Skyward Sword

SS: Save Stockpile

Started by mzxrules · 28 Nov 2011 · 40 replies

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SS: Save Stockpile

#1
Got a nice collection of saves here, but if you see anything missing that should be there post away.

Last edited 03 Dec 2011, 16:49 by mzxrules.

Re: Skyward Sword Save Stockpile

#2
Great work. this game is so huge so this will be very useful.

Re: Skyward Sword Save Stockpile

#4
I'll try to start providing saves during my next playthrough.
I have played to the harp 7 times now, and I can say that it is getting quite annoying, haha.

I can also provide saves at specific locations that you can't reach without cheats.
For example, a save before the whip on a file that doesn't have slingshot, so that people can try to solve the locking that appears.

We should provide saves for most places where we have Sequence break theories, or already have a break.
Like:
A clean Hero save.
When you first enter each area.
Before each trial.
Right before you start collecting each part of the song.
First statue in each temple available in the game.
Right after each temple.

Then we can have saves for the places were we've already found tricks or have theories for ones.
Like this:
Floria waterfall early
outside of ToT, before LMF
Right before beetle upgrade
and so on.

This way we're able to go to any given point in the game when we want to do something in specific. If lots of people contribute by uploading their saves during playthrough & testing, we should have all these saves up in no time.

I can provide saves during my next playthrough for all useful places I can think of. It can be for both PAL and NTSC (I use PAL when I play on disc & NTSC when I play through USB)
I'll most likely take the region that lack saves the most, and where people need it the most.

Re: Skyward Sword Save Stockpile

#5
I cracked open the save files with FE100 yesterday and I found something really exciting called skip.dat that makes me want to repackage all my saves with a special copy of that file...

Re: Skyward Sword Save Stockpile

#6

I cracked open the save files with FE100 yesterday and I found something really exciting called skip.dat that makes me want to repackage all my saves with a special copy of that file...


Perhaps allowing us to skip cutscenes in normal mode without playing through the game without saving? :P

Re: SS: Save Stockpile

#7
It won't be that simple. Skip.dat has some sort of checksum or value relating to the contents of your wiiking2.sav.  I'm not entirely sure how they relate, but you can't just take a blank file with skip.dat and have it work. You'd have to have a copy of this data and create a proper checksum or CRC, or whatever the game uses, for it to see it as a legit file. Otherwise it'll just complain that it's corrupted.

Original image

On the other hand though, I found an ocarina code on http://geckocodes.org/?c=SOUE01 which will let us create Hero Saves right off the bat, except it'll have the first cutscene's playtime added on(since you wouldn't be able to skip, right? I'll try that too).. I'll try it out.

Edit: You can't skip the opening cutscene with the code, since it's a fresh save.
Edit2: Interesting..you can't skip -any- cutscenes with the code, since it's fresh..

Last edited 04 Dec 2011, 15:43 by Dax.

Re: SS: Save Stockpile

#8
You can't take a blank file with a full skip.dat and have it work because the game isn't saved automatically on creation like in previous games.

However, you can cut out the skip.dat stuff from a completed file and paste it on a save right that's right the start of the game and get it to work. I've already done this myself a few days ago.

From what I've calculated...

wiiking2.sav contains a copy of skip.dat at 0xFB60 to the end of the file
The per file data is 32 bytes or 0x20 long, plus 4 bytes for a checksum/whatever, for a total of 0x24 bytes

I haven't run any tests to see exactly what kind of relationship skip.dat has with wiiking2.sav, but one theory is that wiiking2.sav is only ever written to when saving at a bird statue while skip.dat is written whenever a cutscene finishes, and that skip.dat is merged into wiiking2 whenever saving at a bird statue.

Re: SS: Save Stockpile

#9
It's too bad that you can't just have the skip cutscene ability right at the beginning, since Hero Mode doesn't reset your playtime, and even with this method, you'd still have to have about 4 minutes added on due to the intro..

(My goal was to help out by making a hero save with 0:00 as the playtime :/)

Well, here's my attempt at an NTSC hero mode save file with the lowest time I can manage(3 minutes playtime, since the intro cannot be skipped unless you make a legit hero mode save, but the rest of the cutscenes should be skippable):

http://www.multiupload.com/939F3WE29X
http://www.mediafire.com/file/8i9e1p0pr79peon/private.zip

It has no items, rupees, or anything else. I don't know if the Skyward Strike is fully powered. Skyward Strike is fully powered, so this should be a "complete" hero mode save.
Hope this helps somebody. Credit should go to Mzxrules though, since he helped me figure out how to get this working. I just took a Hero Mode Save code I found on Wiird and applied his skip.dat knowledge to this save.

