Harvest Moon 3
			Boy Meets Girl
		   Save State Editing Guide	
		     By lil hentai fairy
	     Most save state offsets by Crescens 2k
		    Started March 9th 2002
		1st Major update April 11th 2002
			 Version 0.8


Table of Contents

1. Introduction

2. Legal Stuff

3. The Guide

	3.1 Character/Partner Names

	3.2 Animal Names

	3.3 Partner's Love

	3.4 Friends

	3.5 Animal Condition / Affection / Gender / Age / Colour

	3.6 How to make new animals ^_^;

	3.7 Tools Menu

	3.8 Other Items

	3.9 Seeds

	3.10 Backpack

	3.11 Shipping Storage

	3.12 Misc Stuff

4. Value Tables

5. Credits

6. Contact the Author


========================================================================
1. Introduction
========================================================================

09/03/02 Righty then.  To all who have taken the time to look at this 
guide, i'd like to thank you.  This is my very first work for any game 
anywhere, so when you decide to comment / flame me, be nice please.  How 
you respond to this work determines whether or not i do any more work in 
the future.

Ok now we've got the 'be nice to me' bit out of the way, to make this
guide, i used the TGB Dual GBC emulator and my trusty copy of 
Hex Workshop.  I use these because i think that they are the best out 
there and where the others fail, these succeed.
The latest versions can be downloaded from :-

TGB Dual - http://gigo.retrogames.com/

Hex Workshop - http://www.bpsoft.com/

11/04/02 I kind of lost interest in this guide, and i kind of lost the 
guide i keep on my computer because of a reinstallation of windows.  
Most of the new stuff in here is all because of Crescens 2k.  He and 
certain e-mails i've recieved have given me back my inspiration to write 
this guide again, so a big thank you to all involved ^_^
========================================================================
2. Legal Stuff
========================================================================

This Guide was typed by ME! I put a lot of work into this.  Discoveries
were made by ME unless stated otherwise.  Anyone's work i use, i credit
them in the Credits section of this guide and in the place in the guide
where i use their work.  Please do not plagarize my work or do anything
with this guide other than its intended use because i won't be happy
and neither would you be if it happened to you.  Remember that the 
Hentai Fairies know where you live!

There will be a list of sites with permission to post this guide here
in this section.  If this guide is found anywhere other than in the
sites listed, then please report it to me by my address given in the
contact section.
Other than that, i thank anyone who makes space on their website for my
guide and all i ask is that they contact me by the e-mail address given
in the Contact section, and i will gladly e-mail you the latest version
of this guide. (takes a deep breath)

Sites with Permission to post this guide

Game FAQS (www.gamefaqs.com)
Neoseeker (www.neoseeker.com)
Your site here... just ask!


========================================================================
3. The Guide
========================================================================

Before i begin on the bit you've all been waiting the last 2 sections
and table of contents for, i need to explain a couple of things.
The harvest moon 3 save states gives you the full save file so you are
therefore able to modify things in both save games, and also the active
game data is also stored in a second memory location.  The offset 
(difference) between game 1 and game 2 is 1000 hex.
Put into english it means that since the game 1 main character name is 
stored at 00012008 - 0001200B then the main character name for game 2
is stored at 00013008 - 0001300B.  If you compare the two, then you 
will see that there is 1000 hex difference between the two addresses.
Also, assuming that game 1 is the active game, the main character's
name will also be stored at 00001404 - 00001407.  The rule is the same
for all the data discussed in this guide, only the addresses are 
different.

------------------------------------------------------------------------
3.1 Character/Partner Names
------------------------------------------------------------------------

Main Character

Active Data - 00001404 - 00001408
Game 1 Data - 00012008 - 0001200B
Game 2 Data - 00013008 - 0001300B

Partner

Active Data - 00001414 - 00001418
Game 1 Data - 00012018 - 0001201B
Game 2 Data - 00013018 - 0001301B

------------------------------------------------------------------------
3.2 Animal Names
------------------------------------------------------------------------

The rule for all the animals you can give names to (cows, horses, 
sheep) is that starting from the start value, you can put in 8 names
of 4 letters but you have to put in FF after each name.  You must also
use FF to signify a blank if your animal's name has less than 4 letters
(eg. a cow named moo or a sheep named baa)

Example 1, a cow named Beef
the value would be 0B (B) 28 (e) 28 (e) 29 (f) and you would put FF 
after this so it would read in your hex editor 0B282829FF

