Harvest Moon 3 Boy Meets Girl Save State Editing Guide By lil hentai fairy Most save state offsets by Crescens 2k Started March 9th 2002 1st Major update April 11th 2002 Version 0.8 Table of Contents 1. Introduction 2. Legal Stuff 3. The Guide 3.1 Character/Partner Names 3.2 Animal Names 3.3 Partner's Love 3.4 Friends 3.5 Animal Condition / Affection / Gender / Age / Colour 3.6 How to make new animals ^_^; 3.7 Tools Menu 3.8 Other Items 3.9 Seeds 3.10 Backpack 3.11 Shipping Storage 3.12 Misc Stuff 4. Value Tables 5. Credits 6. Contact the Author ======================================================================== 1. Introduction ======================================================================== 09/03/02 Righty then. To all who have taken the time to look at this guide, i'd like to thank you. This is my very first work for any game anywhere, so when you decide to comment / flame me, be nice please. How you respond to this work determines whether or not i do any more work in the future. Ok now we've got the 'be nice to me' bit out of the way, to make this guide, i used the TGB Dual GBC emulator and my trusty copy of Hex Workshop. I use these because i think that they are the best out there and where the others fail, these succeed. The latest versions can be downloaded from :- TGB Dual - http://gigo.retrogames.com/ Hex Workshop - http://www.bpsoft.com/ 11/04/02 I kind of lost interest in this guide, and i kind of lost the guide i keep on my computer because of a reinstallation of windows. Most of the new stuff in here is all because of Crescens 2k. He and certain e-mails i've recieved have given me back my inspiration to write this guide again, so a big thank you to all involved ^_^ ======================================================================== 2. Legal Stuff ======================================================================== This Guide was typed by ME! I put a lot of work into this. Discoveries were made by ME unless stated otherwise. Anyone's work i use, i credit them in the Credits section of this guide and in the place in the guide where i use their work. Please do not plagarize my work or do anything with this guide other than its intended use because i won't be happy and neither would you be if it happened to you. Remember that the Hentai Fairies know where you live! There will be a list of sites with permission to post this guide here in this section. If this guide is found anywhere other than in the sites listed, then please report it to me by my address given in the contact section. Other than that, i thank anyone who makes space on their website for my guide and all i ask is that they contact me by the e-mail address given in the Contact section, and i will gladly e-mail you the latest version of this guide. (takes a deep breath) Sites with Permission to post this guide Game FAQS (www.gamefaqs.com) Neoseeker (www.neoseeker.com) Your site here... just ask! ======================================================================== 3. The Guide ======================================================================== Before i begin on the bit you've all been waiting the last 2 sections and table of contents for, i need to explain a couple of things. The harvest moon 3 save states gives you the full save file so you are therefore able to modify things in both save games, and also the active game data is also stored in a second memory location. The offset (difference) between game 1 and game 2 is 1000 hex. Put into english it means that since the game 1 main character name is stored at 00012008 - 0001200B then the main character name for game 2 is stored at 00013008 - 0001300B. If you compare the two, then you will see that there is 1000 hex difference between the two addresses. Also, assuming that game 1 is the active game, the main character's name will also be stored at 00001404 - 00001407. The rule is the same for all the data discussed in this guide, only the addresses are different. ------------------------------------------------------------------------ 3.1 Character/Partner Names ------------------------------------------------------------------------ Main Character Active Data - 00001404 - 00001408 Game 1 Data - 00012008 - 0001200B Game 2 Data - 00013008 - 0001300B Partner Active Data - 00001414 - 00001418 Game 1 Data - 00012018 - 0001201B Game 2 Data - 00013018 - 0001301B ------------------------------------------------------------------------ 