SNES Development
Seiken Densetsu 3 SRAM Format

Open your saveram file in your hex editor. Seiken Densetsu 3 has three save logs; each one takes up 0x800 bytes. The first 0x70 bytes, from 00 to 6F, are a kind of header – it’s the info that appears on the save / load screen, and has no effect on your actual game.

All addresses in this document will be for log 1; if you want to hack log 2, add 0x800; if you want to hack log 3, add 0x1000. For example, maximum MP for character 1, log 1 is at 0x1FF. Max MP for character 1, log 2 is at 0x9FF. Speaking of maximum MP, let’s hack that right now, so you can get the hang of hacking Remember, values are always in reverse byte order.

Checksum

A checksum is the sum of all bytes in a file (or a certain part of it) that’s used to check for file integrity. When you save your game, Seiken Densetsu 3 adds up all the bytes in your save log and writes that 2-byte sum at the end of your save log. When you come back to the game, it adds up all the bytes in the save log again and compares that to the stored checksum. If those two sums don’t match, Seiken Densetsu 3 assumes that the save log is corrupt (maybe the battery failed or something) or doesn’t exist.

This is a problem when you want to hack your saved game, because if you change the data without changing the checksum appropriately, Seiken Densetsu 3 will think the log is corrupt, and you’ll get the dreaded “No Save File.” When you’re making only small changes, like you did in the Quick Start section, it’s easy to fix the checksum, but if you make a lot of big changes, it’ll be a lot easier to just recalculate the checksum. Hex Workshop has an easy way to do this. If you’re using something else, it’s up to you to figure out.

To calculate the checksum we will simply add all the bytes, excluding the last 2, in a log together, a simple Checksum 16. Select the proper block of data. The first 0x70 bytes of each save log are a kind of header and aren’t included in the checksum. Start at 0x70 and select all the way down through 0x7FD. This is a total of 0x78E bytes for log 1. If this is a working save log you’re looking at, the checksum you’ve calculated will be the same as the 2-byte value at 0x7FE of your saveram.

After you finish making all your changes to your save file, you need to fix the checksum before you can play it. Follow the above procedure. Take the value you’ve calculated and write it over the old checksum at 0x7FE.

General Stats

I don’t know exactly where each character’s data block begins and ends. For the first character, the first value I know is current HP at 0x172-0x173, and the last value I know is maximum MP at 0x1FF-0x200. I do know that each character’s data takes up 0xFF bytes.

Important: All these following addresses will be for the first character’s data. If you want to hack the second character’s data, add 0xFF to the address. If you want to hack the third character, add 0x1FE. For instance, character one’s current HP is at 0x172-0x173; character two’s is at 0x271-0x272, and character three’s is at 0x370-0x371.

Attack, Evade, Defense and Magic Defense are determined by your stats and equipment, so any changes to these won’t be permanent.

GroupOffsetLengthDescription
Character 1 Stats0x01720x02Current HP
Character 1 Stats0x01740x02Current MP
Character 1 Stats0x01760x01Strength
Character 1 Stats0x01770x01Agility
Character 1 Stats0x01780x01Vitality
Character 1 Stats0x01790x01Intelligence
Character 1 Stats0x017A0x01Spirit
Character 1 Stats0x017B0x01Luck
Character 1 Stats0x017C0x02Total Experience / 50000
Character 1 Stats0x017E0x02Remainder of (Total Experience / 50000)
Character 1 Class0x01850x01Counter Gauge Maximum (04, 07, or 09)
Character 1 Stats0x01860x02Experience for Next Level / 50000
Character 1 Stats0x01880x02Remainder of (Exp. for Next Level / 50000)
Character 1 Stats0x018A0x01Experience Level
Character 1 Class0x018C0x01Class Family (Base Class)
Character 1 Class0x018D0x01Class Changes
Character 1 Class0x018E0x01Light-Dark Scale
Character 1 Equipment0x018F0x01Weapon
Character 1 Equipment0x01900x01Helmet
Character 1 Equipment0x01910x01Armor
Character 1 Equipment0x01920x01Ring
Character 1 Equipment0x01930x01Shield
Character 1 Stats0x01A70x02Attack Power
Character 1 Stats0x01AE0x01Evade Rate
Character 1 Stats0x01AF0x02Defense Power
Character 1 Stats0x01B10x02Magic Defense Power
Character 1 Equipment0x01B50x06Spare Weapons
Character 1 Equipment0x01C50x06Spare Helmets
Character 1 Equipment0x01CD0x06Spare Armor
Character 1 Equipment0x01D50x06Spare Rings
Character 1 Equipment0x01DD0x06Spare Shields
Character 1 Magic0x01E50x0BSpells
Character 1 Magic0x01F10x0BSpell Targeting Values
Character 1 Stats0x01FD0x02Max HP
Character 1 Stats0x01FF0x02Max MP
Party Data: Miscellaneous0x04910x02Luck
Party Data: Item Ring0x07560x09Items
Party Data: Item Ring0x07600x09Item Quantities
Party Data: Storage0x06A50x66Item-by-Item Quantities