Example 2, a sheep named Baa
the value would be 0B (B) 24 (a) 24 (a) FF (blank space) and you would
put FF after this so it would read 0B2424FFFF in your hex editor

After the FF that indicates the end of the name, you can put in the
value of the first letter of the next animal's name

Sheep

Active Data - Starting from 0000172A
Game 1 Data - Starting from 0001232E
Game 2 Data - Starting from 0001332E

Cows

Active Data - Starting from 00001752
Game 1 Data - Starting from 00012356
Game 2 Data - Starting from 00013356

Horses

Active Data - Starting from 0000177A
Game 1 Data - Starting from 0001237E
Game 2 Data - Starting from 0001337E

------------------------------------------------------------------------
3.3 Partner's Love
------------------------------------------------------------------------

This bit nearly didn't happen, it was the hardest to find in the save
state file.  it was thanks to ragewarrior's code that this value was
found

*****NOTE*****
this one hasn't been completely tested yet so i'm not sure if it allows
you to marry them after a while.  when you do set the max value though
the partner does speak about making the girl's father's dream come true
so i can only assume that if you keep giving her items, the marriage
will eventually happen.

The MAX value for the partner's love is 63 Hex.  if you go higher than
63, the game will put your partner's love back to 0
If anyone finds out if you can marry the partner, or if any of my 
assumptions here are incorrect, please let me know

Also note there are two values for love. Both of these need to be maxed
for the game to start on the marrage. If you don't max both of them
then you will have to wait while the game brings up one of them by
you giving an item a day.
*****/NOTE*****

Active Data - 00001A35 and 00001A36
Game 1 Data - 00012639 and 0001263A
Game 2 Data - 00013639 and 0001363A

------------------------------------------------------------------------
3.4 Friends
------------------------------------------------------------------------

Here I will give you the addresses for the other people in the game.
Remember though that not all of the general people have friendship
values, only the ones in this list. I may be missing one, so please if
anyone knows could you tell me.
As with the other sections, the max value for friends is 63 Hex.

Elder
Active Data - 000017C3
Game 1 Data - 000123C7
Game 2 Data - 000133C7

Billy
Active Data - 000017C4
Game 1 Data - 000123C8
Game 2 Data - 000133C8

Eliza
Active Data - 000017C5
Game 1 Data - 000123C9
Game 2 Data - 000133C9

Bigbee
Active Data - 000017C6
Game 1 Data - 000123CA
Game 2 Data - 000133CA

Kirk
Active Data - 000017C7
Game 1 Data - 000123CB
Game 2 Data - 000133CB

Kate
Active Data - 000017C8
Game 1 Data - 000123CC
Game 2 Data - 000133CC

Lukia
Active Data - 000017CA
Game 1 Data - 000123CE
Game 2 Data - 000133CE

Lyla
Active Data - 000017CB
Game 1 Data - 000123CF
Game 2 Data - 000133CF

Lucas
Active Data - 000017CC
Game 1 Data - 000123D0
Game 2 Data - 000133D0

------------------------------------------------------------------------
3.5 Animal Condition / Affection / Gender / Age / Colour
------------------------------------------------------------------------

Maxing a chicken's affection rating WILL turn the chicken into a GOLD
chicken.
With the other animals, maxing their affection will be the same as if
the girl partner had been taking care of them for all that time,
i.e large milk, and the best wool.

*****NOTE*****
max affection ratings for the animals is 63
*****/NOTE*****

Affection Ratings

These are 8 bytes one after another for each animal. 17A2 is sheep 1, 
17A3 is sheep 2 etc.

Sheep

Active Data - starting from 000017A2
Game 1 Data - Starting from 000123A6
Game 2 Data - Starting from 000133A6

Chickens

Active Data - Starting from 000017AA
Game 1 Data - Starting from 000123AE
Game 2 Data - Starting from 000133AE

Cows

Active Data - Starting from 000017B2
Game 1 Data - Starting from 000123B6
Game 2 Data - Starting from 000133B6

Horses

Active Data - Starting from 000017BA
Game 1 Data - Starting from 000123BE
Game 2 Data - Starting from 000133BE

Condition/Gender etc.

