Hyperdimension Neptunia Re;Birth1 Guide

Customize your Nep with memory editing for Hyperdimension Neptunia Re;Birth1

Customize your Nep with memory editing

Overview

This guide will allow you to customize any character of your party or enemy in the game: change models, equip any item, use any skill, rename Neptune to Nep Nep and more!

Intro

Hello! This guide will teach you how to change a lot of stuff in the game by memory editing.
Here’s a quick video showing you some things you will be able to do after reading this guide:

This guide is based of tests on the main game with every DLC installed, without DLCs results may vary.

To start editing you’ll need to download a memory editor. For this guide I’ll be using ArtMoney, but you can use any other editor.

Any changes made to any of the characters of the player party will save, so I suggest making backups of your save files.

Before we start I apologize for any possible misspelling or grammatical mistakes in this guides, english isn’t my main language.

Finding the characters

Run the game, load a save and start the memory editor.
The save can be at any chapter, but if you unlocked any of the candidates or the DLC characters this step will be easier.

The idea is to search for the string “Rom” or any other character name and find where that is stored in memory. Why Rom? Because it’s a short string and isn’t used in almost any dialog, the search will output less results. You can use “Uni”, “Nepgear”, “Plutia” or “Peashy” too, but characters that have dialog aren’t the best for this search. All the characters are close to each other in memory: once you found one, you found them all.

If the editor of your choice lets you search for strings, search “Rom”.
If the editor of your choice doesn’t let you search for strings, you have to convert the string “Rom” to an integer number. To do that you can use this site[string-functions.com] or any other thing that let you convert a string to hexadecimal. (Remember that “Rom” isn’t the same as “rom” or “RoM”!)
Converting “Rom” to hex will result in 52 6F 6D. That hex value needs to be inverted[en.wikipedia.org] before converting it to a decimal value. After converting[www.binaryhexconverter.com] the inverted value (6D 6F 52), you can search the converted decimal value 7171922.

NOTE: If you searched for a non-candidate or non-DLC character, there will be a lot of results. The image on the right shows some of the results from searching 1886220099 (which are the first 4 letters of “Compa” in decimal, character that is unlocked from chapter 1).
As you can see, the selected address is quite far from the previous and next one, it’s also the only one starting with 13. Look for an address with this qualities and it will most likely be the one you need.

If you searched for “Rom”, it should output 3 results. The one you need should be the first one.

Copy the address of that value and open the hex view of the memory (if you’re using ArtMoney select the value, right click and “memory editor”)
If you don’t see something similar to the image above, try one of the other addresses from the search results. (If you haven’t searched for “Rom”, you can check if it’s the right block of memory by testing the 2 next things below)

If you haven’t unlocked a character, it won’t apper in this part of memory (if you see a character you haven’t unlocked yet it’s probably the wrong address, try another one).
Also, the characters are in the order of acquisition (if they aren’t it’s probably the wrong address, try another one).
Below is the order of the main game characters (optional DLC characters and CPU candidates can be in any position based on the chapter you unlocked them):

  • Neptune
  • Compa
  • IF
  • Noire
  • Vert
  • Blanc
  • MAGES.
  • MarvelousAQL
  • Falcom
  • CyberConnect2
  • Broccoli
  • Tekken

Character editing – Model, equip, stats

Now that we found the characters let’s see what we can edit.
The image shows the values for Vert, but they apply to every character.


Most of the value names are self-explanatory, the others are explained here:

  • Status can be 04 01 for a normal playable character (every character in your party will have this value), 24 01 for a transformed playable character (CPUs transformed) or 44 01 for a locked character (not in your party)
  • GUID is the universal ID of the character. Changing it to another character GUID will basically duplicate it. Changing it to a random value will make the character leave the party (because only selected GUIDs are in the party)
  • Type can be 01 00 for a character able to transform (CPUs) or 02 00 for a non-CPU (every other value seems to be the same)
  • Model and Recolor for normally playable characters are usable only if the outfit slot is empty. IDs of some models are listed below
  • Passive 1 and Passive 2 are the 2 passive abilites of the partner system

Let’s try changing some values. I will edit Neptune values, but this applies to every character.

Note: by changing the value of any equipment slot, the item currently equipped will be deleted. Save file backup recommended

Change the value of the Accessory slot to 54 0C 00 00 and the Weapon slot to 28 09 00 00.
If you are on the Equipment screen you need to re-enter it or change character for the changes to take place.
As you can see you can equip everything to everyone, even item normally not equipable (like consumables, plans or materials)

Now change the value of the Outift slot to 00 00 00 00 and the Model + Recolor slot to FC 01 01 00
As you can see, by leaving the Outfit slot empty and changing the model ID value you can use models not normally playable.


Some model IDs:

  • FC 01 – Arfoire
  • 7C 01 – True Arfoire
  • 2D 01 – Purple Heart mk2
  • 2F 01 – Black Heart mk2 (recolor 03 00 in image)
  • 31 01 – White Heart mk2 (recolor 04 00 in image)
  • 33 01 – Green Heart mk2 (recolor 03 00 in image)
  • 35 01 – Purple Sister
  • 36 01 – Black Sister
  • 37 01 – White Sister (Rom)
  • 38 01 – White Sister (Ram)
  • 39 01 – Iris Heart
  • 3A 01 – Yellow Heart
  • 3B 01 – Purple Heart
  • 3C 01 – Black Heart
  • 3D 01 – White Heart
  • 3E 01 – Green Heart
  • 41 01 – Dogoo
  • 73 01 – Eggplanter
  • 01 00 – Neptune (Jersey Dress)
  • 04 00 – Neptune (Smile Spiral)
  • 0B 00 – Noire (La Victoire)
  • 18 00 – Blanc
  • 22 00 – Vert
  • 29 00 – Nepgear
  • 33 00 – Uni
  • 3D 00 – Rom
  • 4B 00 – Ram
  • 79 00 – Histoire
  • BF 00 – MAGES.
  • C9 00 – CyberConnect2
  • DD 00 – MarvelousAQL
  • E7 00 – Tekken
  • F1 00 – Plutia
  • FB 00 – Peashy

Feel free to try some random ID for the model. The game won’t crash if you change it outside dungeons.

