File: Save file editing guide for Shining Force 3, Scenario 1 (or English version)
Author: James Ferguson (Fergybug)
Email: [email protected]
Date: 5/8/03
Version: 0.8

This is a guide to editing the save file for Shining Force 3 in the SSF v 0.06
saturn emulator. It may be compatible with later versions other emulators as
well. It has been made for Scenario 1. It has been tested with the UK version
of Shining Force 3 and the Japanese version of shining Force 3 Scenario 1.

A Scenario 1 Offsets
B Character Section Offsets
C Scenario 1 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 1 OFFSETS===============================
-----------------------------------------------------------------------------------
For the meanings of #,%,+ see instructions.


Checksum: %AE,%B0,%B2
Range: start at %B7, select #6600 bytes.
So, for SSF files, subtract 6600*FF/2 from checksum 16.
For the last four digits only, this is equivalent to adding #3300 to checksum 16.


Location: %DE


Inventory: Starts at %80C.
 To use Scenario 1's inventory. Double the item number of the item you're
interested  in. Add this to the above number. The byte this  takes you to holds
the number of that item you have stored. This works differently from scenario 3.


Team Roster
-----------
Synbios/Dantares:  %404
Masqurin/Grace:    %406
Hayward/Obright:   %408
Irene/Julian:      %40A
Cybel/Eldar:       %40c
Kahn/Noon:         %40E
Justin/Horst:      %410
Penn/Ratchet:      %412
Frank/Hagane:      %414
Murasame/Fynnding: %416
The first character in each pair uses the second digit and vice versa.
In scenario 1 the options for each digit are:
 0=Not found
 1=In active team
 9=In reserve/Fynnding's team


Character sections
------------------
Synbios:  %4924
Dantares: %4A84
Masqurin: %4BE4
Grace:    %4D4C
Hayward:  %4EAC
Obright:  %5014
Irene:    %5174
Julian:   %52D4
Cybel:    %543C
Eldar:    %559C
Kahn:     %56FC
Noon:     %5864
Justin:   %59C4
Horst:    %5B24
Penn:     %5C8C
Ratchet:  %5DEC
Frank:    %5F4C
Hagane:   %60B4
Murasame: %6214
Fynnding: %6374

Medion:   %64DC
(Medion's file actually has some information in it, such as a steel sword he
has equipped, but all of this is abandoned by Scenario 2. Only his name is
preserved.)




-----------------------------------------------------------------------------------
============================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 1 VALUES================================
-----------------------------------------------------------------------------------

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================================
Order of locations is:
Non-game areas (such as Ending)
Battles (in order, excluding ruins and Ancient Shrine)
Towns & Surrounding areas:
 Saraband - 2C
 Balsamo - 44
 Map Areas
 Quonus - 58
 Vagabond - 62 (chapter 3) or 63 (chapter 5)
 Railhead - 6C
 Train - 6E
 Flagard - 73
 Aspia - 81
 Storich - 85
 Lookover - 8B
 Malorie - 95
Ancient Shrine
Complete
Thief Ruins
Extra Areas (removed from game)

For each town, the number after it is the location number for its church. In
Scenario 1 it's best to make a save file in one church and then change the location
number to put yourself in another. This doesn't work with Vagabond's outdoor church,
or the Train.
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.
Scenario 1 is by far the most interesting disc in terms of locations because it
contains many of the areas seen in the Production Report! Some of the best ones
are missing, though, such as the three towns (the prototypes of Saraband, Barrand
and Maya I think), but there're even a couple not from the video!
Note that if you use the 'Ending' location (05) to make a complete save, and then
alter the location of this file to be a battle, you will be able to fight that battle.
Even one of the secret battles is coded!

NON GAME AREAS
--------------
00 Measurement Test
01 Store Test
02 OP Movie
03 Logo Screen
04 Sleepy Wise Man
05 Ending

BATTLES
-------
06 Saraband Streets
07 Saraband Bridge
08 Balsamo East Plains
09 Dwarf Valley
0A Dwarf Hill
0B Luggage Check
0C North Plain Railroad
0D Switching Point
0E Battle Inside Train
0F The Train's Roof
10 Quonus Graveyard
11 Vandal Mansion
12 Border South West Plains
13 Barrand North Plateau
14 Suspension Bridge
15 Aspinia West Plains
16 Aspinia South Desert Area
1A Flagard North Ridge Road
1B Tower of Lookover
1C Great Wall
1D Malorie North Marsh
1E In Malorie Castle
1F Aspia Castle Wall
20 Aspia Catacombs
21 King's City Battle (Colossus)
22 King's City Battle (Arrawnt)

