Guide to Warsong ROM Data ~v2.0 by Amuseum
My website Warsong Amuseum can be found at
http://www.hostinganime.com/amuseum/warsong/warsong.php
Changes:
4/19/04: Found addresses for promotion, troops you can buy, gold
per kill, and flag for immunity.
Introduction
I scrounged inside the Warsong ROM and I came up with this. I
have yet to find the data on spells, so the stuff on spells is from
game experience. The notes after each section are mostly
from game experience, too.
Note about text alignment in ROM: Every other letter is put in two
separate sections. For example, Garett goes by two parts, aet and
Grt. Do a search for aet or Grt.
Magic
Order Spell MP HP Distance Area of Effect
1 Magic Arrows 2 1/2 6/7 0/1
2 Fireball 4 1-2/2-3 5/6 3/4
3 Blizzard 4 1-2/2-3 5/6 3/4
4 Lightning 4 1-2/2-3 7/8 linear
5 Thunder 8 1-5/2-6 5/6 3/4
6 Earthquake 16 1-3/2-4 4/5 10/11
7 Tornado 8 1-4/2-5 5/6 5/6
8 Fireball 2 8 1-4/2-5 5/6 5/6
9 Healing 1 2 2/3 4/5 1/2
A Healing 2 4 4/5 5/6 1/2
B Healing 3 8 8/9 6/7 2/3
C Sleep 4 0 4/5 2/3
D Confusion 8 0 7/8 0/1
10 Stone Monument 0 0 6/7 1
Notes:
When a commander reaches level 5 in any class, his/her magical
skills are enhanced until he/she advances to the next class. A
spell's amount of damage or of healing is increased, noted by the
value after the slash under HP. The spell's distance and area of
effect are also increased by 1, noted by the value after the slash
under distance and area of effect, respectively.
Area of Effect: 0 means only affects one target. 1 means target
plus one square around, like a cross. 2 means target plus two
squares away, like a diamond with diameter 5 across. 3 is diamond 7
across, and so on. For Lightning, the area of effect is a line from
the caster to the target. All the enemy targets along this line will
also get damaged.
Stats
Unit AT DF MP MV A+ D+ XP To Next Lvl(x8)
Archer 19 14 0 7 0 0 3
Arch Mage 31 17 32/16 6 9/7 2/0 10 5/4
Barbarian 19 14 0 6 0 0 3
Basilisk 27 27 1 6 3 2 15 4
Bishop 27 20 16 6 6/4 4/6 10 6/4
Carrion Crawler 20 24 0 6 0 0 3
Chaos 35 35 40 7 4 4 40 4
Citizen 0 6 0 6 0 0 1
Cleric 23 17 8 5 0 4 7 2
Conjurer 19 20 16 6 1 2 10 4
Crocodile Kni. 28 20 0 7 2 2 10 2
Dark Elf 20 14 0 7 0 0 3
Dragon Knight 34 24 4 9 4 2 12 6
Elemental 23 20 0 7 0 0 2
Evil Ant 19 16 0 8 0 0 2
Fighter 23 20/21 0 6 0(2) 2 7/8 2
Fire Elemental 41 34 16 8 0 0 45 8
Gargoyle 27 14 0 7 0 0 3
Golem 19 40 0 6 0 0 8
Gorgosaur 31 28 12 6 5 0 20 4
Grand Knight 33/31 28/25 0 6 8/6 4 12/10 6/4
Great Dragon 35 35 16 3 5 4 25 4
Great Slime 19 28 0 6 2 2 9 3
Gryphon 27 13 0 9 0 0 4
Guardman 16 10 0 6 0 0 2
High Priestess 27 32 32 6 4 8 10 6
Horseman 21 15 0 8 0 0 3
Kaiser 32 32 12 6 4 4 15 4
King 31 28 12 6 6 4 15 6
Knight 31 20/19 0 8 4 2 7/9 4
Knight Master 34 24 8 8 8 2 10 6
Kraken 29 26 0 6 0 2 17 4
Leviathan 27 13 0 7 0 0 3
Living Armor 32 30 8 6 5 4 10 4
Lizard man 23 6 0 7 0 0 3
Lord 27 24 8 6/5 2 4 10 4(3)/3
