Zoids Saga Zoid Hacking Guide v.0.8 Released on June 11, 2002 by Soren Kanzaki (soren_kanzaki@yahoo.com) ------------------- Table of Contents: ------------------- Section 1: Overview Section 2: Version History Section 3: General Hacking Information Section 4: Zoid Memory Block Basics Section 5: Byte by Byte Section 6: An Example / Advanced Information Part A: Super Raynos Interceptor Part B: Game Logic Section 7: Zoid Block Address Table Section 8: Zoid Type Code Table Section 9: Armaments Code Table Section 10: Supplement: Memory, Binary, and Hexidecimal Section 11: Credits Section 12: Copyright / Authorization Section 13: Miscellaneous -------------------- Section 1: Overview -------------------- Everyone always wants things 'their way'. Be it burgers, clothes, or mecha. Not happy with a Raynos that can't conduct sweeping attacks? Want to out-missile Leena Toros? Perhaps you'd like the Shadow OS ... but on an Ultrasaurus. Not to fret. It's possible. Why not see what kind of customized Zoids can be constructed? --------------------------- Section 2: Version History --------------------------- 0.8 (6/11/02): First draft. --------------------------------------- Section 3: General Hacking Information --------------------------------------- A disclaimer before we begin (as borrowed from my other hacking guides): If you use any of these cheats, I'm not responsible for any 'weird' things happening to your game or your save data. You use these cheats at your own risk (to your game, your system, your enjoyment Zoids Saga). I made this document as a sort of educational glimpse into how the game was put together. You can make the game easier. You can make it harder. You can make it more fun. You can make it a bore. I think you get the point. Secondly, this document is much more technical in nature than other things I have written. I cannot guarantee it's 100% correct. I cannot guarantee you'll understand it. Hopefully, both of those conditions will hold true. Now, with the formalities over ... There are two 'general' memory addresses of interest to most Zoids Saga players. The first is the location where your current money is stored. Money is stored as a 32-bit, unsigned value in address 2001884. The second is your current total experience. This too is stored as a 32- bit unsigned value, and resides at 2001830. About the usage of this guide. The whole point of the guide, and indeed, the point to memory hacking, is to find out 1) what memory address the value of interest resides in and 2) what value to place in that address. To find the memory address you need to alter, look in section 7 for the base address. Then go to section 5 and find the byte number. Add these two using hexidecimal math to arrive at the desired address. Then consult the correct section for the value to put in that address. ------------------------------------ Section 4: Zoid Memory Block Basics ------------------------------------ Zoids Saga uses a simple system for storing information on all of the 78 Zoids that you may have in your 'inventory'. Each Zoid is allocated 56 bytes of data which stores all the relevant information on that Zoid. The blocks begin at memory address 2001888; this is where the data for the Zoid that Atory chooses at the beginning of the game begins. Every new Zoid you construct is placed in the next block. (So Atory's Zoid and the 3 Command Wolves are stored in blocks 1-4, the next Zoid you construct is stored in Block 5, etc. etc.) Even if you sell a Zoid, the next Zoid is continually stored in successive blocks. Once you've built 78 Zoids, the game THEN goes back and over-writes blocks that are free. Let's look at a typical memory block. ------------------------ Section 5: Byte by Byte ------------------------ Here's the breakdown for a typical Zoid's data block. Also, the Byte numbering is not random (you'll see why, eventually). The address data in parentheses indicates the memory address for Atory's first Zoid (a Raynos, Saber Tiger, or Shield Liger depending on which one you selected). Bytes 0-5 (2001888): Unknown Byte 6 (200188e): Type Code (see below) Byte 7 (200188f): Zoid Present Toggle (see below) Bytes 8-11 (2001890): Current HP Bytes 12-15 (2001894): Current EP Bytes 16-17 (2001898): VAS #1 Link (see below) Bytes 18-19 (200189a): Variable Armament Slot #1 Bytes 20-21 (200189c): VAS #2 Link Bytes 22-23 (200189e): Variable Armament Slot #2 Bytes 24-25 (20018a0): VAS #3 Link Bytes 26-27 (20018a2): Variable Armament Slot #3 Bytes 28-29 (20018a4): FAS #1 Link Bytes 30-31 (20018a6): Fixed Armament Slot #1 Bytes 32-33 (20018a8): FAS #2 Link Bytes 34-35 (20018aa): Fixed Armament Slot #2 Bytes 36-37 (20018ac): FAS #3 Link Bytes 38-39 (20018ae): Fixed Armament Slot #3 Bytes 40-43 (20018b0): Maximum HP Bytes 44-47 (20018b4): Maximum EP Bytes 48-49 (20018b8): Current