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| Shadowrun for the Sega Genesis- Save State Hacking Guide                    |
| Version 1.00                                                                |
| June 10, 2003                                                               |
| Author: SG81 of the GameFAQs Message Boards                                 |
| Contact: [email protected]                                                       |
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Version History
----------------
1.00 - Initial release.

CONTENTS
-------------------------------------------------------------------------------
[Section 1] Disclaimer/Copyright
[Section 2] Introduction
[Section 3] How to use this guide
[Section 4] Vital stats
[Section 5] Changeable aspects of the save file and their offsets
[Section 6] FAQs
[Section 7] Conclusion/Credits
-------------------------------------------------------------------------------

[SECTION 1] DISCLAIMER/COPYRIGHT
---------------------------------
DISCLAIMER:
The author of this document claims absolutely no responsibility whatsoever for
whatever you do with this guide. Basically, if you make a thousand hard-copies
and attempt to give somebody ancient paper cut torture, It will be your fault
and not mine. Besides if you think something is going to happen to your
computer for reading this, you shouldn't be around a computer very much :)

COPYRIGHT:
This document is NOT (c) SG81. I don't think this would be worthy of the 20 or
so bucks it takes to copyright something. I'm not about to waste a stamp and
make a poor-man's copyright either :) I would, basically call this public
domain. Personally, I don't care what you do with it. If you do decide to use
it any way other than personally (like if you use it on a website or something)
give me an email so I know at least one person has gotten use of it.

[SECTION 2] INTRODUCTION
-------------------------
This guide will show you how to edit virtually every aspect of your character
and your hired 'runners in this great game for the Megadrive (Sega Genesis).
Whether you want to just give yourself a quick karma boost, a fatter pocket
secretary, or go wild and give yourself enormous ratings to body, quickness,
intelligence, etc.

In this version, I was only able to give myself a maximum of 255 karma, setting
itself back to zero if it got any higher. In previous attempts, I am positive
that it could go above 255, even higher than 999. Therefore, the ROM versions
for this one (the one I used when writing this guide) and the one I used before
might be different. See section 5. If you are new to hex editing save states,
take a look at the next section. Good luck and happy editing :)

[SECTION 3] HOW TO USE THIS GUIDE
----------------------------------
Firstly, read through the introduction (section 2) for any special notes about
the game or anything else you need to know before you start (even if you are
experienced in hex editing).

Once you have the hex editor/correct save game situation handled, simply
browse or search section 5 for thing you can change. Get the offset(s) provided
and follow the guidelines for that value to help understand how it works and
what you can or can't do. If the value is a combination of things, and not a
numerical value, a table will be provided. If, at any time, special rules apply
to any of the changeable aspects then I will give you info regarding those
special rules. Then, all you have to do, is change the values at those offsets
with your hex editor and reload your save state.

[SECTION 4] VITAL STATS
------------------------
This section will provide some things that you may want to know before you
start using this guide. The GoodTools ROM name is what the file is named when
you catalog it with GoodGen (get it, and other tools at http://www.zophar.net).
This tells you some stuff that could possibly change where offsets are in a
save state, like country code, ROM version, alternates, etc. You can use the
ROM size to further confirm that we are both using the same image. The
identifying text string is used to locate a common reference in the save state,
if the ROM you are using is different or if you are unsure about your version.
When you open up the save file in your hex editor you can look at the offset
supplied and see if the identifying text starts at that particular offset. The
'emulator used' field is there to identify which emulator I used while I was
finding these hex offsets and also to show what this emulator names it save
states.

   GoodTools ROM name: Shadow Run (U) [!].bin
   Save state filename: Shadow Run (U) [!].gs0 (Gens save slot 0)
   ROM size (in DOS): 2,097,152 bytes
   Identifying text string: 'Joshua' at offset 25D3 (NOTE: The actual name
                            starts at offset 25D0).
   Emulator used: Gens v2.11 (http://gens.consolemul.com)

The reason I use the file size in DOS, is that Windows (which I assume you are
using) displays file sizes in Kilobytes and rounds it out. DOS displays file
sizes in bytes and, therefore, is more accurate. If you can't open a DOS box,
open Windows Explorer, right-click the file and choose 'Properties'.

[SECTION 5] CHANGABLE ASPECTS OF THE SAVE FILE AND THEIR HEX OFFSETS
---------------------------------------------------------------------
Here, you will find the meat of the document, the section that you were looking
for, about 100 lines ago :) Feel free to browse around or use this mini table
of contents to search for a particular aspect to edit.