Each of these are 5 bytes long, and there is one for each animal. 
Sheep 1 is at 168A, sheep 2 is at 178F etc. The layout of the 5 
byte blocks is as follows. Byte 1 is if you have one and it's
gender, value between 80 and BF will mean you have one and it's 
male, a value between C0 and FF will mean you have one and it's 
female. Byte 2 is for the growth of the animal, if it is young or
adult. Byte 3 is for the colour of the animal in general. Byte 4 
is for the condition of the animal, 00 is healthy, 01 is Unhappy, 
02 is Sick, FF is pregnant, although I am sure this requres another 
memory area to be changed that I haven't found yet. Byte 5 is for 
the pattern of the animal, well I think anyway, still checking this 
out.

Please note that this is still being tested and the information 
here isn't final.

Sheep

Active Data - Starting from 0000168A
Game 1 Data - Starting from 0001228E
Game 2 Data - Starting from 0001328E

Chickens

Active Data - Starting from 000016B2
Game 1 Data - Starting from 000122B6
Game 2 Data - Starting from 000132B6

Cows

Active Data - Starting from 000016DA
Game 1 Data - Starting from 000122DE
Game 2 Data - Starting from 000132DE

Horses 

Active Data - Starting from 00001702
Game 1 Data - Starting from 00012306
Game 2 Data - Starting from 00013306

------------------------------------------------------------------------
3.6 How to make new animals
------------------------------------------------------------------------

It's possible to make new animals using all that is discussed in the
previous sections relating to the animals.  Enter the name you want
into a free space (ending it with FF of course) and then decide whether
you want a male or female animal, young or adult, (or in the case of 
chickens, just the affection and age of the animal) and then you can set
an affection rating for it.... simple isn't it? ^_^

Again this is still being tested, but previous experiments have been
successful.  Enjoy!

------------------------------------------------------------------------
3.7 Tools Menu
------------------------------------------------------------------------

Here is the addresses that affects the tools in the menu. I cannot find
the last item, the egg, anywhere at the moment. So please don't mail
about that.
With the first three addresses, the value of the byte determins the 
item that is available. Example, address 3 values. If it is set to 01
then the brush is active. If 10 then horse medicine is active. This is 
the same as the condition/gender for animals where you can combine
values.
For a full list of values see section 4.

Address 1

Active Data - 00001447
Game 1 Data - 0001204B
Game 2 Data - 0001304B

Address 2

Active Data - 00001448
Game 1 Data - 0001204C
Game 2 Data - 0001304C

Address 3

Active Data - 00001459
Game 1 Data - 0001205D
Game 2 Data - 0001305D

Fertilizer

Active Data - 00001580
Game 1 Data - 00012184
Game 2 Data - 00013184

Fodder

Active Data - 0000157C
Game 1 Data - 00012180
Game 2 Data - 00013180

------------------------------------------------------------------------
3.8 Other Items
------------------------------------------------------------------------

These are the addresses for other items like the makers for butter,
cheese and other things. Also household items are kept here too.
Like the first three addresses from the section above, these items are
controlled by single bits. You can also add them together to get more
than one.
See section 4 for a list of all values.

Household Rugs and Makers

Active Data - 00001442
Game 1 Data - 00012046
Game 2 Data - 00013046

Other Household Items

Active Data - 00001443
Game 1 Data - 00012047
Game 2 Data - 00013047

------------------------------------------------------------------------
3.9 Seeds
------------------------------------------------------------------------

There seems to be two seperate values for the seeds. Only the first 
value seems to have any effect on the game. If anyone notices any 
effects when changing the second value could you please mail me about
it.

Turnip

Active Data - 00001568 or 00001B34
Game 1 Data - 0001216C or 00012738
Game 2 Data - 0001316C or 00013738

Potato

Active Data - 00001569 or 00001B35
Game 1 Data - 0001216D or 00012739
Game 2 Data - 0001316D or 00013739

Asparagus

Active Data - 0000156A or 00001B36
Game 1 Data - 0001216E or 0001273A
Game 2 Data - 0001316E or 0001373A

Tomato

Active Data - 0000156B or 00001B37
Game 1 Data - 0001216F or 0001273B
Game 2 Data - 0001316F or 0001373B

Corn

Active Data - 0000156C or 00001B38
Game 1 Data - 00012170 or 0001273C
Game 2 Data - 00013170 or 0001373C

Water Melon

Active Data - 0000156D or 00001B39
Game 1 Data - 00012171 or 0001273D
Game 2 Data - 00013171 or 0001373D

Eggplant

Active Data - 0000156E or 00001B3A
Game 1 Data - 00012172 or 0001273D
Game 2 Data - 00013172 or 0001373D

Peanut

Active Data - 0000156F or 00001B3B
Game 1 Data - 00012173 or 0001273E
Game 2 Data - 00013173 or 0001373E

