Dynasty Warriors 4 Hyper Save Editor 〈2024〉

| Offset Range | Length (bytes) | Description | |--------------|----------------|--------------| | 0x0000–0x0003 | 4 | Header identifier ( DW4H ) | | 0x0004–0x0007 | 4 | Save slot number (0–9) | | 0x0008–0x0027 | 32 | Player name (ASCII, null-padded) | | 0x0028–0x002B | 4 | Total play time (seconds, uint32) | | 0x002C–0x003F | 20 | Difficulty and game flags | | 0x0040–0x0FFF | ~4032 | Officer data (44 officers × 92 bytes each) | | 0x1000–0x1FFF | 4096 | Weapon data (max 256 weapons × 16 bytes) | | 0x2000–0x2FFF | 4096 | Item inventory (bitmask + quantities) | | 0x3000–0x3FFF | 4096 | Bodyguard data (8 bodyguards × 512 bytes) | | 0x4000–0x1FFFB | ~114,684 | Stage completion, musou mode flags, unlockables | | 0x1FFFC–0x1FFFF | 4 | Checksum (as above) | Example offset for Shu officer Zhao Yun starts at 0x0040 .

| Offset (relative) | Size | Field | |-------------------|------|-------| | 0x00 | 4 | Officer ID | | 0x04 | 2 | Level (1–20) | | 0x06 | 2 | Max HP (hex, e.g., 0x1F4 = 500) | | 0x08 | 2 | Attack | | 0x0A | 2 | Defense | | 0x0C | 2 | Musou | | 0x0E | 2 | Musou charge | | 0x10 | 2 | Speed | | 0x12 | 4 | Experience points | | 0x16 | 1 | Weapon proficiency (0–4 for sword/spear/etc.) | | 0x17–0x5B | 68 | Equipped items, orb, saddle, special abilities | Dynasty Warriors 4 Hyper Save Editor

The objectives of this work are: (1) To reverse-engineer the binary save format of DW4 Hyper . (2) To implement a user-friendly graphical editor. (3) To ensure save integrity via checksum recomputation. (4) To provide a reproducible methodology for other game modding projects. Console save editing has a long history, with tools like GameShark and Action Replay enabling memory modifications. For PC games, save editors often target plaintext or structured binary files (e.g., Elder Scrolls series). However, Koei’s Dynasty Warriors PC ports have received little academic or systematic analysis. | Offset Range | Length (bytes) | Description

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