8  Wire Cestus
A9  Holy Cestus (Unused, works) ("Dragon Knuckle")
AA  Torture Rod
AB  Sleepy Rod
AC  Soul Rod
AD  Tiamat Rod
AE  Demon Rod
AF  Jester Wand
B0  Jewel Wand
B1  Witch Wand
B2  Spark Wand (Unused, works) ("Merlin's Wand")
B3  Wendigo Wand
B4  Tornado Ankh
B5  Silence Ankh
B6  Blessed Ankh
B7  Holy Ankh
B8  Moon Bow
B9  Dragon Bow
BA  Breaker Bow
BB  Kantar's Bow
BC  Caylon's Bow (Unused, works)
BD  Hunter Crossbow
BE  Flame Crossbow
BF  Sonic Crossbow
C0  Needle Crossbow (Unused, works)
C1  Magnum Bow
C2  Storm Bow
C3  Meteor Bow
C4  Cool Braid (replaces Pulsar Bow from Scen1, looks like Elven Bow, "Cools the Blood")
C5  Wind Cutter
C6  Bone Eater
C7  Rumbling Sea
C8  Kusanagi
C9  Muramasa
CA  Cross Star
CB  Fox Shuriken
CC  Shaken
CD  Deadly Star
CE  Octagon Star
CF  Wind Star
D0  Metal Wing
D1  Silver Wing
D2  Battle Wing
D3  Silk Wing
D4  Sonic Wing
D5  Cosmic Wing
D6  Zero Wing
D7  Stealth Wing (Unused, works)
D8  Light Anchor (Unused, works but not worth a look)
D9  Heavy Anchor
DA  Power Anchor
DB  Spin Anchor
DC  Crash Anchor
DD  Grav Anchor
DE  Cut Flowers
DF  Chicken Feed
E0  Volcano Wand ("Volcanon Wand")
E1  Penko Egg
E2  Ship's Key
E3  Statue Gem
E4  Mitra Ankh ("Ankh of Mitula")
E5  Saraband Prison Key
E6  Divine Cane (Enemy - Wand)
E7  Hell Rod (Enemy - Rod)
E8  Penko Beak
E9  Ruin Map
EA  Ruin Map
EB  Ruin Map
EC  Ruin Map
ED  Ruin Map
EE  Ruin Map
EF  Elbesem Orb
F0  Barrand Prison Key
F1  Robot Eyes
F2  Crewart's Key
F3  Freeze Ball
F4  God Rapier
F5  Arc Wand
F6  Dragon Rod
F7  Earth Rod
F8  Chain Whip
F9  Queen Whip
FA  Love Whip
FB  whip (Don't know name)
FC  Silver Beak
FD  Gold Beak
FE  Penn Beak
FF  Remove
100 Elbesem Staff (with Shining, cf 12A)
101 Horn
102 Horn (with Change Virgo)
103 Talon
104 Talon (with Thunder Breath)
105 Reaper Knife
106 Sword of Blood
107 Nebula Rapier
108 Baryon Blade
109 Masamune
10A Full Metal Wing
10B Boson Lance
10C Mercury Spear
10D Buster Halberd
10E Apollyon Axe
10F Flaming Tomahawk
110 Geo Hammer
111 Plasma Anchor
112 Gehenna Claw
113 Kokyutos Glove
114 Aura Knuckle
115 Rod of Will
116 Eternal Wand
117 Golgotha Ankh
118 Sagittarius Bow
119 Doppler Crossbow
11A Hotrod Shell
11B Yamima Shuriken
11C Rainbow Beak
11D Silk Whip
11E Orihalcon
11F Shining Sword
120 Arch Rapier
121 Dragonman Claw
122 Chaos Blade
123 Raphael Ankh
124 Abyss Wand
125 Murasame
126 Wind God Fan (Enemy - Sword)
127 Halbarod  (Enemy - Halberd. Rainblood Knight's Halberd has Rod properties)
128 Ogre Meat
129 Great Priest Halo (Enemy)
12A Elbesem Staff (after Evolution, with Blessing)
12B Jane's Arc Wand (only in Premium Disc)



===================================3 SPELL NUMBERS=================================
Not all spells work. I've only listed the proper spells here.
Spells are stored in two bytes. The first byte identifies the spell using the
numbers below. The second byte determines the spell's level 1-4. Making the level
too high (eg Wendigo level 4) will not work. Levels 1 and 2 will be okay, but levels
3 and 4 will have 0 casting cost and will never be able to find a target.