Equipment

Weapons

A value of 0x00 is Nothing. 0x01-0x1E are Swords. 0x1F-0x2A are cool-looking "Nothing" swords with varying attack power. Each character's weapons take up 0x2A values: 0x01 is the first sword, 0x2B is the first glove, 0x55 is the first dagger, 0x7F is the first rod, 0xA9 is the first flail, and 0xD3 is the first spear. Sorry, no matter what weapon a character is equipped with, they'll look and fight the same as ever.

Armor, Helmets, Rings & Shields

0x00 is Nothing. 0x01-0x48 are helmets; each character takes up 0x0C values. 0x49-0x7E are rings; each character takes up 0x09 values. 0x7F-0xF6 are armor; each character takes up 0x14 values. 0xF7-0xFF are all shields! (I wonder if they’re all available in the actual game.) Notice that you can put any armor type in any spot, which can lead to strange stats.

Magic

GroupCodeSpell
Character Spells: Earth0x00(No Spell)
Character Spells: Earth0x01Diamond Missile
Character Spells: Earth0x02Earthquake
Character Spells: Earth0x03Stone Cloud
Character Spells: Earth0x04Protect Up
Character Spells: Earth0x05Speed Down
Character Spells: Earth0x06Diamond Saber
Character Spells: Air0x07(Air Spell)
Character Spells: Air0x08(Air Spell)
Character Spells: Air0x09(Air Spell)
Character Spells: Air0x0A(Air Spell)
Character Spells: Air0x0B(Air Spell)
Character Spells: Air0x0C(Air Spell)
Character Spells: Water0x0D(Water Spell)
Character Spells: Water0x0E(Water Spell)
Character Spells: Water0x0F(Water Spell)
Character Spells: Water0x10(Water Spell)
Character Spells: Water0x11(Water Spell)
Character Spells: Water0x12(Water Spell)
Character Spells: Fire0x13(Fire Spell)
Character Spells: Fire0x14(Fire Spell)
Character Spells: Fire0x15(Fire Spell)
Character Spells: Fire0x16(Fire Spell)
Character Spells: Fire0x17(Fire Spell)
Character Spells: Fire0x18(Fire Spell)
Character Spells: Dark0x19(Dark Spell)
Character Spells: Dark0x1A(Dark Spell)
Character Spells: Dark0x1B(Dark Spell)
Character Spells: Dark0x1C(Dark Spell)
Character Spells: Dark0x1D(Dark Spell)
Character Spells: Dark0x1E(Dark Spell)
Character Spells: Light0x1F(Light Spell)
Character Spells: Light0x20(Light Spell)
Character Spells: Light0x21(Light Spell)
Character Spells: Light0x22(Light Spell)
Character Spells: Light0x23(Light Spell)
Character Spells: Light0x24(Light Spell)
Character Spells: Moon0x25(Moon Spell)
Character Spells: Moon0x26(Moon Spell)
Character Spells: Moon0x27(Moon Spell)
Character Spells: Moon0x28(Moon Spell)
Character Spells: Moon0x29(Moon Spell)
Character Spells: Moon0x2A(Moon Spell)
Character Spells: Tree0x2B(Tree Spell)
Character Spells: Tree0x2C(Tree Spell)
Character Spells: Tree0x2D(Tree Spell)
Character Spells: Tree0x2E(Tree Spell)
Character Spells: Tree0x2F(Tree Spell)
Character Spells: Tree0x30(Tree Spell)
0x31Detect
Assorted Spells and Techniques0x32
Assorted Spells and Techniques0x33
Assorted Spells and Techniques0x34