Magic Knight 31 25 16 8 6 4 10 6
Merman 24 6 0 7 0 0 3
Monk 20 13 0 6 0 0 3
Necromancer
Priestess 27 24 16 6 2 6 7 5
Queen Ant 31 20 0 8 6 5 12 3
Ranger 41 28 16 9 0 0 20 8
Royal Guard 35 21 4 8 6 4 15 5
Royal Soldier 24 18 0 6 0 0 5
Saint 31 24 24 6 9 4 10 6
Serpent Knight 32/31 24 0 7 6/4 2 12 3
Shaman 25 15 4 4 0 0 10 2
Skeleton 24 21 0 6 0 0 3
Slime 19 20 0 4 0 0 3
Soldier 20 14 0 6 0 0 2/3
Sorcerer 27 20 16 6 3 2 15 3
Styracosaur 23 24 0 6 0 0 3
Sword Master 25 22 0 6 0 9 15 3
Warlock 27 13 10 6 3 2 7 1
Werewolf 25 17 0 6 0 0 3
Werewolf 29 21 0 6 6 4 10 3
Wight 31 34 16 6 7 6 20 4
Wizard 27 15/16 16 6 6/4 2/0 7/8 3
Wyvern 31 24 8 7 3 2 15 4
Note:
Enemies of the same name may have different values. Those values are
given after the slash.
Enemy Fighters and Garett have 21 DF. Also, Garett gets 2 A+.
Enemy Grand Knights have lesser values in AT, DF, and A+.
Only Commanders have To Next Lvl. This is the length of experience bar.
This number is multiplied by 8 to get actual XP needed to get a level.
Garett's Lord XP bar has length 4, others are 3.
Hex: 2c4e2-2db63; check AT-DF-MV eg. Archers 13 0E 07; length 64 bytes
Order of hex:
Fighter (Garett), Fighter (men), Fighter (women), Lord, "" , ""
, Sword Master, King, Ranger, Knight, "" , "" , Knight Master, "" ,
"" , Magic Knight, "" , "" , Grand Knight, "" , Crocodile Kni., Serpent
Knight, Dragon Knight, "" , Warlock, Wizard, Arch Mage, Bishop,
Cleric, Priestess, High Priestess, Saint, Warlock, Fighter, "" , Lord,
Kaiser, Knight, "" , Royal Guard, "" , Grand Knight, Serpent Knight,
Wizard, Arch Mage, Bishop, Great Slime, Queen Ant, Werewolf,
Necromancer, Conjurer, Sorcerer, Living Armor, Wight, Kraken,
Gorgosaur, Basilisk, Wyvern, Great Dragon, Chaos, Shaman, Fire
Elemental, ?? (0c 0a 06) , "" , Soldier, Horseman, Archer, Monk,
Merman, Gryphon, Guardman, Citizen, ?? (0c 0a 06) , "" , Soldier,
Horseman, Dark Elf, Lizard man, Royal Soldier, Slime, Evil Ant,
Werewolf, Skeleton, Styracosaur, Carrion Crawler, Golem, Leviathan,
Gargoyle, Barbarian, Elemental
Commanders
Cmdr Troops Magic
Arch Mage Archer, Soldier Magic Arrows, Fireball, Earthquake;
Tornado, Fireball
Basilisk Styracosaur Stone
Bishop Archer Fireball 2, Healing 2, Confusion;
Healing 2 Magic Arrows Fireball 2
Chaos Elemental Thunder, Earthquake, Healing 2
Cleric Guardman, Civilian Healing 1
Conjurer Golem Blizzard
Crocodile Kni. Merman n/a
Dragon Knight Gryphon Blizzard
Fighter Soldier, Dark Elf, Civilian
Fire Elemental - Fireball
Gorgosaur Carrion Crawler, Styracosaur Fireball
Grand Knight Soldier, Horseman, Archer/Dark Elf
Great Dragon Styracosaur Fireball
Great Slime Slime
High Priestess Guardman, Monk Healing 2+3, Sleep
Kaiser Royal Soldier Healing 1, Blizzard
King Soldier, Horseman, Archer Magic Arrows, Healing 1
Knight Soldier, Horseman
Knight Master Soldier, Horsmen, Archer
Kraken Leviathan
Living Armor Skeleton Blizzard
Lord Soldier, Archer; Healing 1
