ONE MUST FALL
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-=< This doc was produced by MEGAToN / HACK ATTACK iNC 1994 >=-
^\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/^
\=-=-=-=-+ OMF -.chr SAVEGAME OFFSETS v3.0 +-=-=-=-=/
\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/
+ NEW TO THIS VERSION: +
+ Opponent's Offsets +
+ Enhancement Descriptions + [ KEYS ] +
+ New OMFTRANS.EXE Needed [v1.5] +
- NOTE:: For this DOC to be effective, you first -
- need to Decode the .chr file with: OMFTRANS.EXE -
IMPORTANT - - You need at least v1.5 of OMFTRANS for the info - - IMPORTANT
IMPORTANT - - of the opponents to make any sense at all. - - IMPORTANT
- Please refer to end of DOC for more information -
__________________________________________________________________________
/_________________________________________________________________________/|
| Offset | Function / Values / Description ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 04 - 13 | Pilot Name: ||
| | ||
| | Stored in standard IBM ASCII ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 16 + 17 | Wins: ||
| | ||
| | Stored in standard byte-swapped-order. ||
| | MSB = 17, LSB = 16 ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 18 + 19 | Loses: ||
| | ||
| | Stored in standard byte-swapped-order. ||
| | MSB = 19, LSB = 18 ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 1A | Rank: ||
| | ||
| | Stored as normal HEX value ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 1B | Robot Type: ||
| | ||
| | Values: 00 = Jaguar 01 = Shadow 02 = Thorn ||
| | 03 = Pyros 04 = Electra 05 = Katana ||
| | 06 = Shredder 07 = Flail 08 = Gargoyle ||
| | 09 = Chronos 0A = Nova ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 1C + 1D | Arm Power, Leg Power and Arm Speed: ||
| | ||
| | Offset: 1D 1C ||
| | Bits: x0000000 00000000 x = unused ||
| | \___/\____/\___/ AS = Arm Speed ||
| | AS LP AP LP = Leg Power ||
| | AP = Arm Power ||
| | ||
| | Note: 5 Bits needed for each Attribute, expect erratic ||
| | behaviour if attribute is changed above Level 10 ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 1E + 1F | Leg Speed, Armor and Stun Res: ||
| | ||
| | Offset: 1F 1E ||
| | Bits: x0000000 00000000 x = unused ||
| | \___/\____/\___/ SR = Stun Res ||
| | SR A LS A = Armor ||
| | LS = Leg Speed ||
| | ||
| | Note: 5 Bits needed for each Attribute, expect erratic ||
| | behaviour if attribute is changed above Level 10 ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 20 + 21 | Power and Agility: ||
| | ||
| | Offset: 21 20 ||
| | Bits: xx000000 00000000 x = unused ||
| | \______/\_____/ PWR = Power ||
| | PWR AGL AGL = Agility ||
| | ||
| | Note: 7 Bits needed for each Attribute ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 22 | Endurance: ||
| | ||
| | Bits: x0000000 x = unused ||
| | \_____/ ||
| | Endurance ||
| | ||
| | Note: 7 Bits needed for Attribute ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 28 - 2B | Money: ||
| | ||
| | Stored in standard byte-swapped-order. ||
| | MSB = 2B, LSB = 28 ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 2C - 2E | Robot Color: ||
| | ||
| | Offset: 2E - Main Body Color ||
| | 2C - Secondary Body Color ||
| | 2D - Third Body Color ||
| | ||
| | Values: 00 = Light Blueish 08 = Dark Gray ||
| | 01 = Red 09 = Black ||
| | 02 = Cyan - Greenish 0A = Light Gray ||
| | 03 = Light Magenta 0B = Light Orange ||
| | 04 = Dark Yellow 0C = Dark Orange ||
| | 05 = Dark Blue 0D = Light Yellow ||
| | 06 = Orange 0E = Dark Magenta ||
| | 07 = Light White 0F = Light Cyan ||
| | 10 = Default colors for pilot ||
| | ||
| | NOTE: Im not sure what happens when you choose values other ||
| | than these, but I think it just assumes the default ||
| | color for the current pilot. ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 9B | Difficulty Level: ||
| | ||
| | Bits: 00000000 = 00 = Aluminum (Easy) ||
| | 00001000 = 08 = Iron (Medium) ||
| | 00010000 = 10 = Steel (Hard) ||
| | 00011000 = 18 = Heavy Metal ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| A6 | Jaguar Enhancment: ||
| | ||
| | 00 - No Enhancement ||
| | 01 - Double Concussion Cannon [ D,B+P ] ||
| | Air Jaguar Leap [ (Jump) D,F+P ] ||
| | 02 - Triple Concussion Cannon [ D,B+P ] ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| A7 | Shadow Enhancement: ||
| | ||
| | 00 - No Enhancement ||
| | 01 - Air Shadow Grab [ (Jump) D,B+P ] ||
| | 03 - Ice Freeze [ F,D,B+P ] ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| A8 | Thorn Enhancement: ||
| | ||
| | 00 - No Enhancement ||
| | 01 - Air Speed Kick [ (Jump) D,F+K ] ||
| | 03 - Air Off-Wall Attack [ (Jump) D,B+K ] ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| A9 | Pyros Enhancement: ||