Assorted Spells and Techniques0x35
Assorted Spells and Techniques0x36
Assorted Spells and Techniques0x37
Assorted Spells and Techniques0x38
Assorted Spells and Techniques0x39
Assorted Spells and Techniques0x3A
Assorted Spells and Techniques0x3B
Assorted Spells and Techniques0x3C
Assorted Spells and Techniques0x3D
Assorted Spells and Techniques0x3E
Assorted Spells and Techniques0x3F
Assorted Spells and Techniques0x40
Assorted Spells and Techniques0x41
Assorted Spells and Techniques0x42
Assorted Spells and Techniques0x43
Assorted Spells and Techniques0x44
Assorted Spells and Techniques0x45
Assorted Spells and Techniques0x46
Assorted Spells and Techniques0x47
Assorted Spells and Techniques0x48
Assorted Spells and Techniques0x49
Assorted Spells and Techniques0x4A
Assorted Spells and Techniques0x4B
Assorted Spells and Techniques0x4C
Assorted Spells and Techniques0x4D
Assorted Spells and Techniques0x4E
Assorted Spells and Techniques0x4F
Second / Third Level Power Attacks0x50
Second / Third Level Power Attacks0x51
Second / Third Level Power Attacks0x52
Second / Third Level Power Attacks0x53
Second / Third Level Power Attacks0x54
Second / Third Level Power Attacks0x55
Second / Third Level Power Attacks0x56
Second / Third Level Power Attacks0x57
Second / Third Level Power Attacks0x58
Second / Third Level Power Attacks0x59
Second / Third Level Power Attacks0x5A
Second / Third Level Power Attacks0x5B
Second / Third Level Power Attacks0x5C
Second / Third Level Power Attacks0x5D
Second / Third Level Power Attacks0x5E
Second / Third Level Power Attacks0x5F
Second / Third Level Power Attacks0x60
Second / Third Level Power Attacks0x61
Second / Third Level Power Attacks0x62
Second / Third Level Power Attacks0x63
Second / Third Level Power Attacks0x64
Second / Third Level Power Attacks0x65
Second / Third Level Power Attacks0x66
Second / Third Level Power Attacks0x67
Second / Third Level Power Attacks0x68
Second / Third Level Power Attacks0x69
Second / Third Level Power Attacks0x6A
Second / Third Level Power Attacks0x6B
Second / Third Level Power Attacks0x6C
Second / Third Level Power Attacks0x6D
Second / Third Level Power Attacks0x6E
Second / Third Level Power Attacks0x6F
Second / Third Level Power Attacks0x70
Second / Third Level Power Attacks0x71
Second / Third Level Power Attacks0x72
Second / Third Level Power Attacks0x73
Second / Third Level Power Attacks0x74
Second / Third Level Power Attacks0x75
Second / Third Level Power Attacks0x76
Second / Third Level Power Attacks0x77
Second / Third Level Power Attacks0x78
Second / Third Level Power Attacks0x79
Thrown Weapons0x7A
Thrown Weapons0x7B
Thrown Weapons0x7C
Thrown Weapons0x7D
Thrown Weapons0x7E
Thrown Weapons0x7F
Thrown Weapons0x80
Thrown Weapons0x81
Thrown Weapons0x82
Thrown Weapons0x83
Enemies’ Special Attacks0x84
Enemies’ Special Attacks0x85
Enemies’ Special Attacks0x86
Enemies’ Special Attacks0x87
Enemies’ Special Attacks0x88