Speed Bytes 50-51 (20018ba): Current Defense Byte 52 (20018bc): Current Growth Byte 53 (20018bd): Size Bytes 54-55 (20018be): Unknown Okay! That's all 56 bytes (0-55). Now, what does all this mean? Type Code - this determines what the Zoid looks like and is named. It also will alter whether or not this Zoid is considered an Aerial or Underwater Zoid. Note that the built-in armaments will NOT change if you only change this number. (This is great for cosmetic changes.) This also determines the number of Offensive or Defensive Armament slots your Zoid has. Zoid Present Toggle - if this value is 0, then the Zoid has been sold and will not appear. If it is 1, it is in your inventory. Current Speed/Defense - these values INCLUDE bonuses from any armaments pilot bonuses, and growth! Maximum HP/EP - like Current Speed and Defense, this is the final value you will see in the status screens. Variable / Fixed Armament Slots - Variable Armament slots refers to the armaments you can equip on a Zoid; Fixed refers to the built-in weapons systems. You can force any type of armament into any type of slot; the game does not check to see if the combination is valid. (E.G., you can put a Gravity Cannon on a Storm Sworder.) VAS/FAS Link - As far as I can tell, for Variable Slots, the game sets this value to 2; for Fixed, the value is 0. This does NOT determine if the weapon is 'drawn' (e.g., you cannot simply set a Variable Armament's VAS Link value to 0 and make it disappear from the close up picture). I'm not sure why the values are 2 and 0, but they seem to consistently be 2 and 0. Current Growth - This is only used to cap the bonuses the game gives to your Zoid due to growth. Increasing it or decreasing it has no effect on your other statistics. Size - For small Zoids, this value is 0; for medium Zoids, this value is 1; for large Zoids, this value is 2. You can therefore make small Ultrasauri. To find out the address for any other Zoid, add the byte number as given above to the base address given in Section 7, the Zoid Block Address Table. (This is why the bytes start at 0 ...). To find out what value to insert into the address, look it up in the appropriate section, or use common sense (e.g. Maximum HP). --------------------------------------------- Section 6: An Example / Advanced Information --------------------------------------------- ---------------------------------- Part A: Super Raynos Interceptor ---------------------------------- Let's go ahead and make a customized Zoid, then. We'll use the addresses given for the first Zoid chosen, but we'll assume you took a Shield Liger (so we'll have to do the maximum number of alterations). Our Super Raynos Interceptor, therefore, will have to be changed from a Shield Liger to a Raynos. The address for the Type Code is 200188e, so we need to look up the value for a Raynos. That's 92. We won't worry about the current HP or EP, since we can visit a Zoids Construction Shop later to get a refill. Let's look at our armaments. Let's give the Super Raynos Interceptor the following equipment: 2 Barrel Anti-Air Laser (from a Salamander) Missile Pod (from a Hammerhead) Severing Wing (from a Black Redler) Our new Super Raynos Interceptor therefore has the ability to conduct fly-by attacks, shoot down opponents, and blast them with a barrage of missiles. To accomplish this, we put: 20018a4 - 476 (2 Barrel Anti-Air Laser) 20018a8 - 441 (Missile Pod) 20018ac - 270 (Severing Wing) This puts them as built-in weapons systems, and still allows us to place armor and other defensive armaments on the Raynos. What's next? Well, let's change the size of our Raynos to Small. (Why? Because we can.) That's 20018bd, value 0. You can also change the maximum HP/EP (20018b0 and 20018b4, respectively), the speed (probably have to, if the former Zoid was a Shield Liger), and defense. You can also fix the Growth, but it's better to set it to 0 and then not permanently fix the value at 0. (This allows you to grow your Zoid from 0 to 100, getting the appropriate bonuses.) A good way to do that is to set the value, save the game, remove the cheat, then reset your game. Load from your saved game, and everything should be fine. -------------------- Part B: Game Logic -------------------- The only point of interest that I could find was concerning Zoid Growth. Growth is handled in a fairly interesting (some might say strange) manner. The Current Growth does not act (as one might expect) as a simple multiplier over the base statistics. Instead, it is just a convenience/book-keeping piece of data, primarily there for the gamer's benefit. Where then, does the game store the 'base' values for the Zoid, over which the bonuses are added as the Zoid grows? It's possible the values are kept with the other, immutable information about the Zoid (it's