Sub-section TOC:
   [6-1]  Mental and physical health %
   [6-2]  Ammo left in gun
   [6-3]  Number of clips
   [6-4]  Current weapon in use
   [6-5]  Character name
   [6-6]  Inventory slots
   [6-7]  Inventory slot modifiers
   [6-8]  Current armor in use
   [6-9]  Attribute ratings (8 attributes)
   [6-10] Skill ratings (12 skills)
   [6-11] Karma
   [6-12] Cyberdeck presence flag
   [6-13] Installed Cyberware
   [6-14] Race and Archetype
   [6-15] Shadowrunners' spell books
   [6-16] Cyberdeck stats and programs
   [6-17] Cyberdeck data files
   [6-18] Shadowrun contract information
   [6-19] Nuyen
   [6-20] Interesting effect...
   [6-21] Group items
   [6-22] Cyberdeck pass codes
   [6-23] Contacts list
   [6-24] Hired Shadowrunner information
   [6-25] Matrix Run completed flag

[6-1] Mental and physical health %
   -Offset 25C4
   -Numerical value
   -Range: 00-0A

The red bar to the left of your character's picture, on the right bar is your
physical health The bluish-green one on the bottom is your mental. The game
multiplies this value by 10 to get your final value, so pick a value between
01 and 0A. You can go higher, but the game will reset it back to 100 once the
value has been modified.

[6-2] Ammo left in gun
   -Offset 25C6
   -Numerical value
   -Range: 00-xx (depends on gun)

In the game, there is a trick to refill your clip by equipping a grenade, and
then re-equipping your gun (as long as you have more then 0 bullets in your
current clip), so this value probably isn't worth the trouble to change.
Setting this value higher then the capacity of your gun will reset itself once
the number of bullets change.

[6-3] Number of clips
   -Offset 25C7
   -Numerical value
   -Range: 00-7F

By normal means you can have a max of 20 clips, so this can save trips to those
places that sell them. If you set this value higher then 7F (127 clips), the
game will reset your clip total to 0.

[6-4] Current weapon in use
   -Offset 25CF
   -Combination value
   -Range: 00-0F

The interesting thing about changing this value is that you can have a certain
weapon equipped without having it in your inventory. The game will continue to
think you have that gun in use until you tell it otherwise.

   00- Nothing
   01- Streetline Special
   02- Model 101T LP
   03- American L36 LP
   04- Security 500 LP
   05- Warhawk HP
   06- Max-Power HP
   07- Predator HP
   08- AK-97 SMG
   09- HK227-S SMG
   0A- Mach 22 SMG
   0B- Allegiance Shotgun
   0C- Roomsweeper Shotgun
   0D- Frag Grenade
   0E- Scatter Grenade
   0F- Concussion Grenade

Values over 0F are things you can't normally use as weapons, and have no
effect, like medkits, stim patches, etc.

[6-5] Character name
   -Offsets 25D0-25DC (13 bytes)
   -Alphanumeric string
   -Range: String

Your character's name actually starts at offset 25D0, even though the first
text you see is at offset 25D3. These three extra spaces (hex value 20) are
there to align the name to the center when viewing it. You can edit these blank
spaces however you want.

[6-6] Inventory slots
   -Offsets 25DE-25E5 (8 bytes)
   -Combination values
   -Range: 00-32 for each byte

These values control what you have in your inventory, obviously. The order of
the bytes are (this is a attempt at an ASCII drawing of the 8-slot inventory
box at the pause screen):

         XXXX  XXXX
   25DE  XXXX  XXXX  25DF
         XXXX  XXXX

         XXXX  XXXX
   25E0  XXXX  XXXX  25E1
         XXXX  XXXX

         XXXX  XXXX
   25E2  XXXX  XXXX  25E3
         XXXX  XXXX

         XXXX  XXXX
   25E4  XXXX  XXXX  25E5
         XXXX  XXXX

If you couldn't understand the funky diagram above, don't worry. The pattern
goes: First offset, left slot on first row. Second offset, right slot on first
row. Third offset, left slot on second row, and so on. Here goes the listings:

   00- Nothing               19- Flame Dart SF
   01- Streetline Special    1A- Flame Bolt SF
   02- Model 101T LP         1B- Hellblast SF
   03- American L36 LP       1C- Invisibility SF
   04- Security 500 LP       1D- Sleep SF
   05- Warhawk HP            1E- Stink SF
   06- Max-Power HP          1F- Super Barrier SF
   07- Predator HP           20- Mana Zap SF
   08- AK-97 SMG             21- Mana Blast SF
   09- HK227-S SMG           22- Mana Storm SF
   0A- Mach 22 SMG           23- Rockskin SF
   0B- Allegiance Shotgun    24- Heal Wounds SF
   0C- Roomsweeper Shotgun   25- Confusion SF
   0D- Frag Grenade          26- Barrier SF
   0E- Scatter Grenade       27- Protection Talisman
   0F- Concussion Grenade    28- Combat Sense Spell Lock
   10- Medkit                29- Rat Totem
   11- Stim Patch            2A- Gator Totem
   12- Trauma Patch          2B- Bear Totem
   13- Fetish                2C- Armor Vest
   14- Maglock Passkey       2D- Armor Clothing
   15- Electronic Kit        2E- Armor Jacket
   16- Smart Goggles         2F- Vest With Plates
   17- Enchanted Dagger      30- Lined Duster
   18- Power Focus           31- Light Combat Armor
              32- Heavy Combat Armor
(SF = Spell Focus)

I have no idea what the Enchanted Dagger does. It was probably left out
somehow, I don't know. Values after 32 are spells and garbage stuff, which
appear to do nothing.