Enemies’ Special Attacks0x89
Enemies’ Special Attacks0x8A
Enemies’ Special Attacks0x8B
Enemies’ Special Attacks0x8C
Enemies’ Special Attacks0x8D
Enemies’ Special Attacks0x8E
Enemies’ Special Attacks0x8F
Enemies’ Special Attacks0x90
Enemies’ Special Attacks0x91
Enemies’ Special Attacks0x92
Enemies’ Special Attacks0x93Black Rain
Enemies’ Special Attacks0x94
Enemies’ Special Attacks0x95
Enemies’ Special Attacks0x96
Enemies’ Special Attacks0x97
Enemies’ Special Attacks0x98
Enemies’ Special Attacks0x99
Enemies’ Special Attacks0x9A
Enemies’ Special Attacks0x9BHyper Cannon
Enemies’ Special Attacks0x9CHell Southern Cross
Enemies’ Special Attacks0x9D
Enemies’ Special Attacks0x9E
Enemies’ Special Attacks0x9F
Enemies’ Special Attacks0xA0
Enemies’ Special Attacks0xA1
Enemies’ Special Attacks0xA2
Enemies’ Special Attacks0xA3Mr. Death God
Enemies’ Special Attacks0xA4
Enemies’ Special Attacks0xA5
Enemies’ Special Attacks0xA6
Enemies’ Special Attacks0xA7
Enemies’ Special Attacks0xA8
Enemies’ Special Attacks0xA9
Enemies’ Special Attacks0xAA
Enemies’ Special Attacks0xAB
Enemies’ Special Attacks0xAC
Enemies’ Special Attacks0xAD
Enemies’ Special Attacks0xAE
“magicXX’s”0xAFVisual Effects for Bosses Dying
“magicXX’s”0xB0Visual Effects for Bosses Dying
“magicXX’s”0xB1Visual Effects for Bosses Dying
“magicXX’s”0xB2Visual Effects for Bosses Dying
“magicXX’s”0xB3Visual Effects for Bosses Dying
“magicXX’s”0xB4Visual Effects for Bosses Dying
“magicXX’s”0xB5Visual Effects for Bosses Dying
Enemies’ Special Attacks0xB6
Enemies’ Special Attacks0xB7
Enemies’ Special Attacks0xB8
Enemies’ Special Attacks0xB9Spiral Moon
Enemies’ Special Attacks0xBA
Enemies’ Special Attacks0xBB
Enemies’ Special Attacks0xBC
Enemies’ Special Attacks0xBD
Enemies’ Special Attacks0xBE
Enemies’ Special Attacks0xBF
Enemies’ Special Attacks0xC0
Enemies’ Special Attacks0xC1
Enemies’ Special Attacks0xC2
Enemies’ Special Attacks0xC3
Enemies’ Special Attacks0xC4
Enemies’ Special Attacks0xC5
Enemies’ Special Attacks0xC6
Enemies’ Special Attacks0xC7
Enemies’ Special Attacks0xC8
Enemies’ Special Attacks0xC9
Enemies’ Special Attacks0xCA
Enemies’ Special Attacks0xCB
Enemies’ Special Attacks0xCC
Enemies’ Special Attacks0xCD
Enemies’ Special Attacks0xCE
Enemies’ Special Attacks0xCFFlare
SBD’s0xD0
SBD’s0xD1
SBD’s0xD2
SBD’s0xD3
Enemies’ Special Attacks0xD4
Enemies’ Special Attacks0xD5
Enemies’ Special Attacks0xD6
Enemies’ Special Attacks0xD7
Enemies’ Special Attacks0xD8
Enemies’ Special Attacks0xD9
Enemies’ Special Attacks0xDA
SBD’s0xDB
SBD’s0xDC
SBD’s0xDD
SBD’s0xDE
SBD’s0xDD
SBD’s0xE0
SBD’s0xE1
SBD’s0xE2
SBD’s0xE3
SBD’s0xE4
SBD’s0xE5
SBD’s0xE6
SBD’s0xE7Leave Area
SBD’s0xE8Call Flammie
SBD’s0xE9
SBD’s0xEA
SBD’s0xEB
SBD’s0xEC
SBD’s0xED
SBD’s0xEE
SBD’s0xEF
SBD’s0xF0
SBD’s0xF1
SBD’s0xF2
SBD’s0xF3
SBD’s0xF4
SBD’s0xF5
SBD’s0xF6
SBD’s0xF7
SBD’s0xF8
SBD’s0xF9
SBD’s0xFA
SBD’s0xFB
SBD’s0xFC
SBD’s0xFD
SBD’s0xFE
SBD’s0xFF