Offensive/Defensive Slot configuration, it's name and picture, etc.) in the game itself. It might be in the data block, in the unknown areas. Either way, Zoid Growth is best ignored if you are altering values in the data block. It's fairly useless, and changing it may have strange, unpredictable effects. ------------------------------------ Section 7: Zoid Block Address Table ------------------------------------ Remember, this is the beginning of each Zoid block. To find a particular address inside this block, add the byte number to the listed address. As this are memory addresses, they are in hexadecimal, and all hexadecimal math rules apply! Also, I haven't tested very single one of these blocks. However, you can extrapolate their start addresses from the size of the blocks. I'm sure that blocks 1-22 should be working just fine. Zoid #1 - 2001888 Zoid #2 - 20018c0 Zoid #3 - 20018f8 Zoid #4 - 2001930 Zoid #5 - 2001968 Zoid #6 - 20019a0 Zoid #7 - 20019d8 Zoid #8 - 2001a10 Zoid #9 - 2001a48 Zoid #10 - 2001a80 Zoid #11 - 2001ab8 Zoid #12 - 2001af0 Zoid #13 - 2001b28 Zoid #14 - 2001b60 Zoid #15 - 2001b98 Zoid #16 - 2001bd0 Zoid #17 - 2001c08 Zoid #18 - 2001c40 Zoid #19 - 2001c78 Zoid #20 - 2001cb0 Zoid #21 - 2001ce8 Zoid #22 - 2001d20 Zoid #23 - 2001d58 Zoid #24 - 2001d90 Zoid #25 - 2001dc8 Zoid #26 - 2001e00 Zoid #27 - 2001e38 Zoid #28 - 2001e70 Zoid #29 - 2001ea8 Zoid #30 - 2001ee0 Zoid #31 - 2001f18 Zoid #32 - 2001f50 Zoid #33 - 2001f88 Zoid #34 - 2001fc0 Zoid #35 - 2001ff8 Zoid #36 - 2002030 Zoid #37 - 2002068 Zoid #38 - 20020a0 Zoid #39 - 20020d8 Zoid #40 - 2002110 Zoid #41 - 2002148 Zoid #42 - 2002180 Zoid #43 - 20021b8 Zoid #44 - 20021f0 Zoid #45 - 2002228 Zoid #46 - 2002260 Zoid #47 - 2002298 Zoid #48 - 20022d0 Zoid #49 - 2002308 Zoid #50 - 2002340 Zoid #51 - 2002378 Zoid #52 - 20023b0 Zoid #53 - 20023e8 Zoid #54 - 2002420 Zoid #55 - 2002458 Zoid #56 - 2002490 Zoid #57 - 20024c8 Zoid #58 - 2002500 Zoid #59 - 2002538 Zoid #60 - 2002570 Zoid #61 - 20025a8 Zoid #62 - 20025e0 Zoid #63 - 2002618 Zoid #64 - 2002650 Zoid #65 - 2002688 Zoid #66 - 20026c0 Zoid #67 - 20026f8 Zoid #68 - 2002730 Zoid #69 - 2002768 Zoid #70 - 20027a0 Zoid #71 - 20027d8 Zoid #72 - 2002810 Zoid #73 - 2002848 Zoid #74 - 2002880 Zoid #75 - 20028b8 Zoid #76 - 20028f0 Zoid #77 - 2002928 Zoid #78 - 2002960 -------------------------------- Section 8: Zoid Type Code Table -------------------------------- 0, 1 - Iron Kong (however, there is no picture. Do not use these!) 2 - Iron Kong 3 - Iron Kong Mark II S 4 - Iron Mark Mark II 5 - Iron Kong PK 6 - Iron Kong SS 7 - Iron Kong MA 8 - Red Horn 9 - Red Horn BG 10 - Dark Horn 11 - Elephander 12 - Elephander SC 13 - Elephander CM 14 - Elephander AG 15 - Saber Tiger 16 - Zaber Tiger 17 - Zaber Tiger RS 18 - Zaber Tiger SS 19 - Zaber Tiger AT 20 - Zaber Tiger FT 21 - Helcat 22 - Lightning Saix 23 - Lightning Saix A 24 - Lightning Saix B 25 - Dark Spiner 26 - Gator 27 - Gator Radome S 28 - Death Saurer 29 - Bloody Demon 30 - Genosaurer 31 - Genobreaker 32 - Genobreaker RS 33 - Protobreaker 34 - Geno Scissors 35 - Geno Trooper 36 - Rev Raptor 37 - Rev Raptor PB 38 - Merda 39 - Iguan 40 - Redler 41 - Redler BC 42 - Black Redler 43 - Redler IC 44 - Zabat 45 - Brachios 46 - Brachios NEW 47 - Heldigunner 48 - Heldigunner DT 49 - Molga 50 - Cannory Molga 51 - Malder 52 - Saicurtis 53 - Death Stinger 54 - Wardick (Warshark in the US) 55 - Sinker 56 - Dibison 57 - Shield Liger 58 - Shield Liger DCS 59 - Shield Liger DCS-J 60 - Shield Liger Mark II 61 - Shield Liger BS 62 - Blade Liger 63 - Blade Liger BS 64 - Blade Liger AB 65 - Spark Liger 66 - Liger Zero 67 - Liger Zero SC 68 - Liger Zero JA 69 - Liger Zero PA 70 - Command Wolf 71 - Command Wolf NEW 72 - Command Wolf AS 73 - Command Wolf Urban Combat Variant 74 - Command Wolf AU 75 - Keroberos 76 - Climer Wolf 77 - Gojulas 78 - Gojulas Mark II S 79 - Gojulas Mark II 80 - Gojulas G Ogre 81 - Gojulas Gana 82 - Ultrasaurus 83 - Liger Cannon 84 - 'Dummysaurus' 85 - Gordos 86 - Gordos Long Range Attack Type 87 - Nothing (Zoid Deleted) 88 - Pteras 89 - Pteras Bomber 90 - Pteras Radome 91 - Storm Sworder 92 - Raynos 93 - Godos 94 - Heavy Armor Godos 95 - Gunsniper 96 - Gunsniper W2 97 - Barigator 98 - Stealth Viper 99 - Hammerhead 100 - Hammerhead VL 101 - Double Sworder 102 - Cannon Tortoise 103 - Cannon Tortoise Assault Type 104 - Cannon Tortoise BC 105 - Double Tortoise SC (removed) 106 - Guysack 107 - Heavy Armor Guysack 108 - Guysack Stinger 109 - Spinosapper 110 - Salamander 111 - Salamander F2 112 - Mad Thunder 113 - Black Rhimos 114 - Zaber Tiger AT G 115 - Zaber Tiger AT S 116 - Shadow Fox 117 - Nothing (Zoid Deleted) 118 - Storm Furher 119 - Berserk Furher Y 120 - Berserk Furher Z 121 - Berserk Furher 122 - Demantis 123 - Maccurtis 124 - Redler FS 125 - Salamander FS 126 - Zaber Tiger GS 127 - Gojulas GS 128 - Cannon Tortoise OS 129 - Death Stinger OS 130 - Geno Hydra 131 - Geno Hydra KA 132 - Super Genosaurer 133 - Command Wolf SM 134 - Dibison TS 135 - Blade Liger LS 136 - Gunsniper LS 137 - Gunsniper NS 138 - Dark Horn HS 139 - Gojulas AS 140 - Psycho Genosaurer 141 - Silver Liger Zero 142 - Konig Wolf 143 - Trinity Liger 144 - Trinity Liger BA 145 - Dark Spiner DCS 146 - Genobreaker GS 147 - Liger Zero Imperial Service Type 148 - Liger Zero X 149 - Genosaurer BS 150 - Genosaurer BS (not sure what the difference is) 151 - Death Saurer (not the regular DS ...) 