[Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

All your guides, strategy discussions, request for help on how to play go here. Please use [SPOILER] if relevant.
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: [Spoiler] FTL Editor v18 - Unlock ships, Edit SavedGames

Postby Russian Rockman » Wed Apr 09, 2014 12:05 am

Just posting another comment to inspire you Vhati. We all really appreciate all the work you have done on FTL. I hope you can get an AE compatible version of your profie editor up ASAP, but I know how hard it may be to find the time. Keep up the awesome work!!!
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v18 - Unlock ships, Edit SavedGames

Postby Vhati » Wed Apr 09, 2014 6:04 am

spudcosmic wrote:Wait, can you actually use this to unlock the AE type C ships?

Oh, Type-C's involve getting to sector 8, flying the Type-B, with AE Content enabled.

The current version of the editor can't manage that.
Even hacking an old saved game to skip to sector 7, and loading it in FTL, you couldn't turn on AE Content. :|


Progress toward v19...

Read/write support for FTL 1.5.4's "ac_prof.sav". It will unlock ships and achievements and edit scores.
Dodgy read-only support for 1.5.4's "continue.sav". It will just dump text, and sometimes throw an error.
Profiles and saved games from FTL 1.03.3 and earlier will still be fully editable.
Jammarson02
Posts: 13
Joined: Thu Apr 10, 2014 1:58 am

Re: [Spoiler] FTL Editor v18 - Unlock ships, Edit SavedGames

Postby Jammarson02 » Thu Apr 10, 2014 2:02 am

okumam wrote:By the way, here's my little contribution: the modified prof.sav does work in the Ipad version ;)



How did you do this ?
okumam
Posts: 6
Joined: Tue Apr 08, 2014 2:21 pm

Re: [Spoiler] FTL Editor v18 - Unlock ships, Edit SavedGames

Postby okumam » Thu Apr 10, 2014 4:37 pm

I just copied over the file. My ipad is jailbroken so I used ifile, but maybe ifunbox will work on nonJB devices.

I had to search the folders to find where it goes- it does not go into the document folder, but if you browse around the app's folder, you will find where the existing prof.sav and continue.sav are. The file length wasn't the same but it still worked and unlocked all the ships.
johnkzin
Posts: 8
Joined: Thu Apr 10, 2014 9:01 pm

Re: [Spoiler] FTL Editor v18 - Unlock ships, Edit SavedGames

Postby johnkzin » Thu Apr 10, 2014 9:03 pm

Another person saying "thank you for working on this". And, if you need someone to do beta testing for different releases, I am on Mac OS and iOS, and happy to help.
Jammarson02
Posts: 13
Joined: Thu Apr 10, 2014 1:58 am

Re: [Spoiler] FTL Editor v18 - Unlock ships, Edit SavedGames

Postby Jammarson02 » Thu Apr 10, 2014 10:15 pm

okumam wrote:I just copied over the file. My ipad is jailbroken so I used ifile, but maybe ifunbox will work on nonJB devices.

I had to search the folders to find where it goes- it does not go into the document folder, but if you browse around the app's folder, you will find where the existing prof.sav and continue.sav are. The file length wasn't the same but it still worked and unlocked all the ships.


Thanks for the info, I found a program called "IExplore". I was able to do it with that.

I hope he gets the new version of this to work on the AE edition soon. I want to do so much on my steam version of the game.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v19 - Unlock ships, Edit SavedGames

Postby Vhati » Fri Apr 11, 2014 5:20 am

.
v19 has been released:
FTL 1.01-1.03.3's files, "prof.sav" and "continue.sav", are fully editable.
FTL 1.5.4's "ae_prof.sav" is editable, but its saved game is read-only.

Many values in Advanced Edition have not been deciphered (labeled with greek letters). If you see one and recognize its meaning, post here with your suggestion! Diehard researchers may even compare dumps of backups over time with WinMerge to highlight changes that coincide with events in-game.

There's also a chunk of mystery bytes at the end of saved games. I need to at least understand its structure (where and when to read X bytes, then Y bytes, etc) before I can greek it, and make saved games editable. Often, that involves spotting several repeated chunks preceeded by a count, so I can read a varying-length region reliably.
nalixor
Posts: 3
Joined: Fri Apr 11, 2014 11:33 am

Re: [Spoiler] FTL Editor v19 - Unlock ships, Edit SavedGames

Postby nalixor » Fri Apr 11, 2014 11:39 am

Hey man, I registered just to say thank you. Your efforts are very much appreciated, Vhati!

However, I have encountered a bug with v19. When I try and open my ae_prof file, I get the following error:

http://puu.sh/84o4R/3e0edbf33d.png

And here is my data.dat file, in case you need it to do some testing: https://mega.co.nz/#!qAtQ3IqB!ovtUq51DQ ... CPYY5b2ZvY
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v19 - Unlock ships, Edit SavedGames

Postby Vhati » Fri Apr 11, 2014 12:17 pm

nalixor wrote:When I try and open my ae_prof file, I get the following error:

Code: Select all

Unsupported difficulty flag for achievement 42 (" "): - 16777216

And here is my data.dat file...

I'll need your "ae_prof.sav". It's small enough to zip and attach to a forum post directly.
Without mods, we've probably all got the same "data.dat".

(When composing a reply, below preview / submit buttons, there's a tab thing to "upload attachment".)


Edit: Huh, you DO have a slightly different "data.dat". Mainly the devs fussed with descriptive sentences here and there. I have a couple misspellings you don't (like "requesting" vs "reqesting"), so yours must be newer. Not relevant to the editor though.
nalixor
Posts: 3
Joined: Fri Apr 11, 2014 11:33 am

Re: [Spoiler] FTL Editor v19 - Unlock ships, Edit SavedGames

Postby nalixor » Fri Apr 11, 2014 3:05 pm

Vhati wrote:
nalixor wrote:When I try and open my ae_prof file, I get the following error:

Code: Select all

Unsupported difficulty flag for achievement 42 (" "): - 16777216

And here is my data.dat file...

I'll need your "ae_prof.sav". It's small enough to zip and attach to a forum post directly.
Without mods, we've probably all got the same "data.dat".

(When composing a reply, below preview / submit buttons, there's a tab thing to "upload attachment".)


Edit: Huh, you DO have a slightly different "data.dat". Mainly the devs fussed with descriptive sentences here and there. I have a couple misspellings you don't (like "requesting" vs "reqesting"), so yours must be newer. Not relevant to the editor though.


For some stupid reason I assumed that the saves were compressed inside the .dat file, I don't exactly know why. Anyway, here is my ae_prof.sav file (it should be attached).

Edit: It doesn't seem to want to attach. Here's another mega link, I guess: https://mega.co.nz/#!qAtQ3IqB!ovtUq51DQ ... CPYY5b2ZvY