I haven't had any luck getting it to work on normal mode, though. I guess Hero mode is required for cutscene skipping?

Last edited 05 Dec 2011, 12:33 by Dax.

Re: SS: Save Stockpile

#10
Someone should learn how to edit a savefile so that a new hero mode file will have a time of 0:00 and therefore we can use the game timer for it :P

also:

I haven't had any luck getting it to work on normal mode, though. I guess Hero mode is required for cutscene skipping?

No, the only thing that is required is that you have watched a cutscene all the way through on that file before the game lets you skip that cutscene; even if you don't save at a bird statue, you can reset and skip that cutscene later. So you could just make a file, play through the game without saving on it and then distribute it :P

Last edited 12 Dec 2011, 06:25 by AniMeowzerz.

Re: SS: Save Stockpile

#11
How that works in itself confuses me. So pretty much the game saves the cutscenes viewed automatically, but requires manual saving? Interesting

Re: SS: Save Stockpile

#12
I cannot for the life of me find the game code to put the data.bin in. What is the file called?

EDIT: NVM, I found it. SOUE

makes sense to name it that

Last edited 19 Dec 2011, 20:08 by brynnagiadrosich.

Re: SS: Save Stockpile

#13
I figured out for sure what skip.dat does. Simply put, it exists to prevent the main save data from being corrupted if the player pulls the plug when the game is autosaving silently. What this means is that you can simply copy over a "completed' skip.dat file into an unpacked save and be able to skip every cutscene in the game.

Dax, are you using anything other than FE100 to unpack/pack wii files? FE100 is pretty terrible

Re: SS: Save Stockpile

#14
I used FE100 to unpack saves, that's about it. I use Dolphin to pack them, generally. Should I use Dolphin to import/unpack too?

Re: SS: Save Stockpile

#16
Damn Parax, nice work. These saves will be especially useful for when I practice segments. Thanks!

Re: SS: Save Stockpile

#17
Hello,
please anyone may provide a savestate for the pal version of the following segment?

-Sealed Grounds - Saved at Behind the Temple right after defeating Imprisoned 1

-I've succesfully extracted and repacked the ntsc data into pal but then, the game start and say corrupted data so i guess they are different and i can't swap them :)

Thanks!

Last edited 14 Feb 2012, 17:41 by Zelda9j.

Re: SS: Save Stockpile

#18
To repackage a save from a different version, you have to edit the header of the wiiking2.sav so that it matches the game folder name for your region. All you have to do is change the SOUE string so that it reads SOUP, and I'm 99% sure this is case sensitive.

Re: SS: Save Stockpile

#19
Thanks!!
They works now..
is rather sad... gone mad for so much time and then.. was so easy
lol

Re: SS: Save Stockpile

#20
attached: blank Hero Mode save for the Japanese version. Just got done playing through @.@ Cutscenes suck, even with awesometext. Save should have every cutscene skippable, plus enough treasure for the Beetle upgrade.

Attachments

Blank Hero Mode.binAttachment unavailable124.5 KB

Last edited 04 Mar 2012, 10:29 by Paraxade.

Re: SS: Save Stockpile

#21

Someone should learn how to edit a savefile so that a new hero mode file will have a time of 0:00 and therefore we can use the game timer for it :P


Here is a very good documentation of the save file: http://gbatemp.net/topic/318382-documenting-skyward-swords-save-file/page__hl__%2Bskyward+%2Bsword+%2Bsave__fromsearch__1

The offset for playtime is includet.

The guy is also working on a save file editor. once that is done, modification should be easy.

Last edited 03 May 2012, 07:25 by Slowking.

Re: SS: Save Stockpile

#24
Excellent, these will be very helpful for documentation :D I'm not at home right now so I can't crack 'em open in 010

Re: SS: Save Stockpile

#26
It's been asked for, but here is a run/race file. First file is new hero mode, and the second and third are blank files. Enjoy.

Attachments

data.binAttachment unavailable124.5 KB

Re: SS: Save Stockpile

#27

It's been asked for, but here is a run/race file. First file is new hero mode, and the second and third are blank files. Enjoy.


Oh god yes, thank you Test!

Re: SS: Save Stockpile

#28
the save files from the first post

can i use it for the pal version of skyward sword ?

Re: SS: Save Stockpile

#29
I don't think so. You'll have to manually unpack them and edit the header so that it reads SOUP instead of SOUE, then repack.

Re: SS: Save Stockpile

#30

I don't think so. You'll have to manually unpack them and edit the header so that it reads SOUP instead of SOUE, then repack.


okay thank you