| | ||
| | 00 - No Enhancement ||
| | 01 - Air Super Thrust [ (Jump) F,F+P ] ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AA | Electra Enhancement: ||
| | ||
| | 00 - No Enhancement ||
| | 01 - Double Ball Lightning [ D,B+P ] ||
| | Long Range Electric Shards [ D,F+P ] ||
| | 02 - Triple Ball Lightning [ D,B+P ] ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AB | Katana Enhancemnt: ||
| | ||
| | 00 - No Enhancement ||
| | 01 - Quadruple Rising Blade [ B,D,F+P ] ||
| | 03 - Quintiple Rising Blade [ B,D,F+P ] ||
| | Fire Ball [ D,B+P ] ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AC | Shredder Enhancement: ||
| | ||
| | 00 - No Enhancement ||
| | 01 - Long Range Flying Hands [ D,B+P ] ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AD | Flail Enhancement: ||
| | ||
| | 00 - No Enhancement ||
| | 01 - Moving Slow Swinging Chains [ D,K (while moving) ] ||
| | 02 - Moving Fast Swinging Chains [ D,P (while moving) ] ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AE | Gargoyle Enhancement: ||
| | ||
| | 00 - No Enhancement ||
| | 01 - Air Wing Charge [ (jump) F,F+P ] ||
| | ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AF | Chronos Enhancement: ||
| | ||
| | Does he have ANY enhancements?? ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| B0 | Nova Enhancement?? ||
| | ||
| | Does he have ANY enhancements?? ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*1C0-203 | Opponent at Rank 1's Information ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*204-248 | Opponent at Rank 2's Information ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*248-28C | Opponent at Rank 3's Information ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*... | ... ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*Opponent| Each Opponent occupies 44h bytes in file, starting at offset ||
| Info: | 1C0h ||
| . | ||
| . | The offsets that follow are relative to the starting location ||
| . | of a single opponent. ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*00 - 0F | Opponent's Name: ||
| . | ||
| . | Stored in standard IBM ASCII ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*12 + 13 | Opponent's Wins ||
| . | ||
| . | Stored in standard byte-swapped-order. ||
| . | MSB = 13, LSB = 12 ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*14 + 15 | Opponent's Loses ||
| . | ||
| . | Stored in standard byte-swapped-order. ||
| . | MSB = 15, LSB = 14 ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*16 . | Opponent's Rank: ||
| . | ||
| . | Stored as normal HEX value ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*17 . | Opponent's Robot Type: ||
| . | |
| . | Refer to Player's Robot Type above. ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*19 + 1A | Opponent's Arm Power, Leg Power and Arm Speed: ||
| . | ||
| . | Refer to Player's Arm Power, Leg Power and Arm Speed above. ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*1B + 1C | Opponent's Leg Speed, Armor and Stun Res: ||
| . | ||
| . | Refer to Player's Leg Speed, Armor and Stun Res above. ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*1D . 1E | Opponent's Power and Agility: ||
| . | ||
| . | Refer to Player's Power and Agility above. ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*1F . | Opponent's Endurance: ||
| . | ||
| . | Refer to Player's Endurance above. ||
`~~~~~~~~~`~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~'
* = Needs at least OMFTRANS.EXE v1.5
,--------------------------------------------------------------------------,
| + Thanks goes to: [In random order] + |
|--------------------------------------------------------------------------|
| Eugen_Woiwod@mindlink.bc.ca (Eugen Woiwod) - Color Offsets |
| u7911004@cc.nctu.edu.tw (Shaman) - Enhancement Descriptions |
| Opponents Offsets |
| jason@cygnus.com (Jason Merrill) - XOR Encoding |
| rjryba@colossus.csl.mtu.edu (Russell J. Ryba) - XOR Encoding, Color Offs |
| rsquires@cyclops.eece.unm.edu (Roger Squires) - Wins, Loses & Rank Offs |
| Spectre - Enhancement Moves & Keys |
`--------------------------------------------------------------------------'
- REMEMBER TO DECODE THE .chr FILE BEFORE USING THESE OFFSETS! -
- If you cant find OMFTRANS.EXE, please email me, and Ill send -
- it to you. BTW: If I get enuf requests Ill consider writing -
- a proper .chr file editor. Anyways, have PHuN! -
.-------------------------------------------------------------------------.
| If you want to add to the list, or correct bugs, please send e-mail to \
| amiller@beldin.cs.sun.ac.za OR z9436197@norton.ctech.ac.za |
`---------------------------------------------------------------------HAi---'
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