File: Save file editing guide for Shining Force 3, Scenario 2
Author: James Ferguson (Fergybug)
Email: shiningforce@btopenworld.com
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 2 in the
SSF v 0.06 saturn emulator. It may be compatible with later versions and other
emulators as well.

A Scenario 2 Offsets
B Character Section Offsets
C Scenario 2 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 search to find a section more quickly.

-----------------------------------------------------------------------------------
================================A SCENARIO 2 OFFSETS===============================
-----------------------------------------------------------------------------------
 For the meanings of #,%,+ see instructions.


Checksum: %CA, %CC, %CE
 Range: starts at %D3 and counts for #81A0 bytes
 So, for SSF files, subtract 81A0*FF/2=#408f30 from checksum 16
 For last four digits, this is equivalent to adding #70D0 to checksum 16.


Location: %FA


Last Church: %102
  Does this hold the number of the last church to have been visited?


Inventory: %828
 To use Scenario 1's inventory. Double the item number of the item you're interested
 in (get this from the value guide). 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.


Start of first enemy file: %1A20
 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:  %420
Masqurin/Grace:    %422
Hayward/Obright:   %424
Irene/Julian:      %426
Cybel/Eldar:       %428
Kahn/Noon:         %24A
Justin/Horst:      %42C
Penn/Ratchet:      %42E
Frank/Hagane:      %430
Murasame/Fynnding: %432

Medion/Campbell:   %434
Syntesis/Uryudo:   %436
Waltz/Rock:        %438
Barnard/Zero:      %43A
Hazuki/David:      %43C
Hedoba/*Julian*:   %43E
Donhart/Hera:      %440
Robby/Arthur:      %442
Garosh/Jade:       %444
Penko/Papesh:      %446
 The second character in each pair uses the first digit and vice versa.
 The possibilities for each digit in Scenario 2 are:
 0: not found
 1: in Synbios's active team
 2: in Medion's active team
 9: in Synbios' reserve team
 A: in Medion's reserve team/David's team.

  Note: Two Julian's in Scenario 2. first is in Synbios' team, second is in
 Medion's team. To have Julian as an active character, use the second. You may have
 noticed that if you use a Scenario 2 save file from when Julian is in the team as
 the source of a Premium Disc force, you get Gracia instead of Julian. This is because
 the first Julian is used in Scenario 3, and the second one is used for Gracia instead.


Character Sections
------------------
Synbios:  %4940
Dantares: %4AA0
Masqurin: %4C08
Grace:    %4D68
Hayward:  %4Ec8
Obright:  %5030
Irene:    %5190
Julian:   %52F0
Cybel:    %5458
Eldar:    %55B8
Kahn:     %5718
Noon:     %5880
Justin:   %59E0
Horst:    %5B40
Penn:     %5CA8
Ratchet:  %5E08
Frank:    %5F68
Hagane:   %60D0
Murasame: %6230
Fynnding: %6390

Medion:   %64F8
Campbell: %6658
Syntesis: %67B8
Uryudo:   %6920
Waltz:    %6A80
Rock:     %6BE0
Barnard:  %6D48
Zero:     %6EA8
Hazuki:   %7010
David:    %7170
Hedoba:   %72D0
Julian:   %7438
Donhort:  %7598
Hera:     %76F8
Robby:    %7860
Arthur:   %79C0
Garosh:   %7B20
Jade:     %7C88
Penko:    %7DE8
Papesh:   %7F48





-----------------------------------------------------------------------------------
============================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 2 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 (a few test areas, logo screen, complete...)
 Battles, in order
 Towns, almost in order. Anafect and Lineside are mixed together. Some external areas:
  Saraband - 36
  Balsamo - 48
  Dusty Village - 50
  Anafect  - 62
  Lineside - 5D
  Stamp Village  - 6E
  Barrand - 77
  Barrand, Holy Road and Elbesem areas, inc. Temple
  Elbesem Village - 84
  Seagate
  Saraband - 90
  Airo Village - A5
  Swampland - AA
  Storich - B5
  Storich and Aspia areas, inc. Tank and walkable Aspia town
  Ruins and Ancient Dungeon, inc. two secret ruins,  unfinished town.

 Use C2 (Epilogue) to create a Complete save game file. Editing the location
number to be a battle in this game will allow you to fight the battle.