A small note before changing these values... I haven't found what determines
whether or not something in your inventory is equipped or not. It could be
controlled by some of the values below, but I haven't tested it fully.
Therefore, it might be a wise idea to unequip all your equipped items before
changing the items in your inventory.

[6-7] Inventory slot modifiers
   -Offsets 25E6-25ED (8 bytes)
   -Numerical or combination values
   -Range: 00-32 for each byte

The modifier values determine 1 of 3 things, depending on what kind of item it
is. Either it's the amount you have left of that item (grenades, medkits), the
rating of the item (maglock passkeys, talismans) or what kind of accessories it
has on it (guns only).

For items with quantities or ratings just use a normal number. Values that go
over the item's limit haven't been tested. For gun accessories, use this table:

Use decimal:
   No accessories-    Add 0
   Smartlink-         Add 1
   Silencer-          Add 2
   Sound Suppressor-  Add 4
   Laser Sighting-    Add 8
   Gas Vent II-       Add 16
   Gas Vent III-      Add 32
Add total values for the accessory/accessories you want and convert to hex
before entering the value. Yes, it IS possible for shotguns to have silencers.
Below, are some common configurations and their hex values:

   Smartlink, Silencer- 03
   Laser Sighting, Silencer- 0A
   Smartlink, Sound Suppressor, Gas Vent III- 25
   Laser Sighting, Sound Suppressor, Gas Vent III- 2C

[6-8] Current armor in use
   -Offset 25EE
   -Combination value
   -Range: 00-07

Just like the current weapon in use value, this one determines which armor you
are currently wearing. Although not tested thoroughly, but would be the most
likely case, you do not need the armor you are wearing in your inventory. The
game will continue to think you have that armor on until you try to equip a new
one.

   00- No Armor
   01- Armor Vest
   02- Armor Clothing
   03- Armor Jacket
   04- Vest With Plates
   05- Lined Duster
   06- Light Combat Armor
   07- Heavy Combat Armor

Values after seem to have no effect.

[6-9] Attribute ratings (8 attributes)
   -Offsets 25EF-25F7 (excluding 25F5) and 2606
   -Numerical values
   -Range: 00-FF

The exact offsets for these values are as follows:

   25EF Body Attribute
   25F0 Quickness Attribute
   25F1 Strength Attribute
   25F2 Charisma Attribute
   25F3 Intelligence Attribute
   25F4 Willpower Attribute
   25F5 Unknown
   25F6 Essence Attribute (Whole number)
   2606 Essence Rating (Decimal number)
   25F7 Magic Attribute

The essence whole number is the number on the left of the rating (the 5 in 5.2
or the 3 in 3.9, for example). The decimal value is the one to the right (the
6 in 4.6 or the 9 in 5.9, for example). Why they are 16 bytes apart, I have no
idea. In reality, it's possible to give your character stats well above the
limit the game intended you to have. As far as I can see, it works; just beware
of setting some stats, like strength and magic, too high. This is because, when
going to check your success rating for your weapon or spell, the bar will go
off the charts, occasionally wrapping around the screen multiple times.

[6-10] Skill ratings (12 skills}
   -Offsets 25F8-2604 (excluding 25FE)
   -Numerical values
   -Range: 00-FF

The exact offsets for these values are as follows:

   25F8 Sorcery Rating
   25F9 Firearms Rating
   25FA Firearms (Pistols) Rating
   25FB Firearms (SMGs) Rating
   25FC Firearms (Shotguns) Rating
   25FD Melee Combat Rating
   25FE Unknown
   25FF Throwing Rating
   2600 Biotech Rating
   2601 Computer Rating
   2602 Electronics Rating
   2603 Reputation Rating
   2604 Negotiation Rating

Just like above, the values for these can go over 12 (or 13 in some cases).

[6-11] Karma
   -Offset 2605
   -Numerical value
   -Range: 00-FF

It's your karma, what more can I say. If you set it to 255 (FF), make sure you
don't gain a point or else it will reset itself to 0.

[6-12] Cyberdeck presence flag
   -Offset 2607
   -Combination value (flag)
   -Range: 00 or 01

This value determines whether or not you have a Cyberdeck or not. In the game,
this value is set to 1 after you pickup your brother's stuff. You can change
what Cyberdeck you have in subsection 6-17.

[6-13] Installed Cyberware
   -Offsets 2608 and 2609
   -Combination values
   -Range: 00-64 and 00-128

These values also use a table in which you add decimal values to produce
certain combinations. Just add along the numbers and convert to hex afterwards.

Offset 2608 list-

   None                     Add 0
   Muscle Replacement (4)   Add 1
   Dermal Plating (1)       Add 2
   Dermal Plating (2)       Add 4
   Dermal Plating (3)       Add 8
   Wired Reflexes (1)       Add 16
   Wired Reflexes (2)       Add 32
   Wired Reflexes (3)       Add 64

Full Cyberware from this list- 49 hex.