Sweet Potato

Active Data - 00001570 or 00001B3C
Game 1 Data - 00012174 or 0001273F
Game 2 Data - 00013174 or 0001373F

Rice

Active Data - 00001571 or 00001B3D
Game 1 Data - 00012175 or 00012740
Game 2 Data - 00013175 or 00013740

Wheat

Active Data - 00001572 or 00001B3E
Game 1 Data - 00012176 or 00012741
Game 2 Data - 00013176 or 00013741

Stardust Flower

Active Data - 00001573 or 00001B3F
Game 1 Data - 00012177 or 00012742
Game 2 Data - 00013177 or 00013742

Cherry Flower

Active Data - 00001574 or 00001B40
Game 1 Data - 00012178 or 00012743
Game 2 Data - 00013178 or 00013743

Primrose Flower

Active Data - 00001575 or 00001B41
Game 1 Data - 00012179 or 00012744
Game 2 Data - 00013179 or 00013744

Moonlight Flower

Active Data - 00001576 or 00001B42
Game 1 Data - 0001217A or 00012745
Game 2 Data - 0001317A or 00013745

S. Star Flower

Active Data - 00001577 or 00001B43
Game 1 Data - 0001217B or 00012746
Game 2 Data - 0001317B or 00013746

Comet Flower

Active Data - 00001578 or 00001B44
Game 1 Data - 0001217C or 00012747
Game 2 Data - 0001317C or 00013747

F. Moon Flower

Active Data - 00001579 or 00001B45
Game 1 Data - 0001217D or 00012748
Game 2 Data - 0001317D or 00013748

S. Dream Flower

Active Data - 0000157A or 00001B46
Game 1 Data - 0001217E or 00012749
Game 2 Data - 0001317E or 00013749

Grass

Active Data - 0000157B or 00001B47
Game 1 Data - 0001217F or 0001274A
Game 2 Data - 0001317F or 0001374A

------------------------------------------------------------------------
3.10 Backpack
------------------------------------------------------------------------

The backpack stores an item code in the location for the slot. For a
list of digits please see section 4 for the full list of digits to use.
I have included the addresses for slots 1 through 16, but if you
haven't received the bigger backpack as your birthday gift then slot
9 to 16 will not work.

Slot 1

Active Data - 00001582
Game 1 Data - 00012189
Game 2 Data - 00013189

Slot 2

Active Data - 00001583
Game 1 Data - 0001218A
Game 2 Data - 0001318A

Slot 3

Active Data - 00001584
Game 1 Data - 0001218B
Game 2 Data - 0001318B

Slot 4

Active Data - 00001585
Game 1 Data - 0001218C
Game 2 Data - 0001318C

Slot 5

Active Data - 00001586
Game 1 Data - 0001218D
Game 2 Data - 0001318D

Slot 6

Active Data - 00001587
Game 1 Data - 0001218E
Game 2 Data - 0001318E

Slot 7

Active Data - 00001588
Game 1 Data - 0001218F
Game 2 Data - 0001318F

Slot 8

Active Data - 00001589
Game 1 Data - 00012190
Game 2 Data - 00013190

Slot 9

Active Data - 0000158A
Game 1 Data - 00012191
Game 2 Data - 00013191

Slot 10

Active Data - 0000158B
Game 1 Data - 00012192
Game 2 Data - 00013192

Slot 11

Active Data - 0000158C
Game 1 Data - 00012193
Game 2 Data - 00013193

Slot 12

Active Data - 0000158D
Game 1 Data - 00012194
Game 2 Data - 00013194

Slot 13

Active Data - 0000158E
Game 1 Data - 00012195
Game 2 Data - 00013195

Slot 14

Active Data - 0000158F
Game 1 Data - 00012196
Game 2 Data - 00013196

Slot 15

Active Data - 00001590
Game 1 Data - 00012197
Game 2 Data - 00013197

Slot 16

Active Data - 00001591
Game 1 Data - 00012198
Game 2 Data - 00013198

------------------------------------------------------------------------
3.11 Shipping Storage
------------------------------------------------------------------------

This section is long and is a little complicated. It would help if you 
could add hexidecimal numbers to make sure you don't go over 63 hex. Or
you could use a calculator. :p
Well, now starts the complicated bit. For perishable items, such as
the crops, milk, eggs etc. you have 7 different values for them. Each 
value stands for the amount of crops put into the storage on what day
of the week, the values start at Monday.
An example would be 0A21 0012 1A02 00. If the current day is Sunday,
any items put into the storage would be placed into the last byte.
The same would go if the current day was Wednesday, then any items put
in would be added to byte 3. When you take them out, they are taken out
from the current day first, then i think the previous day.
The way the game deals with perishable items is easy. Using the above
example, if the current day was Sunday, then when it moves onto
Monday, the byte for Monday, i.e. the first byte is set to 00. This is
to represent that the items have been there for too long and have now
become rotten.
Also remember that you cannot have more than 99 items, thats 63 hex
spread between the 7 days.

