View Full Version : Hex editing problem
July 26th, 2005, 03:20
Hi, I've been trying to hex edit the memory card (mcr) file to get more gil for ff7. The problem is, when I try to load up my save with 65535 gil, it says "file is ruined." I've checked the net and apparently a lot of games have this thing preventing the save file from being edited, but I've yet to find a way around it. Anyone got one?
On a side note, I've tried unzipping, editing, and re-zipping the savestate and I've tried PEC; neither have had any effect on my gil.
July 26th, 2005, 05:18
Try using some different values here... I think Gil is stored in 3 or 4 bytes. If it is using a checksum to check the validity of the save file, then there isn't much you can do. The best I can tell is the gil is stored in two places, one ending at address 599 and the other ending at 3507. Change both of these to the exact same value and see if it gives you a problem again.
EDIT: I am using the NTSC U/C game, so these values may vary for PAL versions.
July 26th, 2005, 06:08
Have you tried Jenova program (combined with memanager)? :cool:
July 26th, 2005, 06:34
ok there is a much better way to get a ton of gil.
pick one of these gameshark codes (question marks are where you input a value in hex):
After Battle Gil Modifier:
you also might need this one:
Saved Game Checksum Bypass:
for more codes....just go to www.cmgsccc.com
July 26th, 2005, 06:36
Yea, it's the checksum, I was hoping there was some way around it, maybe a code to disable it or something.
To date I've tried PEC (built-in codes and ones from cmgsccc), HexWorkshop, PSXGameEdit, and PSXMemTool. Is Jenova gonna be any different? :/ Also, I thought it was for the PC version.
Edit: I tried those codes w/ PEC; no effect whatsoever. I've the EU version, if that makes any difference. Come to think of it, of the 5 or so games I've tried, PEC only worked w/ Parappa.
July 26th, 2005, 06:46
Well I know you can convert a PSX FF7/FF8 save to a PC FF7/FF8 save using psxmemtool, but not sure if you can convert it back. I assume memanager can do it both ways. If you insist on using the memcard editor to modify it rather than one of the memory hacks hushy posted, you will have to use the checksum bypass memory hack that is listed last in hushy's post for the savegame to work. Honestly loading a save from memcard, applying the 9,999,999 Gil memhack, then saving (new file is safest) would give you the best and easiest results while allowing you to continue playing the game normally (w/o hacks) after restarting and loading your new save. No checksum bypass required for this solution. Dunno why I didn't think to just use a gameshark code first :P
July 26th, 2005, 08:44
Dunno why I didn't think to just use a gameshark code first :P
me either, that was my first thought when i saw the thread :p
eh, sorry though, those are for the NTSC U/C version...uhh...time to go look for PAL gs codes eh...
July 26th, 2005, 15:44
W00t, checksum bypass worked after all; thanks for the help guys.
July 30th, 2005, 04:42
If you don't want to go through all that, just utilize save states. They are there for a reason, and as I have said before, a godsend.
July 30th, 2005, 07:59
yes, but memory card saves are much, much more reliable. you dont want to play for a few hours, do a save state, and then it gets corrupted, making you start over. that's frustrating ;)
i recommend making a memory card save, then a save state. that's waht i do. then next time i play, i load the save state. if it's corrupted, i revert back to memory card.
August 15th, 2005, 07:44
This is true, but on some games I find myself using save states like 5 or 6 times a minute. And ALWAYS before I have to make a decision that could affect the rest of the game. I always use a memory card save when I am going to exit epsxe. But save states are great to have while playing.
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