00 Blank
01 Blaze
02 Freeze
03 Spark
04 Tornado
05 Soul Steal
06 Inferno
07 Support
08 Slow
09 Shining
0A Resist
0B Attack
0C Dispell
0D Confuse
0E Sleep
0F Charm
10 Drain
11 Heal
12 Aura
14 Antidote
15 Return
26 Phoenix
27 Wendigo
28 Tiamat
29 Tanatos
34 Thor
35 Zephyrus
36 Golem
37 Hell Dragon
3E Proserpine
3F Demon King
40 Summon Penko
41 Summon Penn
43 Wind Storm (Goliath)
44 Blizzard (Yasha)
46 Blessing
47 Chaos Gate



================================4 CHARACTER CLASSES================================
Name of characters which follow the progression
00-1F Unpromoted Class
20-47 Promoted Class
48+   Blessed Class

-----------------------
Synbios, Medion, Julian
00 Soldier
20 Swordsman
48 Apostle of Light
-----------------------
Dantares, Cybel, Campbell, Donhart
01 Knight
21 Cavalier/Paladin
49 Holy Knight
-----------------------
Arthur
01 Knight
21 Cavalier/Paladin
5A Magic Knight
-----------------------
Obright, Horst, Rock
02 Warrior/Senshi
22 Gladiator/Warrior
4D Baron
-----------------------
Grace, Uryudo
03 Priest
23 Cleric
4B Bishop
-----------------------
Masqurin, Noon, Syntesis, Bridget
04 Magician
24 Wizard
4A High Wizard
-----------------------
Hayward, Barnard, Garosh, Kate
05 Archer
25 Marksman
4C Sniper
-----------------------
Irene
06 Monk
26 Master Monk
4E Master Monk + 1 (Sorry, can't read this one)
Kahn, Hera
06 Monk
26 Master Monk
50 Saint
-----------------------
Eldar, Fynnding, Zero
07 Birdsoldier/Birdman
27 Birdknight
4F Wing Lord
-----------------------
Justin, Waltz
08 Bow Cavalry
28 Bow Knight
51 Buster Knight
-----------------------
Penn
09 Penguin
29 Emperor Penguin/Flare Penguin
52 Soldier Penguin
-----------------------
Ratchet
2A Steam Knight
53 Steam Baron
-----------------------
Frank
2B Werewolf/Wolf Baron
54 Berserk
-----------------------
Hagane, Murasame
2C Ninja
55 Master ninja
Hazuki
0D Kuno
2D Master Kuno
55 Master Ninja
-----------------------
David
0E Ranger
2E Commando
56 Striker
-----------------------
Hedoba
0F Shaman
2F Summoner
57 Sorcerer
-----------------------
Robbie
30 Mecha Soldier
59 Sacred Mech
-----------------------
Jade, Harold
31 Metal Gunner
5B Metal Buster
-----------------------
Penko
12 Penguin
32 Samba Penguin
5C Lady Penguin
-----------------------
Papesh
33 Tamer
5D Beast Master
-----------------------
Gracia
34 Holy Child
58 Blessed Holy Child
-----------------------
Edmund, Produn, Spiriel, Rogan
35 Commander (Shogun)
5E General
-----------------------
Isabella
36 Princess
5F Princess of Light
-----------------------
Cyclops
37 Mandragon
60 Dragon master
-----------------------
Rollie
38 Unicorn
61 Unicorn +1
-----------------------
Thousand
39 Dragon
62 Holy Dragon
-----------------------
Leon
3A Lion Warrior
63 Lion King
-----------------------
Honesty
3B Pegasus Knight
64 Pegasus Lord
-----------------------
Pendolf
3C Scholar Penguin
65 Academic Penguin
-----------------------
Jubei
3D Samurai
66 Taisho (General)
-----------------------
Primula
3E Fairy
67 Fairy of Light
-----------------------
Marki
3F Majo (Witch)
68 Witch
-----------------------
Turk
40 Ogre Rider
69 Mad Rider
-----------------------
Unoma
41 Hermit
6A Master...
-----------------------
Jane
6B Jane's class. (Don't know what it says. Maybe Double Agent)