Offset 2609 list-

   Datajack                 Add 1
   CyberEyes                Add 2
   Hand Razors              Add 4
   Spurs                    Add 8
   Smartlink                Add 16
   Muscle Replacement (1)   Add 32
   Muscle Replacement (2)   Add 64
   Muscle Replacement (3)   Add 128

Full Cyberware from this list (minus level 3 Muscle Replacement)- 1B hex.
To replace the Spurs with Hand Razors instead, use 17 hex.

Going above the maximum gives multiple instances of some Cyberware, but
overrides any others afterwards. For example, 4A gives you Dermal Plating (1),
Dermal Plating (3) and Wired Reflexes (3) but only gives you a +1 bonus to Body
(from Dermal Plating).

[6-14] Race and Archetype
   -Offsets 2612 (Race) and 2613 (Archetype)
   -Combination values
   -Ranges: 00-05 (Races) and 00-03 (Archetypes)

Different races in the game have different limits for their attributes. If you
want a different approach at the game and wish to, for example, change your
race to a Troll or Elf, then this is the place to do it. I've included the
race bonuses and penalties to their maximum attributes. A Troll, for example,
can have a maximum of 11 to body (without Cyberware), but can only have a max
of 4 to intelligence among other things.

Races (offset 2612):

   00- Human: Normal
   01- Elf: +1 Quickness, +2 Charisma
   02- Dwarf: +1 Body, -1 Quickness, +2 Strength, +1 Willpower
   03- Orc: +3 Body, +2 Strength, -1 Charisma, -1 Intelligence
   04- Troll: +5 Body, -1 Quickness, +4 Strength, -2 Charisma,
       -2 Intelligence, -1 Willpower
   05- Mage: No limits

I left the 'mage race' in because it apparently doesn't have any limits to how
high you can improve your attributes though the use of karma.

Archetypes (offset 2613):

   00- Shaman
   01- Mage
   02- Samurai
   03- Decker

As far as I can see, the only thing that is affected by your archetype is
whether or not you can use magic. I also didn't see any differences between
a Mage or a Shaman. It's probably used in the game so you can see certain
people use totems. Or something like that...

[6-15] Shadowrunners' spell books
   -Offsets 11E73-11F17 (with some unused bytes in between)
   -Combination and numerical values
   -Ranges: varies

Only characters that can, or have the potential to, cast spells can have
spell books. That means no Winston Marrs or Ilene Two-Fists casting high level
Hellblasts ;)

   11E73           Ricky Spell count
   11E74 - 11E8F   Ricky Spells/Spell levels

   11E95           Trent Spell count
   11E96 - 11EB1   Trent Spells/Spell levels

   11EB7           Walking Bear Spell count
   11EB8 - 11ED3   Walking Bear Spells/Spell levels

   11ED9           Freya Spell count
   11EDA - 11EF5   Freya Spells/Spell levels

   11EFB           Joshua Spell count
   11EFC - 11F17   Joshua Spells/Spell levels

The spell count value determines how many spells you have learned (the game
assumes you always have at least 1 spell so, 00 = 1 spell and 0D = 14 spells).
Spells are 2 bytes each. The first byte is the actual spell and the second is
the spell level.

   00- Flame Dart
   01- Flame Bolt
   02- Hellblast
   03- Invisibility
   04- Sleep
   05- Stink
   06- Super Barrier
   07- Mana Zap
   08- Mana Blast
   09- Mana Storm
   0A- Rockskin
   0B- Heal Wounds
   0C- Confusion
   0D- Barrier

So, if you wanted a level 4 Rockskin for Joshua, you would put a value of 00 in
11EFB (1 spell) and put a value of 0A04 for offsets 11EFC and 11EFD.

[6-16] Cyberdeck stats and programs
   -Offsets 12036-12041 (Stats), 12043 (Brand) and 12044-1204F (Programs)
   -Combination and numerical values
   -Ranges: varies

The first range of offsets hold the basic stats of your Cyberdeck. Things like
MPCP rating, Load I/O speed, attribute ratings, etc.

   12036            Cyberdeck MPCP Rating
   12037            Cyberdeck Hardening Rating
   12038 - 12039    Cyberdeck Memory (Doesn't follow LSB/MSB rules like Nuyen)
   1203A - 1203B    Cyberdeck Storage (Same as above)
   1203C            Cyberdeck Load I/O Speed
   1203D            Cyberdeck Response
   1203E            Cyberdeck Body Rating
   1203F            Cyberdeck Evasion Rating
   12040            Cyberdeck Masking Rating
   12041            Cyberdeck Sensor Rating
   12043            Cyberdeck Brand

       00- Cyber Shack PCD-500
       01- Fuchi Cyber-5
       02- Sega CTY-360
       03- Fuchi Cyber-7
       04- Fairlight Excalibur
       FF- Allegiance Alpha

The next batch of offsets hold the info on your actual programs.

   Cyberdeck Combat program versions:
       12044- Attack
       12045- Slow
       12046- Degrade
       12047- Rebound

   Cyberdeck Defense program versions:
       12048- Medic
       12049- Shield
       1204A- Smoke
       1204B- Mirrors

   Cyberdeck Mask/Sense program version
       1204C- Sleaze
       1204D- Deception
       1204E- Relocate
       1204F- Analyze

Just enter a decimal value in each offset to get that version.

