Breath of Fire 2 TownShip Hacking Guide By Daniel Polcari/TyrNemesis^ magus//@//cyberverse//.//com -=-=-=-=- This is a very simple and to-the-point guide on how to edit your saved state to make changes to the status of TownShip. If you made bad decisions regarding which carpenter to use or which citizens to invite in, you can change those decisions using the offsets I've provided here. I discovered these offsets by nulling large chunks of the game's memory at a time until I found a chunk whose removal resulted in the disappearance of my completed town. I then narrowed my search byte by byte from that point until I was able to discover the specific bytes responsible for these effects. Crude, but it worked, so enjoy. This guide is not complete and I probably will not be working on it ever again. If anyone out there would like to add to it, feel free to contact me and we shall talk. Thanks to IDM Computer Solutions for creating UltraEdit 32, easily the best text\hex editing program that will ever exist. Thanks to Ben Siron for writing an excellent handbook for Breath of Fire 2 which made my most recent play through much less hassling. Comments can be sent to [ magus//@//cyberverse//.//com ] (Remove the slash marks, of course) *** Town bytes *** 61f3 = Status of TownShip Construction This byte contains several bin switches which represent bits of information about the town. Some of these cannot be combined. Specifically, do not combine 2 different Carpenters. Otherwise, any combination is fine. If you aren't familiar with hex editing, this guide is not for you, so do not email me asking how to combine switches. 01 = Initial State 02 = Carpenter Building Phase 1 04 = Phase 1 Completed (Victorian Carpenter) 08 = Phase 2 Completed (Victorian Carpenter) 10 = Phase 1 Completed (Treehouse Carpenter) 20 = Phase 2 Completed (Treehouse Carpenter) 40 = Phase 1 Completed (Arabesque Carpenter) 80 = Phase 2 Completed (Arabesque Carpenter) The switches are added to the byte one after another as the construction of township progresses. It begins at 01, then becomes 03 when construction begins, then (depending on your carpenter) becomes 07, 13, or 43, and then 0F, 33, or C3. *** Tenant bytes *** The status of TownShip tenants is controlled by four bytes consisting of 28 active bin switches. Any tenant with an asterisk by his name opens a shop with a counter and cannot coexist with any other tenants in the same building number. Enabling this tenant means he is the one you will get, regardless of which other tenants you enable. The last tenant on the list, Eichichi, lives in the well below township, but Ganer cannot be added to your town in the same fashion. You can have all of the house's tenants at once so long as the "lone" tenant is not enabled. (e.g. 61fe = 1c would enable Kay, Back, Poo, and Watts in the first house, but enabling Hekkeler as well would cause everyone except him to disappear.) Note: Building 6 has 2 separate possible "lone" tenants. I have not experimented with what happens if both of those two are enabled, but most likely Surfy will take precedence. 61fe Tenant switch 1 01 = 1. *Hekkeler 02 = 1. Kay 04 = 1. Back 08 = 1. Poo 10 = 1. Watts 20 = 2. *Leminton 40 = 2. Pechiri 80 = 2. MacClean 61ff Tenant switch 2 01 = 2. Bockden 02 = 2. Win 04 = 3. *Baretta 08 = 3. Woopi 10 = 3. Azusa 20 = 3. Macotti 40 = 3. Akky\Nisa 80 = 4. *Karashinikofu 6200 Tenant switch 3 01 = 4. Garber 02 = 4. Barose 04 = 4. Locker 08 = 5. *Hanz 10 = 5. Martin 20 = 5. Yozo 40 = 5. El 80 = 6. *Surfy 6201 Tenant switch 4 01 = 6. Sumner 02 = 6. Salvador 04 = 6. *Daiye 08 = 7. Eichichi -=-=-=-=- Thanks for reading, enjoy. --Tyr