Detect was apparently dummied out and has no description or effect. Second and Third Level Power Attacks you can “cast” for 0 MP, though be warned that if the “wrong” character uses an attack, it’ll look funny at best, and crash the game at worst. Enemies’ Special Attacks (and trap effects, etc.); like character techs, they don’t consume any MP. Most “SBD’s” are just visual effects.

Spell Targeting has a valid range between 0x01 and 0x04: 01 is One, 02 is All, 03 is One/All, and 04 is caster (for ally-targeted spells) or last ally targeted (for enemy-targeted spells).

Class

Class family is a value from 00 to 05, with 00 being the Fighter classes, 01 being the Grappler classes, and so on. Class changes is 00 for the base class, 01 for a second-level class, and 02 for a third-level class. Light-dark scale can range between 00 and 03, with 00 being light-light and 03 being dark-dark.

Class FamilyCodeClass NameTech Attack
Fighter00 00 00Fighter
Fighter00 01 00Knight3-Step Cut
Fighter00 01 01GladiatorWhirlwind Sword
Fighter00 02 00PaladinFlashing Sword
Fighter00 02 01LordMagic Circle
Fighter00 02 02SwordmasterVacuum Blade
Fighter00 02 03DuelistEruption Sword
Grappler01 00 00Grappler
Grappler01 01 00MonkWhirlwind Kick, Tornado Throw
Grappler01 01 01BashkarWater-Moon Slice, Bastard Slam
Grappler01 02 00God HandByakko Shockwave, Stardust Bomb
Grappler01 02 01Warrior MonkGenbu 100-Kick, Blow Impact
Grappler01 02 02DervishSuzaku Sky Dance, Veritubach
Grappler01 02 03Death HandSeiryuu Death Fist, Dead Crush
Thief02 00 00Thief
Thief02 01 00RangerFlying Swallow Toss
Thief02 01 01NinjaSilhouette Slice
Thief02 02 00WandererDance of Roses
Thief02 02 01RogueThousand Slice
Thief02 02 02NightbladeSplit-Image Slice
Magician03 00 00Magician
Magician03 01 00SorceressPink Typhoon
Magician03 01 01DelvarStar Attack
Magician03 02 00Grand DivinaSpiral Rod
Magician03 02 01ArchmageDancing Rod
Magician03 02 02Rune Master10 Tons
Magician03 02 03MagusHot Shot
Cleric04 00 00Cleric
Cleric04 01 00PriestessJump
Cleric04 01 01EnchantressDash
Cleric04 02 00BishopChopChop
Cleric04 02 01SageBoomBoom
Cleric04 02 02NecromancerCraaaazy
Cleric04 02 03Evil ShamanHugeHuge
Amazoness05 00 00Amazoness
Amazoness05 01 00ValkyrieVacuum Surge Spear
Amazoness05 01 01Rune MaidenFlying Heaven Spear
Amazoness05 02 00VanadisLight Ball Spear
Amazoness05 02 01Star LancerFalling Star
Amazoness05 02 02Dragon MasterDragon Fang Spear
Amazoness05 02 03Fenrir KnightHundred Flower Dance

Party Data

Item Ring

0x00 is Nothing. 0x01-0x18 are third-level class items. 0x19-0x1E are seeds. 0x1F-0x4E are magic items; these are arranged just like the spells they correspond to. 0x4F-0x52 are thrown weapons. 0x53-0x59 are recovery items. 0x5A-0x66 are special items, quest items, and dummied items (including 5A Magical Rope and 60 Dreamsee Herb). 0x67 on are Nothings.

Storage

This long list corresponds to the values that are used on your item ring. That is, 0x6A5 is how many Nothings you have in storage, 0x6A6 is how many Paladin Proofs, etc. A value of 0x00 means you don’t have that item in storage, obviously. If you set all of these values to 0x01, you’ll have one of every item in storage.

Originally written by Jair from the Vale, expanded up and corrected by various others.