-------------------------------------------------------------------------------
  Dungeon's and Dragons: Warriors of the Eternal Sun Hacking Guide v.0.9.1
-------------------------------------------------------------------------------

This version was written and completed on:

By: Barry Mckeown (seladoor), D.O.B: 09/08/80
Email: [email protected]

Contents:
  1. Introduction
  2. How to edit the saved game
  3. Notes about editing/hacking
  4. Decimal to hexdecimal conversion chart
  5. Hex address locations
  6. Spell and item hex values
  7. Contact
  8. Disclaimer

-------------------------------------------------------------------------------
1. Introduction:
-------------------------------------------------------------------------------

Hello and welcome to my guide to hacking the game saved states for the mega
drive/genesis game 'Warriors of the eternal sun'. I played this game for the
first time way back in 1994 or something, I remember I was at school still and
I was a video game addict. My friend had this game and wanted me to figure out
how to get to level 2, he didn't realise it was a roleplaying game and that
level 2 was actually the level of skill your players reached when they kill
enough enemies. Anyway i got hooked on it and have been fond of dungeons and
dragons games ever since.

The spells and items are pretty standard within the AD&D (Advanced Dungeons and
Dragons) world, as are the enemies. Fire giants, Red and Green dragons, owlbear
and many others are all famous and well known in AD&D.

This guide grew from reading the guide already on gamefaqs by Bcfis, I learned
the basics from his guide and experimented further with the hex editor to adju-
st things like spells, items and gold. I also used parts of War Doc's hex dump
to ensure I had all the items; it intrigued me that there are so many items in
this game though not all of them are even available to collect (to my knowledge
) it is a shame that the creators of this fine game left so much out even thou-
gh they coded it into the original game, they probably couldn't be bothered to
make loads more dungeons to hold these items. At least now we can see what the-
se hidden spells and items do by adjusting a saved game state, although many
of them don't do anything. Also I'm not going to fill this page with nonsensic-
al boring version histories.

Suffice it to say that I created this guide in a single day without any previo-
us knowledge whatsoever of hex editors or hacking saved game states, it was
exceptionally easy and I figured most of these values out on my own, by trial
and error.


-------------------------------------------------------------------------------
2. How to edit the saved game:
-------------------------------------------------------------------------------

To begin it may be beneficial to read Bcfis's guide to figure out the basics of
hex editing, I'm not sure how much more I can offer in terms of advising on hex
editing but I'll try. First off download the hex editor 'Hex workshop' from
http://www.bpsoft.com (thanks to Bcfis for directing me there) and install it
on your machine. Next open the editor and then open Gens (I'm not sure if it's
the same with any other Emulator and I really haven't got the time to try),
start a new game and then make a new party, I wouldn't bother with the default
party because you won't get the ideal mix of characters. I personally think 2-3
elves and 1-2 clerics would be a good choice because they can do all the spells
and use every item between them; they can benefit from the special enchanted
swords and other magical items.

Anyway when your party begins, quicksave a game into any slot F0-F9 (I will use
quicksave slot F5), now go back to hex workshop and click 'file' then 'open'
and direct it to the game you just saved (make sure that it is the correct game
save it will be called warriors of eternal sun.gs1 or something, gs1 means game
save 1 so if you saved it in slot 5 you'll want ****.gs5, ****
will be the same as the name of your ROM file). Hex workshop will then give you
a large list of incomprehensible hex numbers and this is where you'll be adjus-
ting your stats and items. Further down the page is a list of every item and
spell and next to it is the hex equivalent for each item, so first you figure
out what you want to change. If you're changing a stat then you should find the
location in Hex workshop of whichever stat you want to edit, i.e. if you want
to change player 1's strength you would go to location b5f6 and adjust the 2
digit number in that location. To find the location b5f6 scroll down in the
main window until the numbers at the side get to 0000B5A4, over on the right is
a smaller window and you should see the name of your first player, you can cha-
nge this in the smaller window easily, be careful not to go over 20 digits or
you'll be changing other values and could screw the game up, never use this
little window for anything other than changing the characters name and keep the
name as capital letters as lower case doesn't show up on the game; it just bec-
omes a jumbled mess.