-----------------------------------------------------------------------------------
===================================D INSTRUCTIONS==================================
-----------------------------------------------------------------------------------

1. The File
2. Checksums
3. Information I Will Give
4. How My system Works

The File
========
This is a guide to altering a Saturn emulator's save game file for Shining Force 3
(all parts). The emulator I have used for this is SSF and I don't know if this
guide will be helpful for any other saturn emulator.
The save file in question is not a windows file, but a file on the emulator's
virtual RAM cartridge. In version 0.06 this is called E_Backup.RAM. I will be
providing two types of information: the first is the offset of a byte in that game
file which stores a particular piece of information, and the second is the meaning
of the values which you can put into that byte.
Every Shining Force 3 file begins SF. In the SSF emulator it is convenient to
search for the string of digits: 53FF46.

Offsets: the offset of a byte is how many bytes into the file it is. In order to
use this kind of information you will need a hex editor program like Hex Workshop,
which is available from www.bpsoft.com, which presents each byte as a pair of
hexadecimal digits and tells you the offset of the cursor, or lets you move the
cursor to a particular offset.
The editor will give you the offset from the start of the windows file, but this
will not be the start of the game's file (in fact, you can have more than one
game file in the windows file). as a result, I will have to use relative offsets
in this guide. I will use the following notation (numbers will always be in hex):

%: For example %1B, where 1B is the hexadecimal number twenty-seven. This type of
offset is relative to the start of the game file. The start of the game file is
taken to be the S in the phrase SFORCE which is the start of every file. Add the
number after the % sign to the offset of the 'S' to reach the byte in question.
For instance, say Synbios' section in a scenario 1 file starts at %4924, and
the 'S' is at offset C09 in the .RAM file. Then the start of Synbios section is at
offset 552D in the .RAM file. At this point is the 'S' in 'Synbios'.

+: For example +1B, where 1B is the hexadecimal number twenty-seven. Every
character gets a section to themselves in the file, which holds their attack power,
defence, items, spells etc. Since these are all laid out the same way, I will only
describe the layout once. The number after the + sign is how many bytes after the
start of the character's section the byte in question is. The start here is taken
to be the first letter of their name.
For instance, in the above example the 'S' in Synbios was at offset 552D. Suppose
that my guide says that in the character section a character's class is stored at
+F0. Then Synbios' class is stored at 552D+F0=561D bytes from the start of the
windows file.

Note: Hex Workshop has a counter which tells you how many bytes you are selecting
if you drag the cursor or move the arrow keys with shift held down. It is often
is easier to use this feature to work with relative offsets than to use a
calculator to work out the absolute offsets.

Not all SF3 have the layout I have described in my guides. NEVER use Gabriel to
copy a file; he will insert some extra information at the start, upsetting the
offsets. If you want two copies of the data, go to a church. The Premium Disc
save game creator also adds in these bits sometimes. Try naming every character
in Roman letters as this seems to help.