[6-17] Cyberdeck data files
   -Offsets: 12055-12063
   -Combination and numerical values
   -Ranges: varies

Why the data file info goes from slot 5 to slot 1, I have no idea. The Data file
type determines the name of the file that appears in your Cyberdeck's storage.
It has no effect on the worth, or size of the file. Why did I include it? No
clue. I guess because I thought this section would be incomplete without it :)
The size is a numerical value of 0-255 (or it might be 1-255) that determines
the data file size, in game units, of the file. It also influences the value
of the file to a fixer (see below). Finally, the value is a multiplier that
also determines the final worth of the file to a fixer, like Roscoe.

   12055- Data file 5 Type
   12056- Data file 5 Size
   12057- Data file 5 Value

   12058- Data file 4 Type
   12059- Data file 4 Size
   1205A- Data file 4 Value

   1205B- Data file 3 Type
   1205C- Data file 3 Size
   1205D- Data file 3 Value

   1205E- Data file 2 Type
   1205F- Data file 2 Size
   12060- Data file 2 Value

   12061- Data file 1 Type
   12062- Data file 1 Size
   12063- Data file 1 Value

Data file Types-

   00- Back-up files               23- Sales information
   01- Archived files              24- Public relations
   02- Canceled accounts          25- Customer files
   03- History data                26- Advertising info
   04- Canceled passwords         27- Marketing report
   05- System usage report         28- Entertainment data
   06- System activity             29- Educational data
   07- Access request log          2A- BTL data
   08- E-mail data                 2B- Experimental data
   09- Routing requests            2C- Toxic data
   0A- Bank acct. numbers          2D- Bank acct. numbers
   0B- Corporate profile           2E- Corporate account
   0C- Personnel dossiers          2F- Local accounts
   0D- Employee scheduling         30- Security expenses
   0E- Client information          31- Capital expidenture
   0F- Project records             32- Long range goals
   10- Open project data           33- Shadowrun information
   11- Project expense report      34- Strike Team orders
   12- Project requisition         35- Blackmail Information
   13- Project utilities           36- Prototype blueprint
   14- Security records            37- Domestic law
   15- Contact dossiers            38- International law
   16- Surveillance data            39- Tribal law
   17- Equipment permits           3A- Pending lawsuits
   18- Lone Star reports           3B- Contact dossiers
   19- Archived files              3C- Current inmates
   1A- Project folders             3D- Previous inmates
   1B- Closed projects             3E- Psychiatric reports
   1C- Project expense report      3F- Parole files
   1D- Failed prototypes           40- Contact dossiers
   1E- Competitor profiles         41- Open case files
   1F- Competitor products         42- Closed case files
   20- Competitor marketing        43- Equipment permits
   21- Competitor security         44- Outstanding warrants
   22- Competitor budgets          45- Unsolved cases

Anything above 80 tells the game there is no file there. The game uses FF for
this.

HOW DATAFILES WORK:
Size determines not only the size it takes up in storage, but the multiplier.
Use the Data file value offset to determine the base worth, which in turn is
multiplied by 5. If a value greater than 7F is used for the Data file worth,
then it is considered an encrypted file from a matrix run. Example:

-Offset 12062 contains 4C (decimal value 67), the size of the first Data file.
-Offset 12063 contains 54 (decimal value 84), the value of the first Data file,
which is multiplied by 5, making the base worth 420.
-The total amount of Nuyen you will get from Roscoe for this file is 420 x 67
(Data file size x base worth), or 28,140 Nuyen.

[6-18] Shadowrun contract information
   -Offsets 12064-1206D
   -Combination and numerical values
   -Ranges: varies

This is the biggest section in the guide because of all the possible
combinations (NOTE: Offset 12064 must be other than FF in order for the
game to show you have a contract):

   12064- Name of the Johnson who contracted the 'Run

       00- Mr. Gunderson
       01- Julius Strouther
       02- Mortimer Reed
       03- Vigore and Jarl
       04- Caleb Brightmore

   12065- Type of Shadowrun contract

       00- Ghoul Bounty
       01- Bodyguard
       02- Courier
       03- Enforcement
       04- Acquisition
       05- Extraction
       06- Matrix Run (See table below for Matrix run combos)

   12066- Run source area: Area to go to (See table below)
   12067- Run source building: Building to go to (See table below)
   12069- Run destination area: Area to go to (See table below)
   1206A- Run destination building: Building to go to (See table below)

Area combinations (offsets 12066-1206A, except 12068):
Different types of runs use these combinations differently but the table can
be used for all runs, source and destination. Format is:

xx- RUN AREA (Place on the map to go when calling a taxi)- Offsets 12066
   (source area) and 12069 (destination area)
   xx- RUN BUILDING (Building in the area that you need to go)- Offsets 12067
       (source building) and 1206A (destination building)