Monster IDs range from 41 01 (Dogoo) to 00 02 (Polytan), Character IDs range from 01 00 (Neptune) to F2 00 (Plutia), CPU IDs range from 2D 01 (Purple Heart (?)mk2) to 3E 01 (Green Heart).
Note that those ranges contains loads of empty IDs.

Some models are too big for the equipment screen (like True Arfoire) and will only be visible when in a dungeon (zooming out helps).

Character editing – Skills and disks

Skills are stored near the end of the character memory block.
The image shows the skill section of Neptune (red). As you can see is right before the start of the next character, Compa (green).
The skills are in this order:

  • Rush 1
  • Break 1
  • Power 1
  • Rush 2
  • Break 2
  • Power 2
  • Rush 3
  • Break 3
  • Power 3
  • EX Finish Y
  • EX Finish A
  • EX Finish X
  • EX Finish B

(You can use EX Finishes and SP consuming skills in Rush, Break and Power slots, like shown in the Intro section video)

As you may have noticed, the Disk slot isn’t in this block of memory. Disks data is stored after the characters memory block, approximately 60000 bytes after Neptune’s name (Neptune address + 60000). Every disk memory block have 4 bytes containing the GUID of the character that have it equipped. In this case Neptune has the “Ext HDD” equipped.
The GUID of Neptune (red) is 24 bytes before the name of the next Disk “Disc Card D” (green). Changing the red value to 05 00 00 00, for example, will equip Vert with the disk.

Enemy editing

As demonstrated by the video in the Intro section, it’s possible to edit any enemy model, stat, equipment and more.
I’ll start by saying that this can cause framerate drops (can also be seen in the video) and the changes made to enemies won’t be saved to the save file.

If you read the previous sections (Character editing) you already know how to edit enemies.
Every enemy memory block is in fact the same as any of the characters’. This section will show you how to find enemies and edit some exclusive values for them.

The easiest way to edit enemies is by using the Nepedia (Monster Info). Let’s try editing “Boomerang” from the “MS Mountain” dungeon.
If you scroll down, you will see 2 other enemies named “Boomerang”. How to choose the right memory block? Let’s start by searching the name.

If your editor lets you search strings, search “Boomerang”.
If your editor doesn’t let you search strings, search 1836019522 (“Boom” in decimal)
Note: I didn’t convert to decimal the whole string “Boomerang” because some memory editors may not have the option to search for more than 4 bytes. If you can search for more, feel free to convert the whole string.

You now have probably a good amount of results. Searching 1836019522 gave me 15 results.
To find the right memory block, you need to try some of the result addresses and look for a layout similar to the characters block. In this case it should look like this:

After trying the addresses, I noticed that there are actually 4 enemies named “Boomerang” (highlighted in red on the right).

The easiest way to find out which is the one in “MS Mountain” is to change part of the name and see if it changes in the Nepedia.

Remember that for the changes to take place, you need to reselect the enemy (scroll down and then up).

Once you find the right one, you can start editing the values (see image below).

The only value that really differs from characters is number 3 (Category) that represents the category the enemy belongs to (the icons on the top part of the Nepedia) and it goes from 01 00 to 10 00.
Other values like “Partner ID” or “Exp” are probably unused for enemies, but I haven’t tested those.
I haven’t tested skills either, but they should be in the same layout as characters.

(Like the characters, the model id will be used if the Outfit slot is empty)

Unlock characters earlier (NG & NG+)

(For this section Art Money is not recommended because selecting parts of memory with it is not the easiest thing)

If you want to unlock characters in a different order, now you can!
If you are in NG+, it’s really easy: find the character table (see previous guide sections) and set the “Status” flag to 04 01.
If you haven’t finished the game yet, or you just started a new save, it won’t be that easy but it can be done by following these steps.

When you haven’t unlock a character yet, its “table” isn’t loaded to the characters memory section used in the previous guide sections, but you can load it manually.
The game stores the default values of the characters in another memory section.
You can find that easily by searching “Compa” (in the memory editor of your choice) and selecting the 3rd result from the bottom.

Browsing the memory from that location, you can find any other character’s default values by just scrolling up or down. I’ll use Blanc as an example (Blanc is located above Compa’s section).
You should see the same pattern as the normal characters table (seen in previous sections of this guide). Once you find the character you want to unlock, select its entire table and copy it (right click and “Copy …” or CTRL+C).
The table starts from the “Status” flag (that should be 04 01) and ends right before the start of the next character (see the image above).

If you don’t copy the last part of the table, the character won’t move nor talk, because voice and speed are stored there.

Now that you have the table copied, you’ll have to find the characters memory section (see “Finding the characters” section of the guide) and the table of the last unlocked character (if you just started the game, Compa).

Now you just have to select the cell right after the last byte of Compa’s table and paste the one you have copied before (right click and “Paste …” or CTRL+V).

The character you choose should be now in your party, but probably dead. That’s because the default characters values have 0 HP and 0 SP. To fix that, you can copy the “HP max” and “SP max” values to the “HP left” and “SP left” stats or just use the revive item in game.

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