0-----------------------------------------------------------------------------0 | Shadowrun for the Sega Genesis- Save State Hacking Guide | | Version 1.00 | | June 10, 2003 | | Author: SG81 of the GameFAQs Message Boards | | Contact: SG81@Cox.net | 0-----------------------------------------------------------------------------0 Version History ---------------- 1.00 - Initial release. CONTENTS ------------------------------------------------------------------------------- [Section 1] Disclaimer/Copyright [Section 2] Introduction [Section 3] How to use this guide [Section 4] Vital stats [Section 5] Changeable aspects of the save file and their offsets [Section 6] FAQs [Section 7] Conclusion/Credits ------------------------------------------------------------------------------- [SECTION 1] DISCLAIMER/COPYRIGHT --------------------------------- DISCLAIMER: The author of this document claims absolutely no responsibility whatsoever for whatever you do with this guide. Basically, if you make a thousand hard-copies and attempt to give somebody ancient paper cut torture, It will be your fault and not mine. Besides if you think something is going to happen to your computer for reading this, you shouldn't be around a computer very much :) COPYRIGHT: This document is NOT (c) SG81. I don't think this would be worthy of the 20 or so bucks it takes to copyright something. I'm not about to waste a stamp and make a poor-man's copyright either :) I would, basically call this public domain. Personally, I don't care what you do with it. If you do decide to use it any way other than personally (like if you use it on a website or something) give me an email so I know at least one person has gotten use of it. [SECTION 2] INTRODUCTION ------------------------- This guide will show you how to edit virtually every aspect of your character and your hired 'runners in this great game for the Megadrive (Sega Genesis). Whether you want to just give yourself a quick karma boost, a fatter pocket secretary, or go wild and give yourself enormous ratings to body, quickness, intelligence, etc. In this version, I was only able to give myself a maximum of 255 karma, setting itself back to zero if it got any higher. In previous attempts, I am positive that it could go above 255, even higher than 999. Therefore, the ROM versions for this one (the one I used when writing this guide) and the one I used before might be different. See section 5. If you are new to hex editing save states, take a look at the next section. Good luck and happy editing :) [SECTION 3] HOW TO USE THIS GUIDE ---------------------------------- Firstly, read through the introduction (section 2) for any special notes about the game or anything else you need to know before you start (even if you are experienced in hex editing). Once you have the hex editor/correct save game situation handled, simply browse or search section 5 for thing you can change. Get the offset(s) provided and follow the guidelines for that value to help understand how it works and what you can or can't do. If the value is a combination of things, and not a numerical value, a table will be provided. If, at any time, special rules apply to any of the changeable aspects then I will give you info regarding those special rules. Then, all you have to do, is change the values at those offsets with your hex editor and reload your save state. [SECTION 4] VITAL STATS ------------------------ This section will provide some things that you may want to know before you start using this guide. The GoodTools ROM name is what the file is named when you catalog it with GoodGen (get it, and other tools at http://www.zophar.net). This tells you some stuff that could possibly change where offsets are in a save state, like country code, ROM version, alternates, etc. You can use the ROM size to further confirm that we are both using the same image. The identifying text string is used to locate a common reference in the save state, if the ROM you are using is different or if you are unsure about your version. When you open up the save file in your hex editor you can look at the offset supplied and see if the identifying text starts at that particular offset. The 'emulator used' field is there to identify which emulator I used while I was finding these hex offsets and also to show what this emulator names it save states. GoodTools ROM name: Shadow Run (U) [!].bin Save state filename: Shadow Run (U) [!].gs0 (Gens save slot 0) ROM size (in DOS): 2,097,152 bytes Identifying text string: 'Joshua' at offset 25D3 (NOTE: The actual name starts at offset 25D0). Emulator used: Gens v2.11 (http://gens.consolemul.com) The reason I use the file size in DOS, is that Windows (which I assume you are using) displays file sizes in Kilobytes and rounds it out. DOS displays file sizes in bytes and, therefore, is more accurate. If you can't open a DOS box, open Windows Explorer, right-click the file and choose 'Properties'. [SECTION 5] CHANGABLE ASPECTS OF THE SAVE FILE AND THEIR HEX OFFSETS --------------------------------------------------------------------- Here, you will find the meat of the document, the section that you were looking for, about 