   00- Downtown Seattle
       00- Seattle Gen. Hospital
       01- Icarus Descending
       02- Matchsticks
       03- Gates Undersound
       04- Mitsuhama Computer Technologies
       05- Fuchi's local office
       06- Space Needle
       07- Roscoe the Fixer
       08- OOGA BOOGA BOOGA (I have no idea)

   01- Puyallup Barrens
       00- The Wanderer
       01- Tarislar City Inn
       02- Ares' Corporate Offices
       03- Riannon's
       04- Underground 93
       05- Crime Mall
       06- Dr. Bob's Quickstitch
       07- Tarislar Garden Apartment Complex
       08- OOGA BOOGA BOOGA
       09- Ork Gang

   02- Redmond Barrens
       00- Hollywood Correctional Facilities
       01- Little Chiba
       02- Stoker's Coffin Motel
       03- Shiawase Nuke Plant
       04- Jump House
       05- Jackal's Lantern
       06- Boris' Greenhouse
       07- Rat's Nest
       08- OOGA BOOGA BOOGA
       09- Halloweeners
       0A- OOGA BOOGA BOOGA
       0B- Ares Weapon Emporium

   03- Penumbra District
       00- Club Penumbra
       01- Wylie's Gala Inn
       02- Fuchi Industrial Electronics
       03-  Mitsuhama's local office
       04- Eye Fivers
       05- Big Rhino
       06- Lone Star Security

   04- Council Island
       00- Council Island Inn
       01- Friendship Restaurant
       02- Passport Lodge
       03- Medicine Lodge Hollow
       04- Council Island Hospital
       05- Ork Embassy

   05- Renraku Arcology
       00- OOGA BOOGA BOOGA
       01- Frag Grenade
       02- Wire-Masters
       03- Merlin's Lore
       04- Microtronics
       05- Weapons World
       06- Renraku Offices

   06- AmerIndian Lands
       Has no buildings that can be included in runs, yet it's possible to
       have a run that originates to/from the AmerIndian Lands o_O

   12068- System to hit when on matrix runs OR Name of client to extract or
          escort (See table below)

MATRIX SYSTEMS:

   00- Unlisted- Use for 'A local office...'
   01- Unlisted- Use for 'A corporate branch office...'
   02- Unlisted- Use for 'A small R&D firm...'
   03- Unlisted- Use for 'A new local company...'
   04- Unlisted- Use for 'A local retail business...'
   05- Unlisted- Use for 'A local corporate office...'
   06- Unlisted- Use for 'A local shipping warehouse...'
   07- Aztechnology
   08- Unlisted- Use for 'A legal firm...'
   09- Unlisted- Use for 'A local stuffer shack...'
   0A- Unlisted- Use for 'A local SimSense company...'
   0B- Unlisted- Use for 'A local coffin hotel...'
   0C- Club Penumbra
   0D- Seattle General Hospital
   0E- City Hall- Use for 'The mayor's office...'
   0F- Unlisted- Use for 'A SimSense corporation...'
   10- UCAS Federal Govt.
   11- Gates Undersound
   12- Ito's System
   13- Hollywood Correctional Facilities
   14- Mitsuhama
   15- Renraku
   16- Fuchi
   17- Lone Star
   18- Ares

(NOTE: I used a hypothetical approach to get which 'unlisted' systems are for
which matrix runs, but I never tested them. So, they might be totally random).

ESCORT/EXTRACT CLIENT NAMES:

   00- Mike Nana
   01- John Worley
   02- Ellis Goodson
   03- John Van Anthony
   04- Dok Whitson
   05- Jase Weese
   06- Heinrich Micheals
   07- Billy Gibson
   08- Nero Manser
   09- Alan Turing
   0A- Chris Stout
   0B- Jorge Kish

I decided to include these names, just in case anyone wants to figure out some
easter eggs :)

   1206C - 1206D- Current run contract payment (Doesn't follow LSB/MSB rules,
                  like Nuyen)

RUN POSSIBILITIES-

Ghoul Bounties:
Use SOURCE AREA and SOURCE BUILDING for the community of ghouls target.

Bodyguard/Courier runs:
Use all 4 values for client/package (See below for more information).

Enforcement runs:
Use SOURCE AREA and SOURCE DESTINATION for the target of enforcement.

Acquisition runs:
Use SOURCE AREA and SOURCE DESTINATION for place to acquire the package.

Extraction runs:
Use SOURCE AREA and SOURCE DESTINATION for area and building to pick up your
client.

Matrix runs:
Use SOURCE AREA for the specific detail of the matrix run (affects which
Data store to hit)