Dark Elf, Royal Soldier
Magic Knight Soldier, Horseman, Archer Thunder, Healing 1
Priestess Guardman, Monk Healing 1+2
Queen Ant Evil Ant
Ranger - Earthquake, Sleep, Confusion
Royal Guard Horseman Lightning
Saint Guardman, Monk Fireball, Tornado, Healing 2
Serpent Knight Lizard man, Merman
Shaman Barbarian Magic Arrows
Sorcerer Skeleton Healing 2, Sleep, Confusion
Sword Master Soldier, Horseman, Archer
Warlock Guardman Magic Arrows
Werewolf Werewolf
Wizard Guardman, Soldier Magic Arrows, Fireball; Blizzard
Wight Styracosaur Thunder
Wizard Soldier, Guardman Magic Arrows, Fireball
Wyvern Gargoyle Fireball
Notes:
Range is the maximum distance away from the commander that his/her
troops can receive attack and defense bonuses; also known as sphere
of influence. If a troop is not within his/her commander's sphere,
instead of the commander's picture in battle, it will be replaced by the
words "Out of Range".
All commanders have Range of 4, except for your Fighters, who have 3.
The Amulet item increases a commander's range to 9.
If enemy's magic differs from yours, they are given after the semicolon.
Promotion
Found that section at 2c402. Each class has at most two promotion paths.
Only good commanders can be promoted.
Buying Troops
Found that section at 2c202. Soldiers start at 0x41, up to 0x47 for
Guardman. Each commander can have up to 3 unit types, but the max
for each commander might be held at somewhere else. For instance, if
you try to give Rangers some troops to buy, it might cause the ROM to
malfunction. So it's safer to just change the troops rather than to add a
troop.
Notes:
It is possible to get 3 Rangers by the time you finish the game without
cheating. Only Sabra, Calais, and Mina can become Rangers. Rangers
cannot buy armies, hence, their A+ and D+ values are 0.
Here's how to advance them to get Rangers:
Sabra: Fighter --> Lord --> Magic Knight --> Ranger
Calais: Warlock --> Wizard --> Magic Knight --> Ranger
Mina: Cleric --> Warlock --> Wizard --> Magic Knight --> Ranger
Terrain
Tile Foot Horse Swimmers Flyers Monsters Defense Bonus %
1 House 1 2 1 1 1 10
2 Forest 1 3 2 1 1 20
3 Plains 1 1 2 1 1 10
4 Road 1 1 1 1 1 0
5 Hill 2 3 3 1 3 30
6 Mountain X X X 1 X 45
7 Shallow Water 3 3 1 1 3 0
8 Deep Water 5 X 1 1 4 0
9 Castle Wall 4 X 4 1 X 40
10 Building Wall X X X 1 X 40
11 Indoors 1 2 2 1 1 10
12 Bridge 1 1 2 1 1 0
13 Cave 1 1 1 1 1 10
14 Rubble 3 3 3 1 3 15
15 Void X X X X X 0
Notes:
Some monsters, including Grand Knight who rides atop a Styracosaur,
moves like footmen with the following exceptions: they can't climb
castle walls; they take 3 movement points to cross hills and 4 points to
cross deep water. Yes, GK moves like Monsters.
Check the icon in the lower left to see the actual underlying terrain.
There are only 15 types, including black Void squares.
For example, a throne counts as a castle wall. Building walls come in
several flavors, too.