When you find line 0000B5A4, look at the small window in the bottom left of the
screen, there should be a line of text beginning 'offset:' you need to click on
the numbers in the main window until that line reads 'offset:46582[0x0000B5F6]'
, the numbers may not be identical but the last 4 numbers will be the same
(B5F6), this is the address for the strength stat, now you're able to adjust
that stat by changing the number, the number should be anywhere between 05 and
0F (it would be 05 if your str was 5 in the game, 0a if it was 10, 0b=11 and so
on), look on the table provided below to find what figure you want to change
your strength to, then check the hexdecimal equivalent and type that number
into the location you are in (B5F6), then you click on 'file' and then 'save',
Hex workshop will then ask you if you want to create a backup, if you choose to
make one it will save the original unedited file as ****.bak, you can always
come back to this if you screw up your save game file and rename it ****.gs5
and you'll have your original save game back, I recommend making a backup befo-
re you start changing things but don't save over it by making a new backup

When it is saved you can then test it to see if it works by hitting F8 and
loading up the saved game you just edited (make sure it is the same slot that
you edited, gs0 is default i think), then go to your inventory and check your
strength stat, if it is changed then everything has worked and you can go on to
edit other things. If it hasn't I suggest you reread this section and read it
more thoroughly; this is a sufficiently explained method to hex editing.


-------------------------------------------------------------------------------
3. Notes about editing/hacking:
-------------------------------------------------------------------------------

I'm not sure of the upper limit to adjusting the stats, anything over 99 will
scramble the number into an illegible mess, also the players have a habit of
dying for no reason or never being able to hit at all. If you give the players
100 hp and they level up higher they will likely die in one hit, I don't know
why but if you set the hp too high the game seems to know you're cheating and
you just die.

If you give your clerics enough exp to max out to level 14 they'll only recieve
the spells for the fifth and sixth sets of spells. I'm not sure what the hex
address for the memorized spells are so you'll have do it the long way, althou-
gh it doesn't take long if you equip everyone with slings and repeatedly attack
the fire giant in the red dragons cave (it's faster exp to kill the giant than
trek all the way to the dragon and back out again) and then repeat; you only
need to make a few steps into the dungeon and then fire your rock at the fire
giant.

The red dragon cave is towards the very north west of the world map, get to the
ladder that leads up to the area covered in fire, don't go up the ladder but go
south east to the little rock circle on the map, it looks small on the map but
is quite large in reality, hug the wall until you find the hidden door to the
cave, it is in the north facing part of the rock.

Regarding the spell/ability slots: you can force the game into allowing clerics
to have more spells than they would normally use, however when the spells have
been used they'll go back to learning only what they are allowed, also you can
make them learn items as spells, (i.e. have a +3 shield in the spell slot, alt-
hough this is pointless) the trouble with assigning spells directly into the
spell slots is that they wont be learned permanently (they'll use them yet they
won't be able to memorise them when you next rest), this is a shame because
many of the spells that aren't usually available can only be used in this way.


------------------------------------------------------------------------------
4. Decimal to hexdecimal conversion chart:
------------------------------------------------------------------------------

This will help you change the values accordingly: if you want 99 strength, loc-
ate 99 in the 'DEC' section and find the 'HEX' equivalent; so 99 will be 63,
enter 63 into the location for strength (B5F6) and you should have 99 strength
when you load your game.