   00- ...curious about how good their security system is.
           (Get a high security data file).
   01- ...many informants working for them.
           (Get a list of their security contacts).
   02- ...old file in their archives that I could use.
           (Get a copy of their archived files).
   03- ...planning to kidnap someone.
           (Get into confidential files and get a copy of their Strike Team
           orders).
   04- ...is funding it's own run which may affect a client of mine.
           (Get proof of this activity).
   05- ...has been working on a confidential new utility for cyberdecks.
           (Get a copy of the code).
   06- ...blackmailing a client of mine.
           (Delete that information in their confidential files).
   07- ...has a new director of operations.
           (Get a copy of their personnel record from their management
           data store).
   08- ...scheduling a new band to sponsor their upcoming advertising
       campaign.
           (Get the name of the band and their agent from their marketing
           data store).
   09- ...is rumored to have been beefing up their security.
           (Get a finance file on security expidentures).
   0A- ...is holding an informant of mine. I have set up a team to acquire
       this person.
           (Crash the CPU as a distraction).
   0B- ...has been quite active lately.
           (Get a list of current inmates, probably for Hollywood runs only).
   0C- ...has its mages doing spell research.
           (Get a copy of their project logs).
   0D- ...made me curious lately.
           (Get a copy of their outdated history data).
   0E- ...has been experimenting with revolutionary simsense input devices.
           (Get a copy of the data collected).
   0F- ...supposedly has a new simsense line-up this fall that may threaten
       certain corporations.
           (Get information on this).
   10- ...is threatening me with a trial.
           (Delete the case file).
   11- My client embezzled funds from his employer and caught a wind of a
       surprise audit at week's end.
           )Get into the financial data store and upload a doctored file).
   12- My client was wrongly fired from his job and wants to ruin the
       reputation of his former manager.
           (Upload the bogus file into their management data store).
   13- My client wants his management records updated.
           (Upload the file).
   14- My client wishes to make a power play against his rival but needs you
       to create a diversion.
           (Crash the CPU).

Use SOURCE BUILDING for the specific system to hit (As listed when looking in
the pocket secretary, has no effect on the actual system to run).

   00- Aztechnology
   01- Club Penumbra
   02- Seattle Gen. Hospital
   03- Ares
   04- Gates Undersound
   05- Hollywood (Correctional Facilities)
   06- Mitsuhama
   07- Renraku
   08- Fuchi
   09- Lone Star
   0A- Ito's Passcode (Ito's System)
   0B- A local office
   0C- A corporate branch office
   0D- A small R&D firm
   0E- A new local company
   0F- A local retail business
   10- A local corporate office
   11- A local shipping warehouse
   12- A legal firm
   13- A local stuffer shack
   14- A local SimSense company
   15- A local coffin hotel
   16- The Mayor's office
   17- A SimSense corporation
   18- UCAS Federal Government

[6-19] Nuyen
   -Offsets 12076 - 12079
   -Numerical value
   -Range: 00000000-????????

Important note: The value for Nuyen doesn't follow the LSB, MSB rules. In other
words, you don't reverse the positions of the bytes (if you have experience in
hex editing, you'll know what I'm talking about). From what I see, setting this
value too high will make the game think you have less than what is displayed,
possibly even zero. I've only rested the value up to 1 billion Nuyen (3B9ACA00)
but the display is slightly glitched. A value of 999,999,999 (3B9AC9FF) should
be more than sufficient, and is perfectly displayed.

[6-20] Interesting effect...
   -Offset 1207E
   -Numerical value
   -Range: ??-??

While playing around, filling offsets up with junk values, I came across this.
What I *think* it does, is determine where your party members are, or how many
people are following you (companions, person to escort, etc.) or something
along those lines. Although I haven't quite figured it out it appears to do
something interesting when you use a value of 04 or 05. When you press the C
button (whatever keyboard/game pad key you have mapped to the C button, I mean),
well, I can't explain it. Just try it (USE A BACKUP OR JUNK SAVE STATE!). Enter
a value of 04 or 05 in offset 1207E, load your state and then press 'start'.
If you cycle different characters with the C key, you can see the stats,
attributes and even the Cyberware of certain targets within the map. It might
be useful for those writing a guide and need the stats on different people.

[6-21] Group items
   -Offsets 1209C and 1209D
   -Combination values
   -Range: Varies

The combinations here will allow you to possess any group item (even quest
items) in the game. You can even get the Map Overlay without having to get a
Renraku run. For these tables, add up the decimal values and then convert the
final value into hexadecimal.

1209C Combinations (character items)-

Add decimal values!

   00- Nothing
   01- Map Overlay
   02- Package for Current Run
   04- Security Pass
   08- Weapon Permit
   16- Eye-Fiver Ear Cuff
   32- Halloweener Patch
   64- Ork Armband
  127- All items

Then, convert to hex. 7F gets all the above items.

1209D Combinations (quest items)-

Add decimal values!

   01- Prototype Cyber-heart
   02- Indian Lands Visa
   04- Feathered Scale
   08- Hell Hound pelt
   16- Gargoyle Horn
   32- Gift for Lady Gillian
   64- Gift for Red Buffalo Woman
  128- Landmark Map
  255- All items

Then, convert to hex. FF gets all the above items.

[6-22] Cyberdeck passcodes
   -Offsets 120A0 and 120A1
   -Combination values
   -Range: Varies

These are the passcodes stored in your cyberdeck. Whenever you accept a matrix
run to a listed corp, you will permanently get the passcode to that system. If
you don't want to take the time to get runs for all listed systems, this is an
easier way than using the debug code. Just like the group items combinations,
add along the decimal values and then convert to hex.

