I recently got a Save File backup device for my 3ds (http://www.r4i-sdhc.com/SaveDongle.asp) and because of my interest in OoT3D I began looking into the format of the save file and such, mostly the offsets for specific save data, by comparing multiple save files I'd set up.
I've spent several days comparing over 50 different save files I've set up to figure out the new offsets for different data and I've made some progress. (They've re-arranged and moved everything)
Now, most of the data I've collected is pretty much useless as we can't edit the save files without re-calculating the checksum for the file, but I've been able to confirm some theories regarding changes such as Iron & Hover boots.
For those familiar with the OoT64 Game Data Format will see that some things are kept the same, but they've moved. Like the ZELDAZ string for example. It is now placed after the File Name instead of before it.
They've also changed Data Types and Length of various things.
Here's a list of everything I've gathered so far: http://cloudmodding.com/zelda/oot3dsave
I also checked out NG+. But there weren't any unexpected changes to the NG+ save file. The only thing NG+ did was to write onto the "B Button (Current)" byte when creating the file.
And while I were at it, I also looked if there were anything different with the files that save on a horse or while fishing. I didn't see anything out of the ordinary.
It should also be worth mentioning that it seems like the placement of the items in the item menu doesn't actually seem to be within each save##.bin in the 3ds save file. They seem to be handled in a different manner.
When you set Farore's Wind after playing Boss Battle the Farore's Wind Map is set to FF FF FF FF. This can explain why the game seem to crash and reset.
I wasn't aware that entrances were stored in 4 bytes. Thought they were stored in 2.
When you use Shield Swipe Bottle Dupe to dupe over a blank button it dupes properly. However, since the item slot linked to the button you duped over still is value FF (for blank slots), the game will still treat it as a blank button. As a result, you won't see the bottle (the button will still be displayed as if it was empty), and as soon as the game reads the inventory grid again the slot will be disabled.
An interesting side-effect however is that by doing this, you can change the item linked to item slot FF (Blank). You can see which item you've written onto FF by highlighting a blank slot in the inventory menu. To do this, simply select an item you can't equip, then use the touch screen to attempt to move the item to a blank I, X, Y, II slot twice fast. The empty slot should be highlighted, and you'll see a transparent icon of the item linked to slot FF.
I recently figured out a much faster method to test stuff as well. As the save files have save counters, and the game create backup saves whenever you save your progress, I can simply save, do something, save again, do something, and then save again. Then I just look through the save, find the 2 backups and the current file by looking at the save counter, and compare the files. That way I can spot the effect of things easily.
Pages used as reference:
http://zeldaspeedruns.com/oot/ba/reverse-bottle-adventure
http://zeldaspeedruns.com/oot3d/ba/reverse-bottle-adventure
http://zeldaspeedruns.com/oot/ba/item-chart
http://zeldaspeedruns.com/oot/wrongwarp/entrance-index-list
http://oot.cloudmodding.com/wiki/Entrance_Table_%28Data%29
http://oot.cloudmodding.com/wiki/Save_Format
I've spent several days comparing over 50 different save files I've set up to figure out the new offsets for different data and I've made some progress. (They've re-arranged and moved everything)
Now, most of the data I've collected is pretty much useless as we can't edit the save files without re-calculating the checksum for the file, but I've been able to confirm some theories regarding changes such as Iron & Hover boots.
For those familiar with the OoT64 Game Data Format will see that some things are kept the same, but they've moved. Like the ZELDAZ string for example. It is now placed after the File Name instead of before it.
They've also changed Data Types and Length of various things.
Here's a list of everything I've gathered so far: http://cloudmodding.com/zelda/oot3dsave
I also checked out NG+. But there weren't any unexpected changes to the NG+ save file. The only thing NG+ did was to write onto the "B Button (Current)" byte when creating the file.
And while I were at it, I also looked if there were anything different with the files that save on a horse or while fishing. I didn't see anything out of the ordinary.
It should also be worth mentioning that it seems like the placement of the items in the item menu doesn't actually seem to be within each save##.bin in the 3ds save file. They seem to be handled in a different manner.
When you set Farore's Wind after playing Boss Battle the Farore's Wind Map is set to FF FF FF FF. This can explain why the game seem to crash and reset.
I wasn't aware that entrances were stored in 4 bytes. Thought they were stored in 2.
When you use Shield Swipe Bottle Dupe to dupe over a blank button it dupes properly. However, since the item slot linked to the button you duped over still is value FF (for blank slots), the game will still treat it as a blank button. As a result, you won't see the bottle (the button will still be displayed as if it was empty), and as soon as the game reads the inventory grid again the slot will be disabled.
An interesting side-effect however is that by doing this, you can change the item linked to item slot FF (Blank). You can see which item you've written onto FF by highlighting a blank slot in the inventory menu. To do this, simply select an item you can't equip, then use the touch screen to attempt to move the item to a blank I, X, Y, II slot twice fast. The empty slot should be highlighted, and you'll see a transparent icon of the item linked to slot FF.
I recently figured out a much faster method to test stuff as well. As the save files have save counters, and the game create backup saves whenever you save your progress, I can simply save, do something, save again, do something, and then save again. Then I just look through the save, find the 2 backups and the current file by looking at the save counter, and compare the files. That way I can spot the effect of things easily.
Pages used as reference:
http://zeldaspeedruns.com/oot/ba/reverse-bottle-adventure
http://zeldaspeedruns.com/oot3d/ba/reverse-bottle-adventure
http://zeldaspeedruns.com/oot/ba/item-chart
http://zeldaspeedruns.com/oot/wrongwarp/entrance-index-list
http://oot.cloudmodding.com/wiki/Entrance_Table_%28Data%29
http://oot.cloudmodding.com/wiki/Save_Format
Last edited 29 Jun 2014, 11:42 by CloudMax.