Dec   Hex          Dec   Hex          Dec   Hex          Dec   Hex
00     00          64    40           128   80           192    C0
01     01          65    41           129   81           193    C1
02     02          66    42           130   82           194    C2
03     03          67    43           131   83           195    C3
04     04          68    44           132   84           196    C4
05     05          69    45           133   85           197    C5
06     06          70    46           134   86           198    C6
07     07          71    47           135   87           199    C7
08     08          72    48           136   88           200    C8
09     09          73    49           137   89           201    C9
10     0A          74    4A           138   8A           202    CA
11     0B          75    4B           139   8B           203    CB
12     0C          76    4C           140   8C           204    CC
13     0D          77    4D           141   8D           205    CD
14     0E          78    4E           142   8E           206    CE
15     0F          79    4F           143   8F           207    CF
16     10          80    50           144   90           208    D0
17     11          81    51           145   91           209    D1
18     12          82    52           146   92           210    D2
19     13          83    53           147   93           211    D3
20     14          84    54           148   94           212    D4
21     15          85    55           149   95           213    D5
22     16          86    56           150   96           214    D6
23     17          87    57           151   97           215    D7
24     18          88    58           152   98           216    D8
25     19          89    59           153   99           217    D9
26     1A          90    5A           154   9A           218    DA
27     1B          91    5B           155   9B           219    DB
28     1C          92    5C           156   9C           220    DC
29     1D          93    5D           157   9D           221    DD
30     1E          94    5E           158   9E           222    DE
31     1F          95    5F           159   9F           223    DF
32     20          96    60           160   A0           224    E0
33     21          97    61           161   A1           225    E1
34     22          98    62           162   A2           226    E2
35     23          99    63           163   A3           227    E3
36     24          100   64           164   A4           228    E4
37     25          101   65           165   A5           229    E5
38     26          102   66           166   A6           230    E6
39     27          103   67           167   A7           231    E7
40     28          104   68           168   A8           232    E8
41     29          105   69           169   A9           233    E9
42     2A          106   6A           170   AA           234    EA
43     2B          107   6B           171   AB           235    EB
44     2C          108   6C           172   AC           236    EC
45     2D          109   6D           173   AD           237    ED
46     2E          110   6E           174   AE           238    EE
47     2F          111   6F           175   AF           239    EF
48     30          112   70           176   B0           240    F0
49     31          113   71           177   B1           241    F1
50     32          114   72           178   B2           242    F2
51     33          115   73           179   B3           243    F3
52     34          116   74           180   B4           244    F4
53     35          117   75           181   B5           245    F5
54     36          118   76           182   B6           246    F6
55     37          119   77           183   B7           247    F7
56     38          120   78           184   B8           248    F8
57     39          121   79           185   B9           249    F9
58     3A          122   7A           186   BA           250    FA
59     3B          123   7B           187   BB           251    FB
60     3C          124   7C           188   BC           252    FC
61     3D          125   7D           189   BD           253    FD
62     3E          126   7E           190   BE           254    FE
63     3F          127   7F           191   BF           255    FF

-------------------------------------------------------------------------------
5. Hex address locations:
-------------------------------------------------------------------------------

The ability slots are strange and I can't get my head around them, they only
seem to work when you have filled every spell slot with something, when I tried
to insert a single item into ability slot 1 it just put it in the first availa-
ble spell slot, I'm sure there is some logic to it but at the moment I haven't
firgured it out. I was hoping to use spells as abilities so they can be used
permanently without relearning spells, but it seems the game won't allow it.

*Update* I managed to make my elf learn ice storm many times outside the normal
capacity, and the game spilled the spell over into the ability slot but alas
it still ran out after 12 uses, the game also used most of the other spell slo-
ts to hold the ice storms.

When adjusting exp or gold values be sure to follow this guide, where it says
'goldx65536: b5cd' this means that for every 1 you put in this location you
will recieve that many times the amount of 65536, so if you put the hexdecimal
figure of 0d into that location you will be receiving 13 (0d is 13 when covert-
ed back into decimal) times 65536 gold, this amounts to 851968 gold, so be car-
eful you don't put too high a figure in this location.