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

BATTLES
-------
07 Saraband Docks
08 Balsamo East Plains
09 Dusty West Plains
0A Dusty Mountain trail
0B Switching Point South Hills
0C Anafect Docks
0D Anafect North Area
0E Waterfall Cave
0F Lineside North Plain
10 Border Bridge South West
11 Big Tree Chamber
12 Treetop Platform
13 Barrand West Plains
14 Barrand Beach
15 Elbesem Road
16 Elbesem Plains
17 Elbesem Temple Forecourt
18 Elbesem Temple
19 Seagate
1A Seagate and Executor
1B saraband Jail
1C Garvin's Mansion
1D Headland Wilderness
1E Swampland Cave
1F Swampland Marsh
20 Aspinia Volcano South Hole
21 Storich Underground Ruins
22 In Front of Aspia Castle Wall
23 Aspia Castle Gate - CD read error
24 Underground Ruins 1st Floor
25 Underground Ruins 2nd Floor
26 Underground Ruins 3rd Floor
27 Underground Ruins 4th Floor
28 Underground Ruins 5th Floor
29 Underground Ruins 6th Floor
2A Underground Ruins 7th Floor
2B Underground Ruins Bottom Floor
2C ? (Just messed up version of 2B)
2D ? (Just messed up version of 2B)

2E Opening Title

SARABAND - 36
(West is Imperial side; East is Republic)
2F Saraband Docks
30 Saraband West Side
31 Saraband West Side
32 Saraband West Side
33 Saraband West HQ
34 Saraband Centre District
35 Saraband East Side
36 Saraband Church
37 Saraband Inn
38 Saraband Indoors 1 (Imperial base)
39 Saraband Indoors 2
3A Saraband Indoors 1 (Republic base, was indoors 1 in Scenario 1)
3B Saraband Indoors 2
3C Saraband Indoors 3
3D Saraband Pier

BALSAMO - 48
3E Balsamo Town
3F Balsamo Indoors 1 (Chief's house)
40 Balsamo Indoors 2 (Duncan's house)
41 Balsamo Indoors 3 (Lodge)
42 Balsamo Indoors 4
43 Balsamo Indoors 5
44 Balsamo Indoors 6 (Neurotic girl's house)
45 Balsamo Indoors 7 (Obright's HQ)
46 Balsamo Indoors 8 (Rock & Waltz HQ)
47 Balsamo Indoors 9 (Shops)
48 Balsamo Church
49 Balsamo Headquarters

4A Balsamo East Plains (Actually Dusty South Plains battlefield)
4B Dusty South Plains
4C Chapter 1 Ruins

DUSTY VILLAGE - 50
4D Dusty Village
4E Dusty Indoors 1 (Shiraf's House)
4F Dusty Indoors 2
50 Dusty Village Church
51 Dusty Village HQ

52 Dusty Mountain Trail
53 Switching Point
54 Switching Point Battlefield

ANAFECT - 62
55 Anafect Village
56 Aanfect Indoors
57 Anafect Outer Docks

58 Cuts out (Barrand Plain)
59 Waterfall Cave

LINESIDE - 5D
5A Lineside Plains
5B Lineside Village
5C Lineside HQ
5D Lineside Church
5E Lineside Indoors 1
5F Lineside Republic HQ

ANAFECT (cntd) - 62
60 Outside Anafect Village
61 Anafect Village (Same as 55?)
62 Anafect Church
63 Anafect HQ

NORTH BARRAND AREA
64 Edmund's Army Camp (Barrand North Plains?)
65 Suspension Bridge Area (Large scale)
66 Ambushing Edmund's Army (...Event)
67 Suspension Bridge Meeting (Small scale)

STAMP VILLAGE - 6E
68 Stamp Village (Ground)
69 Stamp Village (arrival)
6A Stamp Village (above canopy)
6B Stamp Village Treetop
6C Stamp Village Indoors (Unable to move in black space)
6D Stamp Village HQ
6E Stamp Village Church
6F error
70 error (same location as above)
71 Treetop (where you fight Hedoba)

72 Barrand Marshland

BARRAND - 77
73 Barrand
74 Barrand Indoors - House
75 Barrand Governer's Mansion Upstairs
76 Barrand Prison
77 Barrand Church
78 Barrand HQ
79 Barrand Lighthouse

BARRAND AND ELBESEM AREAS
7A Barrand Beach
7B Elbesem Road (The Holy Road)
7C Elbesem Plains
7D Elbesem Temple Plaza
7E Elbesem Temple Treasure Room (Chapter 4 Ruins)
7F Elbesem Temple Inside, top floor (Push the High Priests and the Rainbloods about!!)
80 Elbesem Temple Inside, bottom floor

ELBESEM VILLAGE - 84
81 Elbesem Village
82 Elbesem Indoors (Tavern)
83 Elbesem Indoors 2 (Elder's house)
84 Elbesem Church
85 Elbesem HQ

SEAGATE
86 Seagate Inside
87 Seagate HQ
88 Trouble at Sea
89 Seagate tied to Executor
8A Seagate after battles
8B Executor Deck after battle