152 - Berserk Furher Z (possibly for the Emperor) 153 - 'Atory' (no picture, takes the name from the main character, don't use) 154 - 'Regina'(no picture, don't use) Beyond that, the game's reading from non-Zoid data (it's taking stuff from the character data block). -------------------------------- Section 9: Armaments Code Table -------------------------------- Okay, some notes on this table. First, the values listed are in decimal, so don't use the hexidecimal setting, otherwise you'll get a different weapon from the one you expect. This is 16-bit, unsigned data. Secondly, the way the table is written. If an armament has (parentheses) afterwards, that indicates the Zoid which has this armament by default. If there's no name for the armament, only (parentheses), this means I haven't verified that weapon system yet; however, as you can see by the pattern of the table, every Zoid got 3 slots in a row for their built-in armaments (even if they are blank. A bit of a waste, but it made my job a lot easier). Eventually, I will go through the (long) list and add the missing names, until then, you can consult the Zoids Analysis and make a fair guess as to which weapon goes in which slot. 0 - Empty 1 - Particle Cannon 2 - Heavy Particle Cannon 3 - Hyper Particle Cannon 4 - Plasma Particle Cannon 5 - Photon Particle Cannon 6 - External Charged Particle Cannon 7 - Charged Particle Cannon 8 - Compact Laser 9 - 2 Barrel Laser 10 - 3 Barrel Laser 11 - 4 Barrel Laser 12 - Anti-Air Laser 13 - 2 Barrel Anti-Air Laser 14 - 3 Barrel Anti-Air Laser 15 - 4 Barrel Anti-Air Laser 16 - Laser Gun 17 - Pulse Laser Gun 18 - Beam Needle 19 - Gatling Beam 20 - Beam Rifle 21 - Assault Beam Cannon 22 - Linear Laser 23 - Beam Cannon 24 - Concentrated Beam Cannon 25 - Ray Storm 26 - Cannon 27 - Double Cannon 28 - Triple Cannon 29 - Linear Cannon 30 - Accelerator Cannon 31 - Ultra Cannon 32 - Rail Gun 33 - High Speed Rail Gun 34 - Short Range Rail Gun 35 - Long Range Ray Gun 36 - Linear Ray Gun 37 - Assault Cannon 38 - Heavy Cannon 39 - Empty 40 - Hybrid Cannon 41 - Shockwave Cannon 42 - 3 Barrel Shockwave Cannon 43 - Acceleration Shockwave Cannon 44 - Buster Cannon 45 - Gravity Cannon 46 - Machine Gun 47 - Vulcan Cannon 48 - Heavy Vulcan 49 - Hyper Vulcan 50 - Anti-Air Machine Gun 51 - Anti-Air Vulcan 52 - Anti-Air Mega Vulcan 53 - Gatling Cannon 54 - Heavy Gatling 55 - Acceleration Gatling 56 - Sonic Wave Cannon 57 - Sulphuric Acid Cannon 58 - Freezing Gas Cannon 59 - Flamethrower 60 - Ele Shot 61 - Hind Buster 62 - Poison Gas Sprayer 63 - 4 Barrel Missile 64 - 8 Barrel Missile 65 - 16 Barrel Missile 66 - Jumbo Missile 67 - Anti-Air 4 Missile 68 - Anti-Air 8 Missile 69 - Anti-Air 16 Missile 70 - Long Range Missile 71 - Self Guided Missile 72 - Napalm Missile 73 - Hyper Napalm 74 - Anti-Ballistic Missile 75 - Corrosive Gas Bomb 76 - Linear Cannon 77 - Hiblit Vulcan 78 - 105mm Beam 79 - Empty 80 - 105mm Beam 81 - 2 Barrel Beam 82 - 2 Barrel Beam 83 - 2 Barrel Beam 84 - 2 Barrel Accelerator Beam 85 - Pulse Laser Cannon 86 - Pulse Laser Cannon 87 - Beam Cannon 88 - Long Range Beam Cannon 89 - Long Range Beam Cannon 90 - Empty 91 - Empty 92 - 2 Barrel Beam Cannon 93 - 2 Barrel Beam Cannon 94 - Beam Cannon 95 - Armor Piercing Vulcan 96 - Chobham Armor 97 - Heavy Piled Armor 98 - Super Heavy Piled Armor 99 - E Shield Armor 100 - Conformal Armor 101 - Reinforced Conformal Armor 102 - Anti-Laser Armor 103 - E Protector 104 - Rare Metal Armor 105 - Laser Diffusion Equipment 106 - E Shield Generation Equipment 107 - Expanding System E Shield 108 - Smokescreen Generator Equipment 109 - Optical Camouflage 110 - Infrared Scope 111 - Infrared Scanner 112 - Decoy 113 - EM Jammer 114 - Accelerator Equipment 115 - High Mobility Thruster 116 - 3D Radar 117 - All-Weather Radar 118 - Laser Sensor 119 - Micro Sensor 120 - Composite Sensor 121 - GPS Sensor 122 - Magnetic Detector 123 - GPS Magnetic Detector 124 - E Reinforcer Unit 125 - Physics Reinforcer Unit 126 - Core Reinforcer Unit 127 - E Charger 128 - Ion Irradiation Equipment 129 - Self Repair Unit 130 - Empty 131 - Empty 132 - Empty 133 - Empty 134 - Float Unit 135 - Empty 136 - Empty 137 - Empty 138 - Empty 139 - Empty 140 - Concentrated Charged Particle Cannon (Geno Hydra) 141 - Concentrated Charged Particle Cannon (Geno Hydra KA) 142 - Five Blade (Liger Zero SC) 143 - Buster Claw (Berserk Furher) 144 - Long Range Cannon (Berserk Furher Y) 145 - Long Range Rifle (Konig Wolf) 146 - 4 Barrel Rifle (Genobreaker GS) 147 - Anti-Air Cannon (Trinity Liger BA) 148 - Empty 149 - Long Horn (Mad Thunder) 150 - Hammer Knuckle (Iron Kong) 151 - 6 Barrel Missile (Iron Kong) 152 - Empty (Iron Kong) 153 - Hammer Knuckle (Iron Kong Mark II S) 154 - Beam Launcher (Iron Kong Mark II S) 155 - Empty (Iron Kong Mark II S) 156 - Hammer Knuckle (Iron Kong Mark II) 157 - 6 Barrel Missile (Iron Kong Mark II) 158 - Empty (Iron Kong Mark II) 159 - Hammer Knuckle (Iron Kong PK) 160 - Beam Launcher (Iron Kong PK) 161 - Empty (Iron Kong PK) 162 - Hammer Knuckle (Iron Kong SS) 163 - Beam Gatling (Iron Kong SS) 164 - Empty (Iron Kong SS) 165 - Hammer Knuckle (Iron Kong MA) 166 - 6 Barrel Missile (Iron Kong MA) 167 - Extreme Manuever Unit (Iron Kong MA) 168 - Horn Crash(Red Horn) 169 - Empty (Red Horn) 170 - Empty (Red Horn) 171 - Horn Crash (Red Horn BG) 172 - Beam Gatling (Red Horn BG) 173 - Empty (Red Horn BG) 174 - Horn Crash (Dark Horn) 175 - Empty (Dark Horn) 176 - Empty (Dark Horn) 177 - Twin Tusk (Elephander) 178 - Empty (Elephander) 179 - Empty (Elephander) 180 - Twin Tusk (Elephander SC) 181 - Empty (Elephander SC) 182 - Empty (Elephander SC) 183 - Twin Tusk (Elephander CM) 184 - Empty (Elephander CM) 185 - Empty (Elephander CM) 186 - Empty (Elephander AG) 187 - AG Unit (Elephander AG) 188 - Empty (Elephander AG) 189 - (Saber Tiger) 190 - (Saber Tiger) 191 - (Saber Tiger) 192 - (Zaber Tiger) 193 - (Zaber Tiger) 194 - (Zaber Tiger) 195 - (Zaber Tiger RS) 196 - (Zaber Tiger RS) 197 - (Zaber Tiger RS) 198 - (Zaber Tiger SS) 199 - (Zaber Tiger SS) 200 - Empty (Zaber Tiger SS) 201 - (Zaber Tiger AT) 202 - (Zaber Tiger AT) 203 - (Zaber Tiger AT) 204 - (Zaber Tiger FT) 205 - (Zaber Tiger FT) 206 - (Zaber Tiger FT) 207 - (Helcat) 208 - (Helcat) 209 - (Helcat) 210 - Killer Fang (Lightning Saix) 211 - (Lightning Saix) 212 - (Lightning Saix) 213 - (Lightning Saix A) 214 - (Lightning Saix A) 215 - (Lightning Saix A) 216 - (Lightning Saix B) 217 - (Lightning Saix B) 218 - (Lightning Saix B) 219 - (Dark Spiner) 220 - (Dark Spiner) 221 - (Dark Spiner) 222 - (Gator) 223 - (Gator) 224 - (Gator) 225 - (Gator Radome S) 226 - (Gator Radome S) 227 - (Gator Radome S) 228 - (Death Saurer) 229 - (Death Saurer) 230 - (Death Saurer) 231 - (Bloody Demon) 232 - (Bloody Demon) 233 - (Bloody Demon) 234 - (Genosaurer) 235 - (Genosaurer) 236 - (Genosaurer) 237 - (Genobreaker) 238 - (Genobreaker) 239 - (Genobreaker) 240 - (Genobreaker RS) 241 - (Genobreaker RS) 242 - (Genobreaker RS) 243 - (Protobreaker) 244 - (Protobreaker) 245 - (Protobreaker) 246 - (Geno Scissors) 247 - (Geno Scissors) 248 - (Geno Scissors) 249 - (Geno Trooper) 250 - (Geno Trooper) 251 - (Geno Trooper) 252 - (Rev Raptor) 253 - (Rev Raptor) 254 - (Rev Raptor) 255 - (Rev Raptor PB) 256 - (Rev Raptor PB) 257 - (Rev Raptor PB) 258 - (Merda) 259 - (Merda) 260 - (Merda) 261 - (Iguan) 262 - (Iguan) 263 - (Iguan) 264 - (Redler) 265 - (Redler) 266 - (Redler) 267 - (Redler BC) 268 - (Redler BC) 269 - (Redler BC) 270 - Severing Wing (Black Redler) 271 - (Black Redler) 272 - (Black Redler) 273 - (Redler IC) 274 - (Redler IC) 275 - (Redler IC) 276 - (Zabat) 277 - (Zabat) 278 - (Zabat) 279 - (Brachios) 280 - (Brachios) 281 - (Brachios) 282 - (Brachios NEW) 283 - (Brachios NEW) 284 - (Brachios NEW) 285 - (Heldigunner) 286 - (Heldigunner) 287 - (Heldigunner) 288 - (Heldigunner DT) 289 - (Heldigunner DT) 290 - (Heldigunner DT) 291 - (Molga) 292 - (Molga) 293 - (Molga) 294 - (Cannory Molga) 295 - (Cannory Molga) 296 - (Cannory Molga) 297 - (Malder) 298 - (Malder) 299 - (Malder) 300 - (Saicurtis) 301 - (Saicurtis) 302 - (Saicurtis) 303 - (Death Stinger) 304 - (Death Stinger) 305 - (Death Stinger) 306 - (Wardick) 307 - (Wardick) 308 - (Wardick) 309 - (Sinker) 310 - (Sinker) 311 - (Sinker) 312 - (Dibison) 313 - (Dibison) 314 - (Dibison) 315 - Laser Saber (Shield Liger) 316 - E Shield (Shield Liger) 317 - Empty (Shield Liger) 318 - (Shield Liger DCS) 319 - (Shield Liger DCS) 320 - (Shield Liger DCS) 321 - (Shield Liger DCS-J) 322 - (Shield Liger DCS-J) 323 - (Shield Liger DCS-J) 324 - (Shield Liger Mark II) 325 - (Shield Liger Mark II) 326 - (Shield Liger Mark II) 327 - (Shield Liger BS) 328 - (Shield Liger BS) 329 - (Shield Liger BS) 330 - (Blade Liger) 331 - (Blade Liger) 332 - (Blade Liger) 333 - (Blade Liger BS) 334 - (Blade Liger BS) 335 - (Blade Liger BS) 336 - (Blade Liger AB) 337 - (Blade Liger AB) 338 - (Blade Liger AB) 339 - (Spark Liger) 340 - (Spark Liger) 341 - (Spark Liger) 342 - (Liger Zero) 343 - (Liger Zero) 344 - (Liger Zero) 345 - (Liger Zero SC) 346 - (Liger Zero SC) 347 - (Liger Zero SC) 348 - (Liger Zero