----------
PLAYER 1
----------

b5a6-b5b9: Players name (20 digits)
Level: b5ca (only the second digit matters here, *0 is level 0, *5 is level 5,
*f is the highest level: 15, the * can be any digit between 0 and f.)
Current Hp: b5cb/Max Hp: b5cc
Gold x 65536: b5cd
Gold x 256: b5ce
Gold x 1: b5cf
b5d0-b5d7=8 Item slots
b5d8-b5dc=Level 1 Spells (5 spells)
b5dd-b5e1=Level 2 Spells (5 spells)
b5e2-b5e6=Level 3 Spells (5 spells)
b5e7-b5ea=Level 4 Spells (4 spells)
b5eb=Ability slot 1
b5ec-b5ef=Level 5 Spells (4 spells)
b5f0=Ability slot 2
b5f1-b5f4=Level 6 Spells (4 spells)
b5f5=Ability slot 3
Strength: b5f6
Intelligence: b5f7
Wisdom: b5f8
Dextery: b5f9
Constitution: b5fa
Charisma: b5fb
Experience x 16,777,216: b5fc
Experience x 65536: b5fd
Experience x 256: b5fe
Experience x 1: b5ff

----------
PLAYER 2
----------

B63C-B64F: Players name (20 digits)
Level: b660 (only the second digit matters here, *0 is level 0, *5 is level 5,
*f is the highest level: 15, the * can be any digit between 0 and f.)
Current Hp: b661/Max Hp: b662
Gold x 65536: b663
Gold x 256: b664
Gold x 1: b665
b666-b66d=8 Item slots
b66e-b672=Level 1 Spells (5 spells)
b673-b677=Level 2 Spells (5 spells)
b678-b67c=Level 3 Spells (5 spells)
b67d-b680=Level 4 Spells (4 spells)
b681=Ability slot 1
b682-b685=Level 5 Spells (4 spells)
b686=Ability slot 2
b687-b68a=Level 6 Spells (4 spells)
b68b=Ability slot 3
Intelligence: b68d
Wisdom: b68e
Dextery: b68f
Constitution: b690
Charisma: b691
Experience x 16,777,216: b692
Experience x 65536: b693
Experience x 256: b694
Experience x 1: b695

----------
PLAYER 3
----------

b6b2-b6e5: Players name (20 digits)
Level: b6f6 (only the second digit matters here, *0 is level 0, *5 is level 5,
*f is the highest level: 15, the * can be any digit between 0 and f.)
Current Hp: b6f7/Max Hp: b6f8
Gold x 65536: b6f9
Gold x 256: b6fa
Gold x 1: b6fb
b6fc-b703=8 Item slots
b704-b708=Level 1 Spells (5 spells)
b709-b70d=Level 2 Spells (5 spells)
b70e-b712=Level 3 Spells (5 spells)
b713-b716=Level 4 Spells (4 spells)
b717=Ability slot 1
b718-b71b=Level 5 Spells (4 spells)
b71c=Ability slot 2
b71d-b720=Level 6 Spells (4 spells)
b721=Ability slot 3
Strength:b722
Intelligence:b723
Wisdom:b724
Dextery:b725
Constitution:b726
Charisma:b727
Experience x 16,777,216: b728
Experience x 65536: b729
Experience x 256: b72a
Experience x 1: b72b

----------
PLAYER 4
----------

b768-b77b: Players name (20 digits)
Level: b78c (only the second digit matters here, *0 is level 0, *5 is level 5,
*f is the highest level: 15, the * can be any digit between 0 and f.)
Current Hp: b78d/Max Hp: b78e
Gold x 65536: b78f
Gold x 256: b790
Gold x 1: b791
b792-b799=8 Item slots
b79a-b79e=Level 1 Spells (5 spells)
b79f-b7a3=Level 2 Spells (5 spells)
b7a4-b7a8=Level 3 Spells (5 spells)
b7a9-b7ac=Level 4 Spells (4 spells)
b7ad=Ability slot 1
b7ae-b7b1=Level 5 Spells (4 spells)
b7b2=Ability slot 2
b7b3-b7b6=Level 6 Spells (4 spells)
b7b7=Ability slot 3
Strength:b7b8
Intelligence:b7b9
Wisdom:b7ba
Dextery:b7bb
Constitution:b7bc
Charisma:b7bd
Experience x 16,777,216: b7be
Experience x 65536: b7bf
Experience x 256: b7c0
Experience x 1: b7c1