23 Unused Battles (King's City Battle meets General Franz. doesn't work)
24 On Roof of FSS Train (No battle)

25 FSS Suspension Bridge (Works!)

26 Opening 1 (Chapter 1 Title)
27 Opening 2
28 Opening 3


TOWNS
-----
SARABAND - 2C
29 Saraband Centre
2A Saraband East
2B Saraband West
2C Saraband Church
2D Saraband Bar
2E Saraband HQ
2F Saraband Indoor Shop (actually it's the Republican base)
30 Saraband Indoor 1 (Republican base)
31 Saraband Indoor 2 (Some houses)
32 Saraband Indoor 3 (Barracks)
33 Saraband Centre
34 Saraband East (Republic side)
35 Saraband Indoor 1 (Republican base)
36 Saraband Pier
37 Saraband East (Republic side)
38 Saraband Indoor 2 (Some houses)
39 Saraband Indoor 3 (Barracks & Trade Centre)

BALSAMO - 44
3A Town of Balsamo
3B Balsamo Indoor 1 (Chief's House)
3C Balsamo Indoor 2 (Duncan's House)
3D Balsamo Indoor 3 (Lodge)
3E Balsamo Indoor 4
3F Balsamo Indoor 5
40 Balsamo Indoor 6 (Neurotic girl's house)
41 Balsamo Indoor 7 (Obright's HQ)
42 Balsamo Indoor 8 (Rock & Waltz' HQ)
43 Balsamo Indoor 9 (Shops)
44 Balsamo Church
45 Balsamo Headquarters

MAP
46 Switching Point (Start of battle)
47 Switching Point (Start of battle, no enemies)
48 Segale Valley Train (After train has stopped)
49 Balsamo East Plains
4A Dwarf Valley
4B Dwarf Hill (But says Dwarf Valley)
4C North Plain Railroad
4D Border  South West Plains
4E Barrand North Plateau
4F Aspinia West Plains
50 Aspinia South Desert Area
51 Aspinia East Plains
52 Flagard North Ridge Road
53 Malorie North Marsh
54 Aspia Castle Wall (After killing Braff)

QUONUS - 58
55 Quonus Village (Day)
56 Quonus Village (Night)
57 Quonus Indoor (Shops/Night)
58 Quonus Village Church
59 Quonus HQ
5A Quonus Graveyard (Night)
5B Quonus Graveyard (Day)
5C Quonus Mansion
5D Quonus Mansion 2F
5E Mansion Research (Ratchet's Room)
5F Mansion Kitchen

60 Battle at Bridge (Suspension Bridge battlefield)
61 Over the Border (Bridge scene with Medion)

VAGABOND
62 Vagabond (Church)
63 Vagabond 2 (Church)
64 Vagabond Indoors
65 Vagabond HQ

RAILHEAD - 6C
66 Railhead Town
67 Railhead station
68 Railhead Terminal (Platform)
69 Railhead Indoor 1
6A Railhead Indoor 2 (Just a blank floor)
6B Railhead HQ
6C Railhead Church

TRAIN - 6E
6D Train, 2nd Cart
6E Train, 3rd Cart (use this)
6F Train, 4th Cart

70 Train to Valley (Gives error)

FLAGARD
71 Flagard
72 Flagard Indoors
73 Flagard Church
74 Flagard Headquarters
75 In Flagard Castle (Battlefield map, but not battle)
76 In Flagard Castle
77 In Flagard Castle
78 In Flagard Castle

ASPIA
79 In Aspia Castle Wall (Before Storich)
7A Over Castle Moat
7B Aspia Village
7C Aspia Castle
7D Aspia Roof (From Epilogue)
7E Aspia Indoor 1 (House)
7F Aspia Indoor 2 (Pub)
80 Aspia Headquarters
81 Aspia Church

STORICH
82 Storich
83 Storich Indoor
84 Storich Headqurters
85 Storich Church

LOOKOVER
86 Tower of Lookover
87 On Tower Top
88 Lookover Village
89 Lookover Indoor
8A Lookover Headquarters
8B Lookover Church

8C Great Wall

MALORIE
8D Malorie
8E In Malorie Castle
8F In Malorie Castle
90 Battle of Malorie
91 Malorie Indoor
92 Malorie Indoor
93 Malorie Bar
94 Malorie Headquaters
95 Malorie Church

96 Catacombs
97 Dam

ANCIENT SHRINE
98 Ancient Shrine (1) Battle
99 Ancient Shrine (2) Battle
9A Ancient Shrine (3) Battle
9B Ancient Shrine (4) Battle
9C Ancient Shrine (1)
9D Ancient Shrine (2)
9E Ancient Shrine (3)
9F Ancient Shrine (4)

A0 Complete

RUINS
A1 Thief's Map 1
A2 Thief's Map 2
A3 Thief's Map 3
A4 Thief's Map 4
A5 Tower Ruins
A6 Thief's Map 6

EXTRA AREAS
------------
If you have a church save, you will start in the middle of nowhere in
these levels. Walk to the left to find them.