3.2 Animal Names ------------------------------------------------------------------------ The rule for all the animals you can give names to (cows, horses, sheep) is that starting from the start value, you can put in 8 names of 4 letters but you have to put in FF after each name. You must also use FF to signify a blank if your animal's name has less than 4 letters (eg. a cow named moo or a sheep named baa) Example 1, a cow named Beef the value would be 0B (B) 28 (e) 28 (e) 29 (f) and you would put FF after this so it would read in your hex editor 0B282829FF Example 2, a sheep named Baa the value would be 0B (B) 24 (a) 24 (a) FF (blank space) and you would put FF after this so it would read 0B2424FFFF in your hex editor After the FF that indicates the end of the name, you can put in the value of the first letter of the next animal's name Sheep Active Data - Starting from 0000172A Game 1 Data - Starting from 0001232E Game 2 Data - Starting from 0001332E Cows Active Data - Starting from 00001752 Game 1 Data - Starting from 00012356 Game 2 Data - Starting from 00013356 Horses Active Data - Starting from 0000177A Game 1 Data - Starting from 0001237E Game 2 Data - Starting from 0001337E ------------------------------------------------------------------------ 3.3 Partner's Love ------------------------------------------------------------------------ This bit nearly didn't happen, it was the hardest to find in the save state file. it was thanks to ragewarrior's code that this value was found *****NOTE***** this one hasn't been completely tested yet so i'm not sure if it allows you to marry them after a while. when you do set the max value though the partner does speak about making the girl's father's dream come true so i can only assume that if you keep giving her items, the marriage will eventually happen. The MAX value for the partner's love is 63 Hex. if you go higher than 63, the game will put your partner's love back to 0 If anyone finds out if you can marry the partner, or if any of my assumptions here are incorrect, please let me know Also note there are two values for love. Both of these need to be maxed for the game to start on the marrage. If you don't max both of them then you will have to wait while the game brings up one of them by you giving an item a day. *****/NOTE***** Active Data - 00001A35 and 00001A36 Game 1 Data - 00012639 and 0001263A Game 2 Data - 00013639 and 0001363A ------------------------------------------------------------------------ 3.4 Friends ------------------------------------------------------------------------ Here I will give you the addresses for the other people in the game. Remember though that not all of the general people have friendship values, only the ones in this list. I may be missing one, so please if anyone knows could you tell me. As with the other sections, the max value for friends is 63 Hex. Elder Active Data - 000017C3 Game 1 Data - 000123C7 Game 2 Data - 000133C7 Billy Active Data - 000017C4 Game 1 Data - 000123C8 Game 2 Data - 000133C8 Eliza Active Data - 000017C5 Game 1 Data - 000123C9 Game 2 Data - 000133C9 Bigbee Active Data - 000017C6 Game 1 Data - 000123CA Game 2 Data - 000133CA Kirk Active Data - 000017C7 Game 1 Data - 000123CB Game 2 Data - 000133CB Kate Active Data - 000017C8 Game 1 Data - 000123CC Game 2 Data - 000133CC Lukia Active Data - 000017CA Game 1 Data - 000123CE Game 2 Data - 000133CE Lyla Active Data - 000017CB Game 1 Data - 000123CF Game 2 Data - 000133CF Lucas Active Data - 000017CC Game 1 Data - 000123D0 Game 2 Data - 000133D0 ------------------------------------------------------------------------ 3.5 Animal Condition / Affection / Gender / Age / Colour ------------------------------------------------------------------------ Maxing a chicken's affection rating WILL turn the chicken into a GOLD chicken. With the other animals, maxing their affection will be the same as if the girl partner had been taking care of them for all that time, i.e large milk, and the best wool. *****NOTE***** max affection ratings for the animals is 63 *****/NOTE***** Affection Ratings These are 8 bytes one after another for each animal. 