-------------------------------------------------------------
6. Spell and item hex values:
-------------------------------------------------------------


CLERIC SPELLS

These should be inserted into the spell slots, ability slots or item slots in
the inventory screen, although clerics cannot scribe scrolls.

01      CURE LIGHT WOUNDS
02      CURE DISEASE
03      CURE SERIOUS WOUNDS
04      CURE CRITICAL WOUNDS
05      CUREALL
06      CAUSE LIGHT WOUNDS
07      CAUSE DISEASE
08      CAUSE SERIOUS WOUNDS
09      CAUSE CRITICAL WOUNDS
0a      TURN UNDEAD
0b      HIDE
0c      DETECT MAGIC
0d      CURE BLINDNESS
0e      WIZARD EYE
0f      LIGHT
10      DARKNESS
11      SILENCE 15' RADIUS
12      CONTINUAL LIGHT
13      CONTINUAL DARK
14      PROTECTION FROM EVIL
15      PROTECT FROM EVIL 10'
16      ANTI MAGIC SHELL
17      REMOVE FEAR
18      CAUSE FEAR
19      RESIST COLD
1a      BLESS
1b      BLIGHT
1c      DETECT TRAPS
1d      RESIST FIRE
1e      STRIKING
1f      ANIMATE DEAD
20      CREATE WATER
21      DISPEL MAGIC
22      DISPEL EVIL
23      DEATH SPELL
24      NEUTRALIZE POISON
25      CREATE POISON
26      STICKS TO SNAKES
27      BARRIER
28      REMOVE BARRIER
29      HOLD PORTAL

MAGIC USER SPELLS

These should be inserted into the spell slots, ability slots or item slots in
the inventory screen, some spells won't have any effect and most of the spells
that weren't included in the game are not available to be scribed, even some of
the spells that can be scribed won't be available to be memorised :(. Look out
for future updates when I hope to be able to adjust the actual scribed spells,
if anyone knows the addresses for scribed spells please email me.

2a      MAGIC MISSILE
2b      READ LANGUAGES
2c      READ MAGIC
2d      SHIELD
2e      SLEEP
2f      ENTANGLE
30      MIRROR IMAGE
31      WEB
32      WIZARD LOCK
33      FIREBALL
34      FLY
35      HASTE
36      SLOW
37      INFRAVISION
38      LIGHTNING BOLT
39      PROTECTION FROM MISSILES
3a      WATER BREATHING
3b      CONFUSION
3c      ICE STORM
3d      WALL OF FIRE
3e      CLOUDKILL
3f      FEEBLEMIND
40      WALL OF STONE
41      DISINTEGRATE
42      PROJECT IMAGE
43      STONE TO FLESH
44      FLESH TO STONE
45      WALL OF IRON

WEAPONS

These should be inserted into the item slots in the inventory screen

46      BOW
47      BOW +1
48      DAGGER
49      DAGGER +1
4a      DAGGER +2
4b      MACE
4c      MACE +1
4d      MACE +2
4e      MACE +3
4f      SLING
50      SLING +1
51      SWORD
52      SWORD +1
53      SWORD +2
54      SWORD +3
55      SWORD, ENERGY DRAIN  +1
56      SWORD, +3 VS. ENCHANTED
57      +1 SWORD/+2 VS SPELL USERS
58      +1 SWORD, FLAMES
59      +1 SWORD, +3 VS. UNDEAD
5a      +1 SWORD, +3 VS. DRAGONS
5b      +3 SWORD VS REGENERATING
5c      AXE
5d      AXE +1
5e      AXE +2
5f      SPEAR
60      SPEAR +1
61      SPEAR +2
62      SPEAR +3
63      WAR HAMMER
64      WAR HAMMER +1
65      WAR HAMMER +2
66      WAR HAMMER +3
67      STAFF

