Breath of Fire 2 TownShip Hacking Guide
By Daniel Polcari/TyrNemesis^
magus//@//cyberverse//.//com
-=-=-=-=-
This is a very simple and to-the-point guide on how to edit
your saved state to make changes to the status of TownShip.
If you made bad decisions regarding which carpenter to use
or which citizens to invite in, you can change those decisions
using the offsets I've provided here.
I discovered these offsets by nulling large chunks of the
game's memory at a time until I found a chunk whose removal
resulted in the disappearance of my completed town. I then
narrowed my search byte by byte from that point until I was
able to discover the specific bytes responsible for these
effects. Crude, but it worked, so enjoy.
This guide is not complete and I probably will not be working
on it ever again. If anyone out there would like to add to it,
feel free to contact me and we shall talk.
Thanks to IDM Computer Solutions for creating UltraEdit 32,
easily the best text\hex editing program that will ever exist.
Thanks to Ben Siron for writing an excellent handbook for
Breath of Fire 2 which made my most recent play through much
less hassling.
Comments can be sent to [ magus//@//cyberverse//.//com ]
(Remove the slash marks, of course)
*** Town bytes ***
61f3 = Status of TownShip Construction
This byte contains several bin switches which represent
bits of information about the town. Some of these cannot
be combined. Specifically, do not combine 2 different
Carpenters. Otherwise, any combination is fine.
If you aren't familiar with hex editing, this guide is
not for you, so do not email me asking how to combine
switches.
01 = Initial State
02 = Carpenter Building Phase 1
04 = Phase 1 Completed (Victorian Carpenter)
08 = Phase 2 Completed (Victorian Carpenter)
10 = Phase 1 Completed (Treehouse Carpenter)
20 = Phase 2 Completed (Treehouse Carpenter)
40 = Phase 1 Completed (Arabesque Carpenter)
80 = Phase 2 Completed (Arabesque Carpenter)
The switches are added to the byte one after another as the
construction of township progresses. It begins at 01, then
becomes 03 when construction begins, then (depending on your
carpenter) becomes 07, 13, or 43, and then 0F, 33, or C3.
*** Tenant bytes ***
The status of TownShip tenants is controlled by four bytes
consisting of 28 active bin switches. Any tenant with an asterisk
by his name opens a shop with a counter and cannot coexist
with any other tenants in the same building number. Enabling
this tenant means he is the one you will get, regardless of
which other tenants you enable. The last tenant on the list,
Eichichi, lives in the well below township, but Ganer cannot
be added to your town in the same fashion.
You can have all of the house's tenants at once so long as the
"lone" tenant is not enabled. (e.g. 61fe = 1c would enable Kay,
Back, Poo, and Watts in the first house, but enabling Hekkeler
as well would cause everyone except him to disappear.)
Note: Building 6 has 2 separate possible "lone" tenants.
I have not experimented with what happens if both of those
two are enabled, but most likely Surfy will take precedence.
61fe Tenant switch 1
01 = 1. *Hekkeler
02 = 1. Kay
04 = 1. Back
08 = 1. Poo
10 = 1. Watts
20 = 2. *Leminton
40 = 2. Pechiri
80 = 2. MacClean
61ff Tenant switch 2
01 = 2. Bockden
02 = 2. Win
04 = 3. *Baretta
08 = 3. Woopi
10 = 3. Azusa
20 = 3. Macotti
40 = 3. Akky\Nisa
80 = 4. *Karashinikofu
6200 Tenant switch 3
01 = 4. Garber
02 = 4. Barose
04 = 4. Locker
08 = 5. *Hanz
10 = 5. Martin
20 = 5. Yozo
40 = 5. El
80 = 6. *Surfy
6201 Tenant switch 4
01 = 6. Sumner
02 = 6. Salvador
04 = 6. *Daiye
08 = 7. Eichichi
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Thanks for reading, enjoy.
--Tyr