17A2 is sheep 1, 17A3 is sheep 2 etc. Sheep Active Data - starting from 000017A2 Game 1 Data - Starting from 000123A6 Game 2 Data - Starting from 000133A6 Chickens Active Data - Starting from 000017AA Game 1 Data - Starting from 000123AE Game 2 Data - Starting from 000133AE Cows Active Data - Starting from 000017B2 Game 1 Data - Starting from 000123B6 Game 2 Data - Starting from 000133B6 Horses Active Data - Starting from 000017BA Game 1 Data - Starting from 000123BE Game 2 Data - Starting from 000133BE Condition/Gender etc. Each of these are 5 bytes long, and there is one for each animal. Sheep 1 is at 168A, sheep 2 is at 178F etc. The layout of the 5 byte blocks is as follows. Byte 1 is if you have one and it's gender, value between 80 and BF will mean you have one and it's male, a value between C0 and FF will mean you have one and it's female. Byte 2 is for the growth of the animal, if it is young or adult. Byte 3 is for the colour of the animal in general. Byte 4 is for the condition of the animal, 00 is healthy, 01 is Unhappy, 02 is Sick, FF is pregnant, although I am sure this requres another memory area to be changed that I haven't found yet. Byte 5 is for the pattern of the animal, well I think anyway, still checking this out. Please note that this is still being tested and the information here isn't final. Sheep Active Data - Starting from 0000168A Game 1 Data - Starting from 0001228E Game 2 Data - Starting from 0001328E Chickens Active Data - Starting from 000016B2 Game 1 Data - Starting from 000122B6 Game 2 Data - Starting from 000132B6 Cows Active Data - Starting from 000016DA Game 1 Data - Starting from 000122DE Game 2 Data - Starting from 000132DE Horses Active Data - Starting from 00001702 Game 1 Data - Starting from 00012306 Game 2 Data - Starting from 00013306 ------------------------------------------------------------------------ 3.6 How to make new animals ------------------------------------------------------------------------ It's possible to make new animals using all that is discussed in the previous sections relating to the animals. Enter the name you want into a free space (ending it with FF of course) and then decide whether you want a male or female animal, young or adult, (or in the case of chickens, just the affection and age of the animal) and then you can set an affection rating for it.... simple isn't it? ^_^ Again this is still being tested, but previous experiments have been successful. Enjoy! ------------------------------------------------------------------------ 3.7 Tools Menu ------------------------------------------------------------------------ Here is the addresses that affects the tools in the menu. I cannot find the last item, the egg, anywhere at the moment. So please don't mail about that. With the first three addresses, the value of the byte determins the item that is available. Example, address 3 values. If it is set to 01 then the brush is active. If 10 then horse medicine is active. This is the same as the condition/gender for animals where you can combine values. For a full list of values see section 4. Address 1 Active Data - 00001447 Game 1 Data - 0001204B Game 2 Data - 0001304B Address 2 Active Data - 00001448 Game 1 Data - 0001204C Game 2 Data - 0001304C Address 3 Active Data - 00001459 Game 1 Data - 0001205D Game 2 Data - 0001305D Fertilizer Active Data - 00001580 Game 1 Data - 00012184 Game 2 Data - 00013184 Fodder Active Data - 0000157C Game 1 Data - 00012180 Game 2 Data - 00013180 ------------------------------------------------------------------------ 3.8 Other Items ------------------------------------------------------------------------ These are the addresses for other items like the makers for butter, cheese and other things. Also household items are kept here too. Like the first three addresses from the section above, these items are controlled by single bits. You can also add them together to get more than one. See section 4 for a list of all values. Household Rugs and Makers Active Data - 00001442 Game 1 Data - 00012046 Game 2 Data - 00013046 Other Household Items Active Data - 00001443 Game 1 Data - 00012047 Game 2 Data - 00013047 ------------------------------------------------------------------------ 3.9 Seeds ------------------------------------------------------------------------ There seems to be two seperate values for the seeds. Only the first value seems to have any effect on the game. If anyone notices any effects when changing the second value could you please mail me about it. Turnip Active Data - 00001568 or 00001B34 Game 1 Data - 0001216C or 00012738 Game 2 Data - 0001316C or 00013738 Potato Active Data - 00001569 or 00001B35 