ARMOUR

These should be inserted into the item slots in the inventory screen

68      LEATHER ARMOR
69      LEATHER ARMOR +1
6a      LEATHER ARMOR +2
6b      LEATHER ARMOR +3
6c      CHAIN MAIL
6d      CHAIN MAIL +1
6e      CHAIN MAIL +2
6f      CHAIN MAIL +3
70      PLATE MAIL
71      PLATE MAIL +1
72      PLATE MAIL +2
73      PLATE MAIL +3
74      SHIELD
75      SHIELD +1
76      SHIELD +2
77      SHIELD +3

MAGIC ITEMS

These should be inserted into the ability slots or item slots in the inventory
screen, some nice items here, check out the boots of speed for permanent haste
bonus's.

78      RING OF FIRE RESISTANCE
79      RING OF PROTECTION +1
7a      RING OF REGENERATION
7b      RING OF SPELL TURNING
7c      RING OF WATER WALKING
7d      RING OF WEAKNESS

7e      BOOTS OF SPEED
7f      DISPLACER CLOAK
80      DRUMS OF PANIC
81      GAUNTLETS OF OGRE POWER
82      GIRDLE OF GIANT STRENGTH
83      HORN OF BLASTING

84      POTION OF FIRE RESISTANCE
85      POTION OF HEALING
86      POTION OF HEROISM
87      POTION OF POISON
88      POTION OF CURE POISON
89      POTION OF GIANT STRENGTH
8a      POTION OF INVULNERABILITY
8b      POTION OF SPEED

8c      Orange Scroll (useless)
8d      Blue Scroll (useless)
8e      White Map (useless)

8f      PROTECTION FROM ELEMENTALS
90      PROTECTION FROM MAGIC
91      PROTECTION FROM UNDEAD

92      STAFF OF HEALING
93      STAFF OF STRIKING

94      WAND OF COLD
95      WAND OF FEAR
96      WAND OF FIRE BALLS
97      WAND OF LIGHTNING
98      WAND OF PARALYZATION
99      WAND OF MAGIC DETECTION
9a      WAND OF NEGATION
9b      WAND, DETECT SECRET DOORS
9c      WAND OF TRAP DETECTION

9d      SCROLL OF DETECT MAGIC
9e      SCROLL OF LIGHT DARKNESS
9f      SCROLL OF PROTECTION FROM EVIL
a0      SCROLL OF CONTINUAL LIGHT
a1      SCROLL OF CONTINUAL DARK
a2      SCROLL OF DISPEL MAGIC
a3      SCROLL OF PROTECT FROM EVIL 10'
a4      SCROLL OF ANIMATE DEAD
a5      SCROLL OF PARALYSIS

Any figure between a5-ff will produce blank spells; blue scrolls that
have no name or use.


-------------------------------------------------------------
7. Contact:
-------------------------------------------------------------

If there are any errors, which I am sure there are just E-mail me at
[email protected] and I'll try and change them when I get the chance, I
really didn't test every singe item and I'm not about to anytime soon. Some of
these hex values are just conjecture based on the hex dump guide by War doc.

Thanks go to Bcfis and War Doc for their guides, I would not have been able to
make this guide without reading theirs first.

-------------------------------------------------------------
8. Disclaimer:
-------------------------------------------------------------

I don't want any site other than gamefaq's using this guide, they have always
been my one and only port of call for anything involving cheating or walkthrou-
ghs and I remain faithful to them only. Besides most other sites are just anno-
ying and full of crappy adverts and annoying pop ups.