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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
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[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
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[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]