120A0 Combinations (decimal)-

   00- No passcodes
   01- Renraku
   02- Fuchi
   04- Lone Star
   08- Ito's Passcode

All passcodes from this list: 0F hex.

120A1 Combinations-

   01- Run Passcode
   02- Aztechnology
   04- Club Penumbra
   08- Seattle General Hospital
   16- Ares
   32- Gates Undersound
   64- Hollywood Correctional Facilities
  128- Mitsuhama

All passcodes from this list: FF hex.
All passcodes minus the run passcode: FE hex.

[6-23] Contacts list
   -Offsets 120A6 and 120A7
   -Combination values
   -Range: varies

These values determine who you have as contacts when using the vid-phone. Just
like the previous two examples, these values use combinations. I didn't bother
working out the combinations, so just use FF for both offsets to have all
contacts.

[6-24] Hired Shadowrunner information

When you hire a shadowrunner, it is also possible to alter his or her's stats.
To accomplish this, simply take the offset of the aspect you wish to change for
your character and add...

   100 hex (256 decimal) to get the offset of the first shadowrunner (second
       character position).
   200 hex (512 decimal) to get the offset of the second shadowrunner (third
       character position).

When you're in your hex editor and have the hex values (not the characters)
displayed in a width of 16 or 32 (or any other factor of 8), they will all be
lined up vertically for easy editing. Take note: Some thing you can't change
when it comes to your fellow 'runners. Things like their cyberdecks (you all
share the same one), group items (shared, too), spells (you can edit their
spells, but there is a separate section for that), etc. Another thing: This
method of editing only applies to the 'runners in your party. If, for whatever
reason, you need to edit a shadowrunner that isn't in your party, you'll have
to hire the runner. There is another way but I won't get into detail.

[6-25] Matrix Run completed flag
   -Offset 12094
   -Combination value
   -Range: Varies

   00- Not completed
   80- Completed

The condition on which a matrix run is completed or not is determined by a
flag, and not whether you have a certain file in your cyberdeck. Think about
matrix runs where you have to upload or delete a certain file. Since matrix
systems aren't mapped at all times, there has to be some way the game knows
you completed a matrix run, that doesn't involve having a certain file in your
cyberdeck, when returning to the johnson to collect your pay.

This also might be the flag that determines if ALL shadowruns are completed or
not. In the situation of ghoul runs, it may also count how many ghouls you've
terminated. I haven't tested this at all so feel free to experiment.

[SECTION 6] FAQs
-----------------
This section will pretty much remain desolate until people send in questions
not covered in this guide. Below you will find questions that I think you may
ask.

Q. I would like to learn more about finding offsets in save games and other
  save game files, like for emulators. Can you recommend any good sites?
A. Well, a general search on google will bring up good results. I didn't learn
  on the internet so I can't suggest a good site.

Q. What the heck is this LSB, MSB thing I've being hearing about?
A. LSB, MSB is a term used to describe how a CPU reads information, which is
  from right (least significant bit) to left (most significant bit). Take the
  number 44,000 for example. In hex, that turns out to ABE0. When the computer
  reads the hex value, it actually reads it as E0AB which translates to
  57,515. Now, you might be asking yourself, if the computer reads the hex
  value from right-to-left, wouldn't it be 0EBA? The answer is no. The CPU
  reads the *BYTES* from left to right and, if you remember, hex bytes are two
  digits each. Anyway, to counter the effect of the CPU reading our values
  incorrectly, we apply LSB, MSB rules to it. All we do is reverse the bytes
  beforehand so the computer, even though we read it backwards, reads it
  correctly. Just split the value into two-digit chunks. If the value has an
  odd number of digits, then add a zero to the front of the value...

     EF21     becomes EF 21
     2D31769C becomes 2D 31 76 9C
     CED      becomes 0CED and then 0C ED

  Then, reverse the positions of the chunks so that the rightmost chunk
  becomes the leftmost, the second rightmost becomes the second, and so on:

     EF 21       becomes 21 EF
     2D 31 76 9C becomes 9C 76 31 2D
     0C ED       becomes ED 0C

  That's all there is to it. We read the value wrong, but the computer will
  reverse it and will come out as we intended it.

  NOTE: We only apply the above rule to values 2 or more bytes big. Also, for
  values that have combinations (non-numerical values, for example), this rule
  is not applied.

Q. Why the heck do I keep hearing about 'reversing the bytes'?
A. See above question.

[SECTION 7] CONCLUSION/CREDITS
-------------------------------
Well, it took me long enough but I finally finished the guide. After beating
this game multiple times, I decided to use my hex-editing skills to see some
of the more wild possibilities. It was a fun ride, and I hope you enjoyed
reading this guide as much as I had writing it. As for the future... Well, I
might start writing the guides for Exile I-III for the PC. Stay tuned.

Thanks to:
-Jeff "CJayC" Veasey and his site, GameFAQs.com, for giving a home to literally
thousands of walkthroughs and FAQs and also my main inspiration for creating
and publishing my guides.
-FASA and all the creators of the original Pen-and-Paper game, which would
eventually become the game for the Genesis.

Questions/Comments/Corrections/Suggestions should be sent to [email protected]