Game 1 Data - 0001216D or 00012739 Game 2 Data - 0001316D or 00013739 Asparagus Active Data - 0000156A or 00001B36 Game 1 Data - 0001216E or 0001273A Game 2 Data - 0001316E or 0001373A Tomato Active Data - 0000156B or 00001B37 Game 1 Data - 0001216F or 0001273B Game 2 Data - 0001316F or 0001373B Corn Active Data - 0000156C or 00001B38 Game 1 Data - 00012170 or 0001273C Game 2 Data - 00013170 or 0001373C Water Melon Active Data - 0000156D or 00001B39 Game 1 Data - 00012171 or 0001273D Game 2 Data - 00013171 or 0001373D Eggplant Active Data - 0000156E or 00001B3A Game 1 Data - 00012172 or 0001273D Game 2 Data - 00013172 or 0001373D Peanut Active Data - 0000156F or 00001B3B Game 1 Data - 00012173 or 0001273E Game 2 Data - 00013173 or 0001373E Sweet Potato Active Data - 00001570 or 00001B3C Game 1 Data - 00012174 or 0001273F Game 2 Data - 00013174 or 0001373F Rice Active Data - 00001571 or 00001B3D Game 1 Data - 00012175 or 00012740 Game 2 Data - 00013175 or 00013740 Wheat Active Data - 00001572 or 00001B3E Game 1 Data - 00012176 or 00012741 Game 2 Data - 00013176 or 00013741 Stardust Flower Active Data - 00001573 or 00001B3F Game 1 Data - 00012177 or 00012742 Game 2 Data - 00013177 or 00013742 Cherry Flower Active Data - 00001574 or 00001B40 Game 1 Data - 00012178 or 00012743 Game 2 Data - 00013178 or 00013743 Primrose Flower Active Data - 00001575 or 00001B41 Game 1 Data - 00012179 or 00012744 Game 2 Data - 00013179 or 00013744 Moonlight Flower Active Data - 00001576 or 00001B42 Game 1 Data - 0001217A or 00012745 Game 2 Data - 0001317A or 00013745 S. Star Flower Active Data - 00001577 or 00001B43 Game 1 Data - 0001217B or 00012746 Game 2 Data - 0001317B or 00013746 Comet Flower Active Data - 00001578 or 00001B44 Game 1 Data - 0001217C or 00012747 Game 2 Data - 0001317C or 00013747 F. Moon Flower Active Data - 00001579 or 00001B45 Game 1 Data - 0001217D or 00012748 Game 2 Data - 0001317D or 00013748 S. Dream Flower Active Data - 0000157A or 00001B46 Game 1 Data - 0001217E or 00012749 Game 2 Data - 0001317E or 00013749 Grass Active Data - 0000157B or 00001B47 Game 1 Data - 0001217F or 0001274A Game 2 Data - 0001317F or 0001374A ------------------------------------------------------------------------ 3.10 Backpack ------------------------------------------------------------------------ The backpack stores an item code in the location for the slot. For a list of digits please see section 4 for the full list of digits to use. I have included the addresses for slots 1 through 16, but if you haven't received the bigger backpack as your birthday gift then slot 9 to 16 will not work. Slot 1 Active Data - 00001582 Game 1 Data - 00012189 Game 2 Data - 00013189 Slot 2 Active Data - 00001583 Game 1 Data - 0001218A Game 2 Data - 0001318A Slot 3 Active Data - 00001584 Game 1 Data - 0001218B Game 2 Data - 0001318B Slot 4 Active Data - 00001585 Game 1 Data - 0001218C Game 2 Data - 0001318C Slot 5 Active Data - 00001586 Game 1 Data - 0001218D Game 2 Data - 0001318D Slot 6 Active Data - 00001587 Game 1 Data - 0001218E Game 2 Data - 0001318E Slot 7 Active Data - 00001588 Game 1 Data - 0001218F Game 2 Data - 0001318F Slot 8 Active Data - 00001589 Game 1 Data - 00012190 Game 2 Data - 00013190 Slot 9 Active Data - 0000158A Game 1 Data - 00012191 Game 2 Data - 00013191 Slot 10 Active Data - 0000158B Game 1 Data - 00012192 Game 2 Data - 00013192 Slot 11 Active Data - 0000158C Game 1 Data - 00012193 Game 2 Data - 00013193 Slot 12 Active Data - 0000158D Game 1 Data - 00012194 Game 2 Data - 00013194 Slot 13 Active Data - 0000158E Game 1 Data - 00012195 Game 2 Data - 00013195 Slot 14 Active Data - 0000158F Game 1 Data - 00012196 Game 2 Data - 00013196 Slot 15 Active Data - 00001590 Game 1 Data - 00012197 Game 2 Data - 00013197 Slot 16 Active Data - 00001591 Game 1 Data - 00012198 Game 2 Data - 00013198 ------------------------------------------------------------------------ 3.11 Shipping Storage ------------------------------------------------------------------------ This section is long and is a little complicated. It would help if you could add hexidecimal numbers to make sure you don't go over 63 hex. Or you could use a calculator. :p Well, now starts the complicated bit. For perishable items, such as the crops, milk, eggs etc. you have 7 different values for them. Each value stands for the amount of crops put into the storage on what day of the week, the values start at Monday. An