SARABAND - 90
8C Saraband West Side
8D Saraband HQ
8E Saraband Centre District
8F Saraband East Side
90 Saraband Church
91 Saraband Inn
92 Saraband Republic HQ
93 West Saraband Indoors 1
94 West Saraband Indoors 2
95 East Saraband Indoors 1 (King Benetram's building)
96 East Saraband Indoors 2
97 East Saraband Indoors 3
98 Saraband Government Building 1F
99 Saraband Government Building 2F
9A Saraband Government Building Passageway
9B Saraband Government Building Saloon
9C Saraband Pier
9D Saraband Prison
9E Garvin's Mansion Garden
9F Inside Garvin's Mansion

A0 Headland Wilderness
A1 Headland Wilderness (Explorable)
A2 Headland Wilderness (Arrival in boats)

AIRO VILLAGE - A5
A3 Airo Village
A4 Airo Village Indoors
A5 Airo Vilage church
A6 Airo Village HQ

A7 Swampland Cave

SWAMPLAND - AA
A8 Swampland Town
A9 Swampland Indoors
AA Swampland Church
AB Swampland HQ
AC Swampland Indoors (castle)

AD Swampland Swampland (It's a hell of a town!)
AE Aspinia Volcano South Hole
AF Swampland Swampland (So good they numbered it twice. Cave leads to Storich HQ!)

STORICH - B5
B0 Storich (Saraband side)
B1 Storich Indoors (Station ground floor)
B2 Storich Indoors (Station first floor - second if you're a yankee)
B3 Storich (Republic side)
B4 Storich Indoors (Republic house)
B5 Storich Church
B6 Storich HQ

STORICH AND ASPIA AREAS
B7 Aspinia Volcano South Hole
B8 Tank Pursuit
B9 Aspia Castle Wall (with Tank) 
BA Tank (Outside)
BB Inside Tank
BC Storich Underground Ruins
BD Aspia South Gate
BE Aspia

BF Ending 1
C0 Ending 2
C1 Ending 3
C2 Epilogue

RUINS AND ANCIENT DUNGEON
C3 Chapter ? Ruins
C4 Unused Sewer Level
C5 Scenario 3 Chapter 3 Ruins (Soup?)
C6 Chapter 3 Ruins
C7 Chapter 5 Ruins
C8 Chapter 6 Ruins
C9 Ancient Dungeon (Staircase)
CA Ancient Dungeon (Bottom Floor)
CB Town (Incomplete)
CC Town
CD Town


===================================2 ITEM NUMBERS==================================
All items in Scenario 2 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 2 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 Scenario 3 are in this game. Sometimes their
        abilities change.

The order is roughly:
 01-42 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
 F0-FF Items and weapons new to Scenario 2


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 






===================================3 SPELL NUMBERS=================================
 Not all spells work. I've only listed the proper spells here. Pleae note that to
make this list I have taken Scenario 3's values and cut out the innappropriate ones.
Inferno works in Scenario 1, so it and other spells from Scenario 3 may work in this
game.
 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
0A Resist
0B Attack
0C Dispell
0D Confuse
0E Sleep
0F Charm
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


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


-----------------------
Synbios, Medion, Julian
 00 Soldier
 20 Swordsman
-----------------------
Dantares, Cybel, Campbell, Donhart, Arthur
 01 Knight
 21 Cavalier/Paladin
-----------------------
Obright, Horst, Rock
 02 Warrior/Senshi
 22 Gladiator/Warrior
-----------------------
Grace, Uryudo
 03 Priest
 23 Cleric
-----------------------
Masqurin, Noon, Syntesis
 04 Magician
 24 Wizard
-----------------------
Hayward, Barnard, Garosh
 05 Archer
 25 Marksman
-----------------------
Irene, Kahn, Hera
 06 Monk
 26 Master Monk
-----------------------
Eldar, Fynnding, Zero
 07 Birdsoldier/Birdman
 27 Birdknight
-----------------------
Justin, Waltz
 08 Bow Cavalry
 28 Bow Knight
-----------------------
Penn
 09 Penguin
 29 Emperor Penguin/Flare Penguin
-----------------------
Ratchet
 2A Steam Knight
-----------------------
Frank
 2B Werewolf/Wolf Baron
-----------------------
Hagane, Murasame
 2C Ninja
Hazuki
 0D Kuno
 2D Master Kuno
-----------------------
David
 0E Ranger
 2E Commando
-----------------------
Hedoba
 0F Shaman
 2F Summoner
-----------------------
Robbie
 30 Mecha Soldier
-----------------------
Jade
 31 Metal Gunner
-----------------------
Penko
 12 Penguin
 32 Samba Penguin
-----------------------
Papesh
 33 Tamer



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===================================D INSTRUCTIONS==================================
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 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

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