Checksums - aah!                         Very Important!!!!!!!
================================================================================
These things are a real pain, and made working out how to edit the save file
very difficult. Fortunately, they are easy enough to work with once you get used to
them.
The checksum is a means of testing if the data in a file has degraded over time. It
is a defence measure designed to save you from loading up a game file in which the
information has been spoilt. However, it also detects if you have edited the file.
If the checksum is wrong, Gabriel (or Ishahacut if you like) will not let you
load the file.
My offsets sections will tell you where the checksum is. It is a 3 byte (that is
a six-digit hex) number which stores the sum of a range of bytes in the file. My
guides will also tell you the range it counts over. You can then use Hex Workshop to
recalculate the checksum after you make some changes.
To do this, select the range I specify, and go to the tools menu, and calculate
(or generate) checksum. When you calculate it, you will be given a whole host of
different checksum. The one you are interested in is Checksum-16, which adds the
values of each individual byte together.
However, you may have noticed that every other byte in the save file is FF. These
FF's are not part of the game's file, and you will need to correct for them. I
will explain this in the Map guides. Basically, though, you subtract a number to
compensate for them. However, Hex Workshop only calculates four-digit checksums,
so this method will only give you the last four digits of the file's six-digit
checksum. This shouldn't be too much of a problem, as it is likely the higher two
didigtes will not change, and if they do it will only be by plus or minus one.
It should be easy to work out if this has happened just be looking at the new and
old checksums. (This applies to SSF and the old Satourne. I believe the new
Satourne has every other byte as 00, so you don't need to correct for them. I
can't test this because Satourne does not work on my computer.)
For smaller changes you may find it more convenient to simply keep a calculator
handy and keep track of how much you are adding and subtracting from each byte,
and when you are done use this tally to modify the checksum by the same amount.
Basically, if you add 5 to a byte in the file, you must add 5 to the checksum
as well. It's that simple.
(You may be unimpressed by me saying how important this is, and that's fair
enough. But finding the checksums, and indeed working out that I was even
looking for a checksum in the first place, was one of the trickiest parts of
workingout how to edit the files. Maybe I'm still traumatised from that...)


Information I will give
=======================

Location
--------
A single byte in the file determines where in the world you will start from
when you load up the save file. If you change this you can go anywhere you
want in the game! Skip straight to Malorie or go back to Quonus. This is a
fun thing to change. Because the game also stores your coordinates in that
location, when you change this value you may end up somewhere odd, such as in
the black space around a building when you are indoors, or maybe trapped inside
a wall. For this reason I find it convenient to make a save in a church, and when
I change towns I put myself in the new town's church. This way Synbios (or whoever)
will be standing at the altar of that church.
If you do end up in the black space, you should know that most 'indoors' areas
have more than one building in them. Try to head for the corners of the level to
reach them. Walk into the doorway and you will exit the buidling and reach the
town. This does not work in Scenario 3 though. If you end up in space, you will
be stuck.

Inventory
---------
By this I mean the huge quantity of stuff King Benetram keeps in his pockets
at HQ. Each item has either byte or half a byte which stores how many of that
item you have deposited. All that is required is that you add to this byte or
half byte to increase the number you have. What do I mean by half a byte? That's
just a single hexadecimal digit. Each offset section will explain in more detail.
There are many items available in this way which cannot be found just by
playing the game - most new weapons!

Team Roster
-----------
Each character who can join the force has a half-byte devoted to storing their
status as a team member. Each file map will explain precisely how it works, but
you can have characters in your team before you can normally meet them, or keep
Julian and Donhort in after they should leave. You can have both Jade and Garosh
as well, for instance. Also, there is an unused character in Scenario 3 and the
Premium Disc!

Items
-----
Each character has bytes which show what they have equipped and what they are
carrying. Each item slot has two bytes, and stores the identifying number
of an item. (Remember there is an FF between these two bytes.) The two bytes
function is a four digit hex number, but the leftmost byte should only by
00 or 01. One byte can distinguish between 256 items; as a result Scenarios
1 and 2 only use the least significant byte; scenario 3 can have 00 or 01 in
the higher byte to open up more combinations.

Spells
------
Each character has four spells slots. Spells are also stored in two bytes.
The first byte determines the type of spell and the second the level. Very
simple. There are many hidden spells, but most don't work.


Copyright 2003 James Ferguson

This may be not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly without
advance written permission. Use of this guide on any other web site or as a part of
any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.