JA) 349 - (Liger Zero JA) 350 - (Liger Zero JA) 351 - (Liger Zero PA) 352 - (Liger Zero PA) 353 - (Liger Zero PA) 354 - (Command Wolf) 355 - (Command Wolf) 356 - (Command Wolf) 357 - (Command Wolf NEW) 358 - (Command Wolf NEW) 359 - (Command Wolf NEW) 360 - Bite Fang (Command Wolf AS) 361 - Long Range Rifle (Command Wolf AS) 362 - Smokeshield Generator Equipment (Command Wolf AS) 363 - (Command Wolf Urban Combat Variant) 364 - (Command Wolf Urban Combat Variant) 365 - (Command Wolf Urban Combat Variant) 366 - (Command Wolf AU) 367 - (Command Wolf AU) 368 - (Command Wolf AU) 369 - (Keroberos) 370 - (Keroberos) 371 - (Keroberos) 372 - (Climer Wolf) 373 - (Climer Wolf) 374 - (Climer Wolf) 375 - (Gojulas) 376 - (Gojulas) 377 - (Gojulas) 378 - (Gojulas Mark II S) 379 - (Gojulas Mark II S) 380 - (Gojulas Mark II S) 381 - (Gojulas Mark II) 382 - (Gojulas Mark II) 383 - (Gojulas Mark II) 384 - (Gojulas G Ogre) 385 - (Gojulas G Ogre) 386 - (Gojulas G Ogre) 387 - (Gojulas Gana) 388 - (Gojulas Gana) 389 - (Gojulas Gana) 390 - Hyper Fang (Ultrasaurs) 391 - Linear Cannon (Ultrasaurus) 392 - 8 Barrel Missile (Ultrasaurus) 393 - Dummy Cannon (Liger Cannon) [See the Liger Cannon in background] 394 - Dummy Dakorya (Liger Cannon) 395 - Dummy's Heart (Liger Cannon) 396 - Dummy Cannon (Dummysaurus) 397 - Dummy Dakorya (Dummysaurus) 398 - Dummy's Heart (Dummysaurus) 399 - Bite Fang (Gordos) 400 - 20mm Laser (Gordos) 401 - (Gordos) 402 - (Gordos Long Range Attack Type) 403 - (Gordos Long Range Attack Type) 404 - (Gordos Long Range Attack Type) 405 - Nothing (Deleted Zoid) 406 - Nothing (Deleted Zoid) 407 - Nothing (Deleted Zoid) 408 - (Pteras) 409 - (Pteras) 410 - (Pteras) 411 - (Pteras Bomber) 412 - (Pteras Bomber) 413 - (Pteras Bomber) 414 - (Pteras Radome) 415 - 2 Barrel Missile (Pteras Radome) 416 - 3-D Radome (Pteras Radome) 417 - (Storm Sworder) 418 - (Storm Sworder) 419 - Nothing (Storm Sworder) 420 - Nothing (Raynos) 421 - 3 Barrel Beam Cannon (Raynos) 422 - 3-D Radar (Raynos) 423 - (Godos) 424 - (Godos) 425 - (Godos) 426 - (Heavy Armor Godos) 427 - (Heavy Armor Godos) 428 - (Heavy Armor Godos) 429 - (Gunsniper) 430 - (Gunsniper) 431 - (Gunsniper) 432 - (Gunsniper W2) 433 - (Gunsniper W2) 434 - (Gunsniper W2) 435 - (Barigator) 436 - (Barigator) 437 - (Barigator) 438 - (Stealth Viper) 439 - (Stealth Viper) 440 - (Stealth Viper) 441 - Missile Pod (Hammerhead) 442 - Hyper Beam Cannon (Hammerhead) 443 - (Hammerhead) 444 - Lance Attack (Hammerhead VL) 445 - 3-D Radome (Hammerhead VL) 446 - (Hammerhead VL) 447 - (Double Sworder) 448 - (Double Sworder) 449 - (Double Sworder) 450 - (Cannon Tortoise) 451 - (Cannon Tortoise) 452 - (Cannon Tortoise) 453 - (Cannon Tortoise AT) 454 - (Cannon Tortoise AT) 455 - (Cannon Tortoise AT) 456 - (Cannon Tortoise BC) 457 - (Cannon Tortoise BC) 458 - (Cannon Tortoise BC) 459 - (Double Tortoise SC) 460 - (Double Tortoise SC) 461 - (Double Tortoise SC) 462 - (Guysack) 463 - (Guysack) 464 - (Guysack) 465 - (Heavy Armor Guysack) 466 - (Heavy Armor Guysack) 467 - (Heavy Armor Guysack) 468 - (Guysack Stinger) 469 - (Guysack Stinger) 470 - (Guysack Stinger) 471 - (Spinosapper) 472 - (Spinosapper) 473 - (Spinosapper) 474 - Flamethrower (Salamander) 475 - Heavy Mounted Vulcan (Salamander) 476 - 2 Barrel Anti-Air Laser (Salamander) 477 - (Salamander F2) 478 - (Salamander F2) 479 - (Salamander F2) 480 - (Mad Thunder) 481 - (Mad Thunder) 482 - (Mad Thunder) 483 - (Black Rhimos) 484 - (Black Rhimos) 485 - (Black Rhimos) 486 - (Zaber Tiger AT G) 487 - (Zaber Tiger AT G) 488 - (Zaber Tiger AT G) 489 - (Zaber Tiger AT S) 490 - (Zaber Tiger AT S) 491 - (Zaber Tiger AT S) 492 - Laser Claw (Shadow Fox) 493 - Nothing (Shadow Fox) 494 - (Shadow Fox) 495 - Nothing (Deleted Zoid) 496 - Nothing (Deleted Zoid) 497 - Nothing (Deleted Zoid) 498 - (Storm Furher) 499 - (Storm Furher) 500 - (Storm Furher) 501 - (Berserk Furher Y) 502 - (Berserk Furher Y) 503 - (Berserk Furher Y) 504 - (Berserk Furher Z) 505 - (Berserk Furher Z) 506 - (Berserk Furher Z) 507 - (Berserk Furher) 508 - (Berserk Furher) 509 - (Berserk Furher) 510 - (Demantis) 511 - (Demantis) 512 - (Demantis) 513 - (Maccurtis) 514 - (Maccurtis) 515 - (Maccurtis) 516 - (Redler FS) 517 - (Redler FS) 518 - (Redler FS) 519 - (Salamander FS) 520 - (Salamander FS) 521 - (Salamander FS) 522 - (Zaber Tiger GS) 523 - (Zaber Tiger GS) 524 - (Zaber Tiger GS) 525 - (Gojulas GS) 526 - (Gojulas GS) 527 - (Gojulas GS) 528 - (Cannon Tortoise OS) 529 - (Cannon Tortoise OS) 530 - (Cannon Tortoise OS) 531 - (Death Stinger OS) 532 - (Death Stinger OS) 533 - (Death Stinger OS) 534 - (Geno Hydra) 535 - (Geno Hydra) 536 - (Geno Hydra) 537 - (Geno Hydra KA) 538 - (Geno Hydra KA) 539 - (Geno Hydra KA) 540 - (Super Genosaurer) 541 - (Super Genosaurer) 542 - (Super Genosaurer) 543 - (Command Wolf SM) 544 - (Command Wolf SM) 545 - (Command Wolf SM) 546 - (Dibison TS) 547 - (Dibison TS) 548 - Mega Romahksu (Dibison TS) 549 - (Blade Liger LS) 550 - (Blade Liger LS) 551 - (Blade Liger LS) 552 - (Gunsniper LS) 553 - (Gunsniper LS) 554 - (Gunsniper LS) 555 - (Gunsniper NS) 556 - (Gunsniper NS) 557 - (Gunsniper NS) 558 - (Dark Horn HS) 559 - (Dark Horn HS) 560 - (Dark Horn HS) 561 - (Gojulas AS) 562 - (Gojulas AS) 563 - (Gojulas AS) 564 - (Psycho Genosaurer) 565 - (Psycho Genosaurer) 566 - (Psycho Genosaurer) 567 - (Silver Liger Zero) 568 - (Silver Liger Zero) 569 - (Silver Liger Zero) 570 - (Konig Wolf) 571 - (Konig Wolf) 572 - (Konig Wolf) 573 - (Trinity Liger) 574 - (Trinity Liger) 575 - (Trinity Liger) 576 - (Trinity Liger BA) 577 - (Trinity Liger BA) 578 - (Trinity Liger BA) 579 - (Dark Spiner DCS) 580 - (Dark Spiner DCS) 581 - (Dark Spiner DCS) 582 - (Genobreaker GS) 583 - (Genobreaker GS) 584 - (Genobreaker GS) 585 - (Liger Zero Imperial Service Type) 586 - (Liger Zero Imperial Service Type) 587 - (Liger Zero Imperial Service Type) 588 - (Liger Zero X) 589 - (Liger Zero X) 590 - (Liger Zero X) 591 - (Genobreaker BS) 592 - (Genobreaker BS) 593 - Long Range Laser (Genobreaker BS) -------------------------------------------------------- Section 10: Supplement: Memory, Binary, and Hexidecimal -------------------------------------------------------- I've decided to plunk this in each one of the Hacking Guides that I release in an attempt to reduce the number of questions I get on how hexidecimal or binary works. This information is probably covered in a much more professional manner in your local mathematics textbook and computer science course. Of course, since a lot of gameplayers are in high-school, they may not have a decent computer science department. Not to fret. Let's start by talking about numbers. Most of us are familiar with this subject, but let's review a little, shall we? Numbers are made up of numerals (the representations of numbers, which in the English alphabet are written as 0, 1, 2, 3, 4, 5, 6, 7, 8 and 9. We could have just as well used different smiley faces, pictures of trees, or letters.) While there is no problem when writing a number from 0 to 9, what happens when we want to write a 10? Well, as you can see, we use the concept of digits. The '1' in the number '10' is in the tens place. In the number '42,375', the number 2 is in the thousands place, and so on. You of course know this, otherwise ... well, you know all this. But what we really mean when we write '42,375' is: "I want the number whose value equals 4 X 10,000 + 2 X 1,000 + 3 x 100 + 7 x 10 + 5 x 1." 10 is, of course, 10 to the first power; 100 is 10 to the second power; 1000 is 10 to the third power, and so on and so forth. This system of representing numbers is known as decimal. (From the Greek for 10.) But what if we don't want to use decimal? To a computer, decimal is far to hard and inefficient. Computers understand two basic things: On (electrons flowing) and Off (electrons not flowing). If On = 1 and Off = 0, we can still represent any number we like. This is known as binary. So, we can write '27' in binary as 11011. (That's 1 x 16 + 1 x 8 + 0 x 4 + 1 x 2 + 1 x 1.) 16 is 2 to fourth power, 8 is 2 to the third power, etc. etc. Hopefully, you understand binary now. Hexidecimal is similar, except instead of using 10 or 2 as a base, we use 16. In order to represent 10, 11, 12, 13, 14, and 15 in a single symbol, we use A, B, C, D, E, and F respectively. (16 in hexidecimal is, of course, 10.) So 100 in decimal is 6 x 16 + 4 or 64 in hexidecimal. Why even bother with hexidecimal? Ahh ... well, historically, we group 8 binary switches into a single unit known as a byte. (10011011, for example.) Therefore, a byte can store values from 255 (1111111) to 0 (00000000). It so happens that 255 is equivalent to FF in hexidecimal. See where we're going with this? A two-digit hexidecimal value, then, can represent all the values that a byte can. This is why we use hexidecimal extensively in computers. Okay, so now we know about hexidecimal and why we use it in computers. Memory addresses are written in hexidecimal. Why? Well, a computer needs to be able to manipulate that address and store it. As a number. How does a computer store numbers? (If you said in binary, you are right.) What's the way we write binary numbers? (If you said in hexidecimal, you are again right.) Now, we come to the interesting part. How is data stored in memory? (Not physically, but conceptually.) Well, we store all sorts of things in a game's memory. If we want to store a number, we usually store it in a single byte (if it runs from 0-255), or 2 bytes (0-65535) or 4 bytes (basically anything bigger, up to 4,294,967,295.) This is different if you want to store potentially negative values (and I won't get into it, we rarely run into