A7 Aboard Sailing Ship (Seagate & Executor) (Turn off graphic layer 0)
A8 Fort (from Production Video)
A9 Inside Fort
AA Picture Above Ground (Nazca Ship)
AB Tree (early Stamp Village)
AC Wave



===================================2 ITEM NUMBERS==================================
All items in Scenario 1 use only the second of the two bytes devoted to item
storage. Changing the first byte (I think) can affect whether or not an item is
broken.

Scenario 1 contains several items which are not normally found. I've seperated
them into three types:
Enemy: Weapons only used by enemies. Many of them can be equipped.
Unused: Items which cannot be found in the game. Many can be used, but most are
        just hangers on from Shining the Holy Ark.
Early: A lot of items not found until Scenarios 2 or 3 are in this
       game. Sometimes their abilities change. Their names have been translated.

The order is roughly:
01-43 Basic Weapons
44-6E Healing items, power-up items and apparel
6F-DD Mithril (or better) weapons, and all wings, anchors and shurikens
DE-EF Other items like maps, keys, Elbesem Orb. Also Volcano Wand, Mitra Ankh

00  Blank (no item)
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 (early)
0F  Iron Ninjato (early)
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  Gladius (enemy sword)

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)
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  Dark Rapier
7E  Luster Blade
7F  Rune Blade
80  Photon Blade
81  Venom Blade
82  Force Blade (early, works)
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, looks like Elven Bow)
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)
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)
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
BD  Hunter Crossbow
BE  Flame Crossbow
BF  Sonic Crossbow
C0  Needle Crossbow
C1  Magnum Bow
C2  Storm Bow
C3  Meteor Bow
C4  Pulsar Bow
C5  Wind Cutter
C6  Bone Eater
C7  Rumbling Sea
C8  Kusanagi
C9  Muramasa
CA  Cross Star (early)
CB  Fox Shuriken (early)
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)
D9  Heavy Anchor
DA  Power Anchor
DB  Spin Anchor
DC  Crash Anchor
DD  Grav Anchor

DE  Cut Flowers
DF  Chicken Feed
E0  Volcano Wand
E1  Large Egg
E2  Ship's Key
E3  Statue Gem
E4  Mitra Ankh
E5  Elbesem Orb
E6  Divine Cane
E7  Negate Cane
E8  Spark Blade
E9  Ruin Map
EA  Ruin Map
EB  Ruin Map
EC  Ruin Map
ED  Ruin Map
EE  Ruin Map
EF  Elbesem Orb


===================================3 SPELL NUMBERS=================================
 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.
 There are many unused spells filling in the gaps in this list. Most do not work.
I have only included proper spells which you can encounter, and early spells which
I know work.

00  Blank
01  Blaze
02  Freeze
03  Spark
04  Tornado
05  Soul Steal
06  Inferno (early version)
07  Support
08  Slow
0A  Resist
0B  Attack
0C  Dispell
0D  Confuse
0E  Sleep
11  Heal
12  Aura
14  Antidote
15  Return
26  Phoenix
27  Wendigo
28  Tiamat
29  Tanatos


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

-----------------------
Synbios, Julian
00 Soldier
20 Swordsman
-----------------------
Dantares, Cybel
01 Knight
21 Cavalier
-----------------------
Arthur
01 Knight
21 Cavalier
5A Magic Knight
-----------------------
Obright, Horst
02 Warrior
22 Gladiator
-----------------------
Grace
03 Priest
23 Cleric
-----------------------
Masqurin, Noon
04 Magician
24 Wizard
-----------------------
Hayward, Barnard
05 Archer
25 Marksman
-----------------------
Irene, Kahn
06 Monk
26 Master Monk
-----------------------
Eldar, Fynnding
07 Birdsoldier
27 Birdknight
-----------------------
Justin
28 Bow Knight
-----------------------
Penn
09 Penguin
29 Emperor Penguin
-----------------------
Ratchet
2A Steam Knight
-----------------------
Frank
2B Werewolf
-----------------------
Hagane, Murasame
2C Ninja




-----------------------------------------------------------------------------------
===================================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 meny 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 saves have the layout I have describedin 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.


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 'File Map' guides 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 File Map 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

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