The DS does not have any system wide things the devs might fall back on either so expect custom implementations in every different game, though probably not between regions and I have also seen ROM hackers change the hash format to prevent issues with original saves and their hacks. The vast majority of games will hash/checksum their save. For most though they will either be doing a cheat like search but using saves (for changing money then make a save, do very little but spend some money, save again, compare the two saves and what will have changed will include the money and a hash which we will cover shortly, and possibly something like a time/save counter, and if you did not sell an item back from buying in a shop then that too but as your money is likely far larger a number than a potion counter which presumably only increased by one then that should be obvious) or you will be watching how the game works from the lowest levels (maybe even step by step from the save itself until it lands is a location in memory you know the function of) and if you can do that you likely know all I have written here. You can try to compare where changes to that or values from it end up in the save (though be aware some games, like pokemon, alternate save slots to both reduce wear on the memory and have a backup they can fall back to if they are broken), and sometimes things will be copied directly from memory to the save and back again rather than sliced up and put into different areas of memory so you can search for a state and go from there. Curious.Īs was mentioned above AR codes are for where things are stored in memory, and not where they are stored in the save (at least as far as the DS is concerned - there might be an older console that maps its save to main memory and at least an emulator that cares to reach out and touch those areas). Lol, by the way.Īs your first post you necroed a largely solved 9 year old thread to add no new information, and what information you did try to add won't do anything for the OP's problem? A search did not reveal the quotes as anything than this thread so presumably not a spambot. Seriously, I am easily pointing him in the right direction, while, all of you are shooting him down. Though, I AM DISAPPOINTED IN ALL OF YOU WHO DIDN'T ANSWER HIM CORRECTLY. This was mainly for GBA/NDS POKEMON Games There, use the BinaryWriter to write it.(Use the same baseStream.Seek(byte) method as the BinaryReader) You're probably wondering why I am not doing any Byte-Writing yet. Make a textbox, and at the end of the BinaryReader, say "textBox1.Text = " Use a BinaryReader to read for the name(in bytes), and make a string for it. I don't know the player name offsets(sorry, bud) so I can't help you there. Make an OpenFileDialog, and open the save file. When the player name button is pressed, have it disable it.
![worldshift savegame editor worldshift savegame editor](https://i.imgur.com/vzyB4m2.png)
What you would be generally doing is this: It's almost the same as writing a "Running Indoors Editor"(From PokeCommunity)
![worldshift savegame editor worldshift savegame editor](https://www.gameyard.de/wp-content/uploads/2014/08/Savegameeditor-Einstellungen.jpg)
Buddy, it's actually REALLY, REALLY EASY TO WRITE A TOOL LIKE THAT.(Mind my caps.)