Well, here we go. First the perishable items.

Turnip

Active Data - 000017E1
Game 1 Data - 000123E5
Game 2 Data - 000133E5

Potato
Asparagus
Tomato
Corn
Water Melon
Eggplant
Peanut
Sweet Potato
Stardust Flower
Cherry Flower
Primrose Flower
Moonlight Flower
S. Star Flower
Comet Flower
F. Moon Flower
S. Dream Flower
Milk S
Milk M
Milk L
Egg
Wild Berry
Cherry
Mushroon
Carp
King Carp
Snake Head
Black Bass
Blue Gill
King Salmon
Parrotfish
Blowfish
Dorado
Sailfish
Coelacanth
Archerfish
Horned Shark
Blue Maomao
Pink Maomao
King of Lake

Now the non perishable items.

Rice
Wheat
Golden Egg
Wool S
Wool M
Wool L
Butter
Cheese
Mayo
Yarn
Sweater

------------------------------------------------------------------------
3.12 Misc Stuff
------------------------------------------------------------------------

And to finish off with, how can i forget the good old lumber, fodder and
gold!  Here ya go!

***Warning***
If you put your lumber to higher than 799, it will mess up one event in 
the game with Billy. This event is when he asks for lumber to repair the
lighthouse. He always asks for 200 more lumber you have at the time he
asks you. So until you get the event, make sure your lumber is 799 or
less. Thats 31F hex, you would have to put it in memory as 1F03.
***Warning***

Lumber

Active Data - 0000157E - 0000157F
Game 1 Data - 00012182 - 00012183
Game 2 Data - 00013182 - 00013183

Fodder

Active Data - 00001581 - 00001582
Game 1 Data - 00012185 - 00012186
Game 2 Data - 00013185 - 00013186

if you input E703 you'll get 999 lumber / fodder

Gold

Should be the following, i'm not sure tho.

Active Data - 00001409 
Game 1 Data - 0001200D
Game 2 Data - 0001300D

========================================================================
4. Value Tables
========================================================================

1442

01 - rug around fire
02 - rug in front of tv
04 - rug in front of bed
08 - sweater maker
10 - yarn maker
20 - mayo maker
40 - cheese maker
80 - butter maker
FF - everything you cheater you

1443
01 - 
02 -  nothing
04 -
08 - vase
10 - cabinet
20 - cot
40 - fertilizer maker
80 - TV
F8 - everything.... yes i know, you're a cheater

erm heh
if anyone finds out if bits 01, 02 and 04 have any values, please let
me know ^_^ thanks!

These are the letters that are used for naming pets/characters/animals

Letters
0A - 0F / A - F
10 - 1F / G - V
20 - 23 / W - Z
24 - 2F / a - l
30 - 3D / m - z
00 - 09 / 0 - 9
EF / 
DF / !
E0 / ?
E1 / &
E8 / ~
E9 / ...
EC / _
E5 / [
E6 / ]
E2 / Paw
E3 / Heart
E4 / Music Note

========================================================================
5. Credits
========================================================================

Hmmmm this is an easy bit to write isn't it?
At this time of writing credits go out to
Crescens2k (my brother) for his help in finding things in the state
files
ragewarrior for the great work in hacking HM3, especially finding the
hex values of the letters and numbers and the partner's love code both
of which made finding the letters and the partner's love in the state
files extremely simple.

If you want your name here in rather natty pixels, it's simple, 
contact me with some information which i don't have in this guide and
you get your name here.  My e-mail address is in the next section.


========================================================================
6. Contact the Author
========================================================================

The author = me, lil hentai fairy and i can be contacted on

mad_mephie@hotmail.com
that also happens to be my MSN Messenger address too.

when writing to me, please put 'RE: hm3 guide' in the subject line so
the e-mail won't be deleted
Thanks

HM3 Save State Editing Guide

[EOF]