![]() ![]() Seems to usually be 00 00, but can sometimes be 00 01Įlements (00 00 indicates an unfilled slot, 00 40 indicates a spot that hasn't been made available yet I thought it might indicate grid layout, but that didn't seem to fit. Unknown, but seems to only be composed of a select few 16-bit values. Possibly a recruitment/availability flag? The following stats seem to be identical to those first listed, except the 8-bit stats are now 16-bit, possibly for use in battle to allow for buffsĬharacter ID, linked to 3D model and profile info Unknown, but 00 04 40 00 seems to be present in available characters On that note, I should mention that all the values are in little endian format, except for the 8-bit values in the beginning of course.Įnd of elements, usually 7B 00 32 14, although some end in 0A If you don't understand what offsets, bits, bytes, words, or little endian are or why it goes from 9 to A, you should probably take a look at some info about hexadecimal representations of binary files, although I'll try to give a brief overview in here somewhere. Anyways, the following table is the generic format of the character block as far as I've deciphered it to be. You can also just switch out the models, so you can visibly be whoever you want. I haven't looked into it too deeply yet, but I would imagine that it is possible to "activate" characters that you're not supposed to have at the moment. Interestingly enough, the game updates the statistics of characters who aren't even available at the moment (like when everybody hates you after the Serge/Lynx switcheroo) and also those who are unable to be recruited because you took a different path (i.e., Glenn, Pierre, etc.). They're listed in the order you find them in the game menu (Serge, Kid, Guile, Norris, etc.). There are a total of 44 character blocks, each 204 bytes long, with the last being Pip at offset 0x79E40. Before that should be a 16-bit value of either 01 40 or 01 80. ![]() In other words if he has an HP of 382, then search for 7E 01 (0x17E flipped). If you don't find it there, just search for his max HP converted to hex in little endian. However, Serge/Lynx is located at offset 0x77BFC. I can't confirm if the offsets are identical in different games as I only messed around with my current game today. On that note, I'll add some info later on how to actually get the memory dump out of the save state and mess around with it.īut first, let's take a look at the character blocks. So if you are viewing an in-game dump (I'm using PCSXbox because it offers a decent in-game editor), simply subtract 0x9020 from any of the offsets I've listed below. Since the majority of people using emulators are using PCSX or one of its variants, almost all the save states should have the same header, ultimately differing from the actual dump by 36,896 bytes. This is then compressed (usually gzip) and saved to your hard drive. The latter is a dump of the memory generated by the emulator with a header attached to it, making it slightly larger than the real dump. The former is universal, but I only know of one PC emulator that allows you to view dumps on the fly (Zebra or something, I think). There are technically two types of memory dumps - an in-game dump that allows you to view/edit values on the fly, and a save state dump that is created by emulators like PCSX and ePSXe. Just a quick sidenote before we get started that I realized after reading utunnels post below. The possibilities really are quite endless, at least to the point of having 96 slots maximum and 291 player elements (I haven't figured out the codes for enemy techs yet). You can also allocate Elements that are restricted to innate characters, place Elements that are locked in one level in another (like Nostrums), or give yourself multiple copies of techs. Or he can even Doppelgang, although I think Sprigg still has to "learn" the monsters before they can be used by other characters. So Lynx can use Pillage to steal while Kid/Fargo aren't around. For instance, you can allocate Kid's techs to anybody else you want. In the case of CC, I've found a number of interesting things to do so far. I love being able to manipulate it so I can do things that aren't normally possible. Why would you even care about stuff like this? Well, I personally enjoy dissecting games like this. ![]() I'll get to a brief run through of that later. All you really need is an emulator that can create save states and a hex editor. I thought I'd post my discoveries, for anybody else who's interested in fiddling around with their game. I bought CT for the iPhone a week or so ago and I've enjoyed replaying that, which then led to me picking up Chrono Cross again, and ultimately to me tearing apart the inner workings of Chrono Cross and sinning against the nature of the game. Wow, I realized that it's been over five years since I've been on these forums. ![]()
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