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Anyway... the weapon stats are all laid out as follows:
XX XX YY ZZ ?? 00 00 ?? AA BB CC DD EE FF GG HH aa bb cc dd ee ff gg hh
Where
XX XX = Weapon ID
YY = Power (7F is highest)
ZZ = Rank (00 = E, 05 = S)
?? = Not sure, but they don't seem to make much difference
AA through HH = Weapon Skills (left to right then down)
aa through hh = Level of the weapon skills.
If you do an "Array of byte" search for the skill levels of a weapon in Hex (e.g. if the first 4 skill values were 89, 84, 90, 87, you'd search for 59 54 5A 57) OR make incremental skill level upgrades and keep searching, it should be easy to find the weapon you're looking to change.
Plus it is all in the green 7FF+ part of the memory so it doesn't change when the game is re-opened.
Oh, and incidentally, for each character, the starting weapon is immediately before the DLC weapon, so if you find one you can find both. Edits made to the DLC weapons don't stick past save+load (since they have fixed attributes), but edits to starting weapons do. That kinda makes the DLC weapons good markers for finding the editable default weps.
Incidentally, if you were wanting to get to A rank for the achievement, I'd suggest equipping the Dragonwood Flute accessory if you have it, or otherwise setting one of your weapon's skills to 2A (the code for the Mastery skill) and the value to 63 (i.e. 99, the highest usable value).
You weren't even trying to help, were you?
Gimme a moment...
https://puu.sh/G9CGk/1c7ac89204.jpg
That should be an image (a bit blurry because JPG) of the start of the weapons section with Yukimura Sanada's two weapons highlighted. The first part (in red) is his default generic spear, and the second one (in yellow) is his DLC weapon (which I modified).
You'll note that the second one reads off:
A2 00 (the weapon ID)
7F (the strength, which I set to maximum)
05 (rank S. All DLC weapons are rank S so they all have 05 here)
05 00 00 F5 (I honestly have no idea if this part does anything, but it varies from one DLC weapon to the next)
05 07 00 01 02 13 0D 14 (the skill IDs... i.e. Lightning, Wind, Attack+, Atk Speed, Range, Alacrity, Might, Equestrian ... because I set the skills to that. They'll reset when I next start the game)
And then a bunch of 63s ... which are 99 in hex. The skill levels.
When I want to find the weapon of a new character, I search for the skill levels since they're unique and easy to figure out... then subtract 10 (in hex) from the address to find the beginning of the weapon.
I've recorded the first 8 Bytes of the DLC weapons of every character I've unlocked so far to make it easier to find and change them. In the case of Yukimura Sanada, the default values for the start of his DLC weapon are A2 00 2E 05 05 00 00 F5
For some characters (e.g. Sasuke) I've opted to use the default weapon instead of the DLC weapon because the default one looks better (who wants a plastic monkey strapped to their arm?)... but I still use the DLC weapon's code to find them since... well... the default ones aren't as unique.
Fun Fact: All empty slots have the same code. You might have noticed. 6B 01 presumably because 6A 01 is the last actual weapon code, and 2E for all the skill IDs because the skill IDs themselves go from 00 (Attack+) up to 2D (the horse skill Acceleration).
Fun Fact 2: The Horse section is immediately after the weapons section in the code.... so if you scroll to the bottom of the long list of 6B 01 00 00 FF 00 00 00 00 etc stuff you'll reach a section that looks slightly different (the empty slots start wth 1A then a bunch of 00s). The horse codes are only half as long as the weapon codes (12 bytes instead of 24).
In case you're curious though... an absolute max-stat Matsukaze with all 3 horse skills would be: 0C 03 00 FF FF FF 01 01 01 00 00 00 ...
Those first 2 bytes are the horse code (00 to 0B are the generic horses, 0C is Matsukaze, and 0F is the panda... Dunno the Bear yet as I haven't got it). The FFs are attribute levels. The 01s just indicate that the horse-skills are active.