100 lines ago :) Feel free to browse around or use this mini table of contents to search for a particular aspect to edit. Sub-section TOC: [6-1] Mental and physical health % [6-2] Ammo left in gun [6-3] Number of clips [6-4] Current weapon in use [6-5] Character name [6-6] Inventory slots [6-7] Inventory slot modifiers [6-8] Current armor in use [6-9] Attribute ratings (8 attributes) [6-10] Skill ratings (12 skills) [6-11] Karma [6-12] Cyberdeck presence flag [6-13] Installed Cyberware [6-14] Race and Archetype [6-15] Shadowrunners' spell books [6-16] Cyberdeck stats and programs [6-17] Cyberdeck data files [6-18] Shadowrun contract information [6-19] Nuyen [6-20] Interesting effect... [6-21] Group items [6-22] Cyberdeck pass codes [6-23] Contacts list [6-24] Hired Shadowrunner information [6-25] Matrix Run completed flag [6-1] Mental and physical health % -Offset 25C4 -Numerical value -Range: 00-0A The red bar to the left of your character's picture, on the right bar is your physical health The bluish-green one on the bottom is your mental. The game multiplies this value by 10 to get your final value, so pick a value between 01 and 0A. You can go higher, but the game will reset it back to 100 once the value has been modified. [6-2] Ammo left in gun -Offset 25C6 -Numerical value -Range: 00-xx (depends on gun) In the game, there is a trick to refill your clip by equipping a grenade, and then re-equipping your gun (as long as you have more then 0 bullets in your current clip), so this value probably isn't worth the trouble to change. Setting this value higher then the capacity of your gun will reset itself once the number of bullets change. [6-3] Number of clips -Offset 25C7 -Numerical value -Range: 00-7F By normal means you can have a max of 20 clips, so this can save trips to those places that sell them. If you set this value higher then 7F (127 clips), the game will reset your clip total to 0. [6-4] Current weapon in use -Offset 25CF -Combination value -Range: 00-0F The interesting thing about changing this value is that you can have a certain weapon equipped without having it in your inventory. The game will continue to think you have that gun in use until you tell it otherwise. 00- Nothing 01- Streetline Special 02- Model 101T LP 03- American L36 LP 04- Security 500 LP 05- Warhawk HP 06- Max-Power HP 07- Predator HP 08- AK-97 SMG 09- HK227-S SMG 0A- Mach 22 SMG 0B- Allegiance Shotgun 0C- Roomsweeper Shotgun 0D- Frag Grenade 0E- Scatter Grenade 0F- Concussion Grenade Values over 0F are things you can't normally use as weapons, and have no effect, like medkits, stim patches, etc. [6-5] Character name -Offsets 25D0-25DC (13 bytes) -Alphanumeric string -Range: String Your character's name actually starts at offset 25D0, even though the first text you see is at offset 25D3. These three extra spaces (hex value 20) are there to align the name to the center when viewing it. You can edit these blank spaces however you want. [6-6] Inventory slots -Offsets 25DE-25E5 (8 bytes) -Combination values -Range: 00-32 for each byte These values control what you have in your inventory, obviously. The order of the bytes are (this is a attempt at an ASCII drawing of the 8-slot inventory box at the pause screen): XXXX XXXX 25DE XXXX XXXX 25DF XXXX XXXX XXXX XXXX 25E0 XXXX XXXX 25E1 XXXX XXXX XXXX XXXX 25E2 XXXX XXXX 25E3 XXXX XXXX XXXX XXXX 25E4 XXXX XXXX 25E5 XXXX XXXX If you couldn't understand the funky diagram above, don't worry. The pattern goes: First offset, left slot on first row. Second offset, right slot on first row. Third offset, left slot on second row, and so on. Here goes the listings: 00- Nothing 19- Flame Dart SF 01- Streetline Special 1A- Flame Bolt SF 02- Model 101T LP 1B- Hellblast SF 03- American L36 LP 1C- Invisibility SF 04- Security 500 LP 1D- Sleep SF 05- Warhawk HP 1E- Stink SF 06- Max-Power HP 1F- Super Barrier SF 07- Predator HP 20- Mana Zap SF 08- AK-97 SMG 21- Mana Blast SF 09- HK227-S SMG 22- Mana Storm SF 0A- Mach 22 SMG 23- Rockskin SF 0B- Allegiance Shotgun 24- Heal Wounds SF 0C- Roomsweeper Shotgun 25- Confusion SF 0D- Frag Grenade 26- Barrier SF 0E- Scatter Grenade 27- Protection Talisman 0F- Concussion Grenade 28- Combat Sense Spell Lock 10- Medkit 29- Rat Totem 11- Stim Patch 2A- Gator Totem 12- Trauma Patch 2B- Bear Totem 13- Fetish 2C- Armor Vest 14- Maglock Passkey 2D- Armor Clothing 15- Electronic Kit 2E- Armor Jacket 16- Smart Goggles 2F- Vest With Plates 17- Enchanted Dagger 30- Lined Duster 18- Power Focus 31- Light Combat Armor 32- Heavy Combat Armor (SF = Spell Focus) I have no idea what the Enchanted Dagger does. It was probably left out somehow, I don't know. Values after 32 are spells and garbage stuff, which appear to do nothing. A small note before changing these values... I haven't found what determines whether or not something in your inventory is equipped or not. It could be controlled by some of the values below, but I haven't tested it fully. Therefore, it might be a wise idea to unequip all your equipped items before changing the items in your inventory. [6-7] Inventory slot modifiers -Offsets 25E6-25ED (8 bytes) -Numerical or combination values -Range: 00-32 for each