House and indoors are two different types. The only difference is that
swimmers move more easily in house tiles than in indoors tiles. House
tiles don't appear too often. Off the top of my head, they are seen in
Scenarios 3 and 14.
Defense bonuses are for all units. Some units get additional bonuses
(which can be found in their stat section in the rom.)Archers and Dark
Elves get additional bonus that add up to 40% in Forests. Flyers always
have 30%. Swimmers get a total of 50% in shallow and deep water.
Throne gives 40% since it counts as a castle wall.
Names (numbers after are gold for each kill)
Garett
Baldarov
Calais
Mina
Sabra
Tiberon
Thorne
Bayard
Carleon
Lance
Priest
Soldier
Soldier
Alfador
Efreet
1st Commander
2nd Commander
3rd Commander
Momus
1st Commander
2nd Commander
3rd Commander
4th Commander
Commander
Chief Commander
Chief Commander
Geryon
Emperor Pythion
1st Commander
2nd Commander
3rd Commander
4th Commander
5th Commander
6th Commander
7th Commander
8th Commander
Chief Commander
Lance
The Guards
1st Commander
2nd Commander
3rd Commander
4th Commander
5th Commander
6th Commander
7th Commander
8th Commander
1st Commander
2nd Commander
3rd Commander
4th Commander
5th Commander
6th Commander
7th Commander
8th Commander
Magician
Spell User
High Priest
Soldier
Soldier
Spell User
Naxos
Mortimus
The guards
Ganelon
Monster
Monster
Chaos
Monster
Monster
Monster
Monster
Monster
Monster
Spell User
Malvese
Stone Monument
01 Fighter
Fighter
Fighter
04 Lord
Lord
Lord
07 Sword Master
08 King
09 Ranger
0A Knight
Knight
Knight
0D Knight Master
Knight Master
Knight Master
10 Magic Knight
Magic Knight
Magic Knight
13 Grand Knight
Grand Knight
15 Crocodile Kn.
Serpent Knight
17 Dragon Knight
Dragon Knight
19 Warlock
Wizard
Arch Mage
Bishop
Cleric
Priestess
High Priestess
20 Saint
Warlock
22 Fighter enemy 50
Fighter (enemy) 50
Lord 100
Kaiser 244
Knight 70
Knight 70
Royal Guard 100
Royal Guard 100
2A Grand Knight 80
Serpent Knight 80
Wizard 100
Arch Mage 150
Bishop 120
Great Slime 50
30 Queen Ant 100
Were Wolf 150
Necromancer 200
Conjurer 44
Sorcerer 100
Living Armor 50
Wight 50
Kraken 150
Gorgosaur 200
Basilisk 200
3A Wyvern 200
Great Dragon 244
Chaos 244
Shaman 80
Fire Elemental 100
- 100
- 100
41Soldier
Horseman
Archer
Monk
Merman
Gryphon
Guardman
48 Citizen
-
- 100
4B Soldier 10
Horseman 15
Dark Elf 15
Lizard man 5
Royal Soldier 20
50 Slime 5
Evil Ant 5
Were Wolf 10
Skeleton 5
Styracosaur 20
Carrion Crawler 20
Golem 80
Leviathan 10
Gargoyle 20
Barbarian 15
5A Elemental 10
. .
Warsong
GSword
DSlayer
Evil Axe
Shield
Wand
Cross
Orb
Amulet
-
Magic Arrows
Fire Ball
Blizzard
Lightning
Thunder
Earthquake
Tornado
Fire Ball
Healing 1
Healing 2
Healing 3
Sleep
Confusion
Notes:
These names appear in this order in the ROM.
All the allied commanders are listed first, which ends at the second Warlock.
Then the evil commanders follow, which end at Wight. Monster commanders come
after them since they are neutral.
All the allied units are listed after the monster commanders, followed by
evil units, then monster units (starting with Styracosaur.)
The first of three same classes is Garett, followed by men, then the
women, namely Sabra.
