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Dungeon's and Dragons: Warriors of the Eternal Sun Hacking Guide v.0.9.1
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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
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1. Introduction:
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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.
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2. How to edit the saved game:
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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.
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3. Notes about editing/hacking:
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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.
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4. Decimal to hexdecimal conversion chart:
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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
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5. Hex address locations:
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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.
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PLAYER 1
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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
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PLAYER 2
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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
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PLAYER 3
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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
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PLAYER 4
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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
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6. Spell and item hex values:
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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.
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7. Contact:
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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.
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8. Disclaimer:
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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.