negative numbers in game memory.) Things like HP, EN, how many lives you have left, the number of shots in that rifle, etc. are usually stored in this manner. We could also store it, instead of in true hexidecimal, as though it were decimal (since hexidecimal includes 0-9. I believe this is referred to as Binary Coded Decimal.) This tends to waste space (you ignore the power of A- F), but sometimes this is done in games. Not so much nowadays, though. So, if I stored 142 in 2-bytes, in the 'value' I'm really storing is 1 in the first of those two bytes, and the decimal value of 66 in the second. (I omit a discussion of byte-ordering until another time, simply because there are two different ways to store a multi-byte number. Don't worry about it for the present.) We can also store a value that corresponds to something else (like a pilot's background data.) If information is kept like this, the game knows (it's built-in) what, say, a 12 stands for. We have to plug in values to figure out what each value stands for and make long lists. Sometimes, in cases like these, a 0 is empty (doesn't correspond to something, like in Tactics Ogre: Knight of Lodis). Sometimes (like in Super Robot Taisen A) it does stand for something (Pilot 0 is Lalah Sune.) Finally, we can use memory in a BINARY fashion. Remember: FF is REALLY 11111111. Or 8 little switches in a row than can be ON or OFF. So if we want to look at things that can be on or off (like the Emblem Toggle), we can cram 8 of those things into one byte, instead of using 8 bytes. The 'Enable Bytes' are variations on this. Basically, a 0 stands for Off, and anything else is On. (The reason for this lies within the realm of assembly language, and will not be covered here. Sufficed to say, the game has a way of quickly checking if something is on or off, and only 0 stands for off.) This type of data, known as a bit field, is very commonly used for certain on-off purposes. Well, this ends the brief supplement of Binary, Hexidecimal, and how memory is used in most games. Hopefully, this answers a few questions. -------------------- Section 11: Credits -------------------- There are several people without whose publicly available resources this document could have never been complied: GameFAQs (www.gamefaqs.com), for being the comprehensive game information site; Channel Zi (www.artvilla.com/zoids), for having a ton of Zoid information, which helped me identify the Zoids and properly translate the names; Jeffrey's J<->E Dictionary Server (linear.mv.com/), an excellent on-line dictionary; Tomy, for making another anime-based RPG that's so appealing; The knowledgeable folks on the Zoids Saga GameFAQs board, who have helped answer some of the myriad of questions directed towards me, and those who have contributed to my other Zoids Saga work; Everyone who has sent positive comments, encouragement, and feedback. Also, extra special thanks to www.angelfire.com/rpg2/zoidsbattleextreme, for agreeing to host the Zoids Graphics Pack on his website. Go, check it out! If you want to know what each Zoid looks like, this is the place to be. -------------------------------------- Section 12: Copyright / Authorization -------------------------------------- This document is the sole property of soren_kanzaki@yahoo.com, and copyright 2002. Unauthorized reproduction, either in print, electronic, or other format is expressly prohibited without consent of the author. Individuals may download this document from the following authorized websites: GameFAQs (www.gamefaqs.com) www.cheats.de www.neoseeker.com Individuals may only use this document for personal purposes and are expressly prohibited from transferring or reproducing this document in any format without consent of the author. This document cannot be altered and then redistributed without consent of the author. This document, reproductions thereof, or excerpts, cannot be sold for money. -------------------------- Section 13: Miscellaneous -------------------------- Several sections of this guide are copied directly from my previous hacking guides for Super Robot Taisen A. (Especially the supplement.) If you really want to know more about how computer memory and hacking into it works, consult your local computer science professional, or try the local library. Next?: If there are certain game logic questions, I will be happy to answer them (and probably add an explanation in the guide.) I am NOT, however, going to answer questions on how to specifically apply these codes to get specific results, or on how to cheat in general - there are probably plenty of guides written on that subject. I'll be filling in the blanks here in the Zoids Hacking Guide, then doing a revision and completion of the Zoids Analysis document. After that, there's basically nothing left to do for Zoids Saga ...