A few years ago, having become tired of trying to track down the PS1 version of Ogre Battle, I gave up on acquiring it legitimately and played through the entire game on ROM. Flash forward to six months ago, however, and I suddenly see a complete copy of the PS1 version on Ebay for around $40, which I immediately nab.
Normally, I would resolve just to play through the game again on the PS1, load up the ROM whenever I feel like playing through the game again, or download someone else's save of Ogre Battle and use their team. However, I put alot of time into constructing the roster of OB characters that I did, and I want my team, dammit. Hence, while playing through other games on my backlog this summer, it was conceived as a project of mine that I would download someone's endgame save of Ogre Battle PS1, hack the crap out of it until the teams mirrored mine on the SNES version, and then upload that hacked save onto my memory card via the DexDrive.
I hesitate to call this a "hack", really, because I'm not doing anything to the game that isn't being done via simply Pro Action Replay codes. It will be a pain-staking effort, however, as I have to pretty much manually record the stats of over 80 characters, find the appropriate Gameshark codes for the PS1 version of the game, and then change each characteristic of the character (which would include name, number, class, portrait, alignment equipment, and then the stats themselves) until it mirrored his equivalent SNES save character.
The most immediate problem I ran into while trying to do this is that the character's number is not visible to the player, meaning to find it out I would have to go use game genie codes to make the number obvious somehow (like changing the unit cost of Character No. 2 to 200 goth, and so on) and manually note which character is which. It then occurred to me that the game obviously knows which character is which, and so long as I have PAR guides for the SNES and PS1 versions of the game, it should theoretically be possible to write a program that simply goes to that character's address in the ROM and finds all of that information for me. At the very least, I could then have it all outputted to a text file to save me some time. If I got really ambitious, I could even have it automatically translate the character information to SNES PAR codes (i.e. "The PAR codes to generate a character in Slot 2 with the name _____, portrait _____, and stats ____ is...") and then swap those for their corresponding PS1 Gameshark codes.
How feasible is all of this? I don't know exactly how easy or difficult it is to access that sort of information within the ROM (if it even is in the ROM--if it's my character data would it be in the sram?) and use it? I fear I'm drastically simplifying everything in my head, and all of the game's text would be either compressed or inaccessible without a disassembler. But it seems like since I'm not doing anything that couldn't be done with simply an assload of time punching lines into a Game Genie, it shouldn't be too complicated.
My programming skills are also just above shit. I took an Advanced C++ class and a Data Structures class (basically just C++ part two--I don't think we ever got far beyond 2-key tables and data trees), so I can write something that reads stuff in and outputs it to a text file for me, but it doesn't go far beyond that (I was all set to take Java and then embark on a path that would have essentially made me a Computer Science major, but then on a whim I took an Abrahamic Faiths class instead, and coincidentally am now a Religious Studies major, but this is neither here nor there).
Is this at all possible? I feel like if I were to get it working it would make a decent utility for anyone else who might be in my unique situation. At the very least, it could save me some tedious transcribing.