FIRE HAWK: Thexder the second encounter
SAVEGAME file hack guide by Stefano "TheRuler" Crespi 06/17 rev.4
email:
[email protected]
File SAVEGM.DAT is 315 Bytes long, divided into 8 chunks of
34 bytes each; these are the 8 savegame slots and each have a
fixed position. First slot starts at byte 0, second starts at
byte 35 and so on. All chunks are divided into two parts, first
is the actual savegame slot, the second contains the same byte
scheme of the first one with values from the previously played
mission. The game performs autosaves each time you pass a mission
and remember energy/equipment from the mission you've just played
prior to advance into the following one. Second part can be
ignored, game doesn't seem to perform any validity check on
these bytes. The last two bytes of the 34 bytes chunk are
always 20 and 16. Same byte scheme for all 8 Savegame slots
in the file follow (you can copy+paste and assign, for the
first byte of each slot, the mission number you desire; the
game normally assigns fixed values from 02 to 09 sequentially).
43 remaining bytes are set to zero and not to be used.
All values are expressed in decimal form except for the Energy
bar that must be coherent with the value set in ENERGY group of
three bytes (see ***). When Thexder takes a hit, Energy number
and Energy bar decreases separately. If the two values are not
set coherently the game will kill Thexder in any way whichever
value comes to zero first.
02 ------> MISSION NUMBER
03 \
00 )----> ENERGY (ie. 01 05 00 = 150)
00 /
03 \
00 )----> MAXIMUM ENERGY (same as above)
00 /
90 ------> MISSILES QUANTITY
07 \
05 )----> OPTION SLOT TYPES *
03 /
05 \
10 )----> OPTION SLOT QUANTITIES (01-99) **
30 /
3C ------> ENERGY BAR ***
FF ------> End Byte of savegame scheme
[...] ---> Values from previous mission, same scheme (16 bytes)
20 16 ---> End Word of savegame slot
[...] ---> Same scheme of the previous 34 bytes x7
[...] ---> 43 bytes set to 00x till the end of the file
* 01=DART MISSILE
03=BOMB
04=ENERGY TANK
05=FLASHER
06=ECM
07=STOPPER
** In the example types/quantities are:
SLOT 1: STOPPER - 5
SLOT 2: FLASHER - 10
SLOT 3: BOMB - 30
*** Hex value, Must be calculated as ENERGY/5=X[hex]
ie. 100/5=20[14], 300/5=60[3C], 900/5=180[B4]