Unit Data
The unit data is organized as follows when you read it starting at
2c4e1 (number of bytes in parentheses), using Garett's Fighter as example:
00 - Unit type (1) 00
01 - Always 0A (1 byte) 0A
02 - MP (1) 00
03 - AT (1) 17
04 - DF (1) 15
05 - MV (1) 06
06 - vs Soldiers (2) +0A, +0D
07 - vs Archers (2) +0, +0
08 - vs Mounts (2) +0, +0
09 - vs Flyers (2) +0, +0
10 - vs Swimmers (2) +0, +0
11 - vs Undead (2) +0, +0
12 - vs Slimes (2) +0, +0
13 - House Mv (1) 01
14 - Forest Mv (1) 01
15 - Plains Mv (1) 01
16 - Road Mv (1) 01
17 - Hill Mv (1) 02
18 - Mountain Mv (1) FF
19 - Shallow Water Mv (1) 03
20 - Deep Water Mv (1) 05
21 - Castle Wall Mv (1) 04
22 - Building Wall Mv (1) FF
23 - Indoors Mv (1) 01
24 - Bridge Mv (1) 01
25 - Cave Mv (1) 01
26 - Rubble Mv (1) 03
27 - Void Mv (1) FF
28 - House Def (1) +0%
29 - Forest Def (1) +0%
30 - Plains Def (1) +0%
31 - Road Def (1) +0%
32 - Hill Def (1) +0%
33 - Mountain Def (1) +0%
34 - Shallow Water Def (1) +0%
35 - Deep Water Def (1) +0%
36 - Castle Wall Def (1) +0%
37 - Building Wall Def (1) +0%
38 - Indoors Def (1) +0%
39 - Bridge Def (1) +0%
40 - Cave Def (1) +0%
41 - Rubble Def (1) +0%
42 - Troop cost (1) 0
43 - Gold per kill (1) 0
44 - Experience (1) 07
45 - Spells (3) FF 00 00 (None)
46 - Always FF (1) FF
47 - Range (1) 03
48 - unknown (1) 00
49 - unknown (1) 01 (bit 3: immunity)
50 - unknown (1) 09
51 - A+ D+ (2) 02 02
52 - To next level (1) 02
53 - Flags (1) 21
(Total 64 bytes for each unit.)
Explanation:
#00: There are 8 unit types: 00: soldier; 01: archer; 02: mounted;
03: flyer; 04: swimmer; 05: undead; 06: slime; 07: monster.
#6 to #12: Some units have bonuses against one or more types. These
bonuses give extra attack and defense (1st and 2nd byte respectively)
when fighting against that units of that type.
For example, Soldiers get +2A +4D against archer types--specifically
against Archer and Dark Elves.
#13 to #27 are the movement costs over that terrain type. They are
pretty standardized for the five movement groups (see Terrain above.)
#28 to #41 are the terrain bonus in addition to the normal bonus. For
example, Archers and Dark Elfs get +20% in Forest tiles.
#42 Troop cost is how much you pay to hire that unit.
#43 Gold you get for each enemy of that type that you defeat.
#44 Experience you get for killing that unit. Most troops give 3 and
most commanders give 10.
#45 Commanders can have up to 3 spells. See Magic section to find the
hex for the spell (1 to D; 10).
#47 Range for commanders.
#49 Flags. Bit 3 ( bitwise OR 04) is immunity to sleep, confusion, stone
#51 A+ D+ that commanders give to their troops.
#52 To next level which I already explained in Stats section.
#53 There are some patterns to this byte. The first digit is 2 for good,
3 for enemy. The second digit is 1 or 2 for good, 4 or 5 for evil. I
don't know what they do.
If you want to get all the stats, you can get my Excel file at
http://www.geocities.com/ffl2/warsong.xls
// notes on personal ROM
// hacked ROM renamed to W.SMD
// harder to gain levels
// many stats changed
// troops are now better
// promotion paths changed for Tiberon and Bishop
// Archmage gets new spell list
// more info in warsong.xls
// still things to look for
// animations, attack styles, sound effects, magic effects