example would be 0A21 0012 1A02 00. If the current day is Sunday, any items put into the storage would be placed into the last byte. The same would go if the current day was Wednesday, then any items put in would be added to byte 3. When you take them out, they are taken out from the current day first, then i think the previous day. The way the game deals with perishable items is easy. Using the above example, if the current day was Sunday, then when it moves onto Monday, the byte for Monday, i.e. the first byte is set to 00. This is to represent that the items have been there for too long and have now become rotten. Also remember that you cannot have more than 99 items, thats 63 hex spread between the 7 days. Well, here we go. First the perishable items. Turnip Active Data - 000017E1 Game 1 Data - 000123E5 Game 2 Data - 000133E5 Potato Asparagus Tomato Corn Water Melon Eggplant Peanut Sweet Potato Stardust Flower Cherry Flower Primrose Flower Moonlight Flower S. Star Flower Comet Flower F. Moon Flower S. Dream Flower Milk S Milk M Milk L Egg Wild Berry Cherry Mushroon Carp King Carp Snake Head Black Bass Blue Gill King Salmon Parrotfish Blowfish Dorado Sailfish Coelacanth Archerfish Horned Shark Blue Maomao Pink Maomao King of Lake Now the non perishable items. Rice Wheat Golden Egg Wool S Wool M Wool L Butter Cheese Mayo Yarn Sweater ------------------------------------------------------------------------ 3.12 Misc Stuff ------------------------------------------------------------------------ And to finish off with, how can i forget the good old lumber, fodder and gold! Here ya go! ***Warning*** If you put your lumber to higher than 799, it will mess up one event in the game with Billy. This event is when he asks for lumber to repair the lighthouse. He always asks for 200 more lumber you have at the time he asks you. So until you get the event, make sure your lumber is 799 or less. Thats 31F hex, you would have to put it in memory as 1F03. ***Warning*** Lumber Active Data - 0000157E - 0000157F Game 1 Data - 00012182 - 00012183 Game 2 Data - 00013182 - 00013183 Fodder Active Data - 00001581 - 00001582 Game 1 Data - 00012185 - 00012186 Game 2 Data - 00013185 - 00013186 if you input E703 you'll get 999 lumber / fodder Gold Should be the following, i'm not sure tho. Active Data - 00001409 Game 1 Data - 0001200D Game 2 Data - 0001300D ======================================================================== 4. Value Tables ======================================================================== 1442 01 - rug around fire 02 - rug in front of tv 04 - rug in front of bed 08 - sweater maker 10 - yarn maker 20 - mayo maker 40 - cheese maker 80 - butter maker FF - everything you cheater you 1443 01 - 02 - nothing 04 - 08 - vase 10 - cabinet 20 - cot 40 - fertilizer maker 80 - TV F8 - everything.... yes i know, you're a cheater erm heh if anyone finds out if bits 01, 02 and 04 have any values, please let me know ^_^ thanks! These are the letters that are used for naming pets/characters/animals Letters 0A - 0F / A - F 10 - 1F / G - V 20 - 23 / W - Z 24 - 2F / a - l 30 - 3D / m - z 00 - 09 / 0 - 9 EF / DF / ! E0 / ? E1 / & E8 / ~ E9 / ... EC / _ E5 / [ E6 / ] E2 / Paw E3 / Heart E4 / Music Note ======================================================================== 5. Credits ======================================================================== Hmmmm this is an easy bit to write isn't it? At this time of writing credits go out to Crescens2k (my brother) for his help in finding things in the state files ragewarrior for the great work in hacking HM3, especially finding the hex values of the letters and numbers and the partner's love code both of which made finding the letters and the partner's love in the state files extremely simple. If you want your name here in rather natty pixels, it's simple, contact me with some information which i don't have in this guide and you get your name here. My e-mail address is in the next section. ======================================================================== 6. Contact the Author ======================================================================== The author = me, lil hentai fairy and i can be contacted on mad_mephie@hotmail.com that also happens to be my MSN Messenger address too. when writing to me, please put 'RE: hm3 guide' in the subject line so the e-mail won't be deleted Thanks HM3 Save State Editing Guide [EOF]