byte The modifier values determine 1 of 3 things, depending on what kind of item it is. Either it's the amount you have left of that item (grenades, medkits), the rating of the item (maglock passkeys, talismans) or what kind of accessories it has on it (guns only). For items with quantities or ratings just use a normal number. Values that go over the item's limit haven't been tested. For gun accessories, use this table: Use decimal: No accessories- Add 0 Smartlink- Add 1 Silencer- Add 2 Sound Suppressor- Add 4 Laser Sighting- Add 8 Gas Vent II- Add 16 Gas Vent III- Add 32 Add total values for the accessory/accessories you want and convert to hex before entering the value. Yes, it IS possible for shotguns to have silencers. Below, are some common configurations and their hex values: Smartlink, Silencer- 03 Laser Sighting, Silencer- 0A Smartlink, Sound Suppressor, Gas Vent III- 25 Laser Sighting, Sound Suppressor, Gas Vent III- 2C [6-8] Current armor in use -Offset 25EE -Combination value -Range: 00-07 Just like the current weapon in use value, this one determines which armor you are currently wearing. Although not tested thoroughly, but would be the most likely case, you do not need the armor you are wearing in your inventory. The game will continue to think you have that armor on until you try to equip a new one. 00- No Armor 01- Armor Vest 02- Armor Clothing 03- Armor Jacket 04- Vest With Plates 05- Lined Duster 06- Light Combat Armor 07- Heavy Combat Armor Values after seem to have no effect. [6-9] Attribute ratings (8 attributes) -Offsets 25EF-25F7 (excluding 25F5) and 2606 -Numerical values -Range: 00-FF The exact offsets for these values are as follows: 25EF Body Attribute 25F0 Quickness Attribute 25F1 Strength Attribute 25F2 Charisma Attribute 25F3 Intelligence Attribute 25F4 Willpower Attribute 25F5 Unknown 25F6 Essence Attribute (Whole number) 2606 Essence Rating (Decimal number) 25F7 Magic Attribute The essence whole number is the number on the left of the rating (the 5 in 5.2 or the 3 in 3.9, for example). The decimal value is the one to the right (the 6 in 4.6 or the 9 in 5.9, for example). Why they are 16 bytes apart, I have no idea. In reality, it's possible to give your character stats well above the limit the game intended you to have. As far as I can see, it works; just beware of setting some stats, like strength and magic, too high. This is because, when going to check your success rating for your weapon or spell, the bar will go off the charts, occasionally wrapping around the screen multiple times. [6-10] Skill ratings (12 skills} -Offsets 25F8-2604 (excluding 25FE) -Numerical values -Range: 00-FF The exact offsets for these values are as follows: 25F8 Sorcery Rating 25F9 Firearms Rating 25FA Firearms (Pistols) Rating 25FB Firearms (SMGs) Rating 25FC Firearms (Shotguns) Rating 25FD Melee Combat Rating 25FE Unknown 25FF Throwing Rating 2600 Biotech Rating 2601 Computer Rating 2602 Electronics Rating 2603 Reputation Rating 2604 Negotiation Rating Just like above, the values for these can go over 12 (or 13 in some cases). [6-11] Karma -Offset 2605 -Numerical value -Range: 00-FF It's your karma, what more can I say. If you set it to 255 (FF), make sure you don't gain a point or else it will reset itself to 0. [6-12] Cyberdeck presence flag -Offset 2607 -Combination value (flag) -Range: 00 or 01 This value determines whether or not you have a Cyberdeck or not. In the game, this value is set to 1 after you pickup your brother's stuff. You can change what Cyberdeck you have in subsection 6-17. [6-13] Installed Cyberware -Offsets 2608 and 2609 -Combination values -Range: 00-64 and 00-128 These values also use a table in which you add decimal values to produce certain combinations. Just add along the numbers and convert to hex afterwards. Offset 2608 list- None Add 0 Muscle Replacement (4) Add 1 Dermal Plating (1) Add 2 Dermal Plating (2) Add 4 Dermal Plating (3) Add 8 Wired Reflexes (1) Add 16 Wired Reflexes (2) Add 32 Wired Reflexes (3) Add 64 Full Cyberware from this list- 49 hex. Offset 2609 list- Datajack Add 1 CyberEyes Add 2 Hand Razors Add 4 Spurs Add 8 Smartlink Add 16 Muscle Replacement (1) Add 32 Muscle Replacement (2) Add 64 Muscle Replacement (3) Add 128 Full Cyberware from this list (minus level 3 Muscle Replacement)- 1B hex. To replace the Spurs with Hand Razors instead, use 17 hex. Going above the maximum gives multiple instances of some Cyberware, but overrides any others afterwards. For example, 4A gives you Dermal Plating (1), Dermal Plating (3) and Wired Reflexes (3) but only gives you a +1 bonus to Body (from Dermal Plating). [6-14] Race and Archetype -Offsets 2612 (Race) and 2613 (Archetype) -Combination values -Ranges: 00-05 (Races) and 00-03 (Archetypes) Different races in the game have different limits for their attributes. If you want a different approach at the game and wish to, for example, change your race to a Troll or Elf, then this is the place to do it. I've included the race bonuses and penalties to their maximum attributes. A Troll, for example, can have a maximum of 11 to body (without Cyberware), but can only have a max of 4 to intelligence among other things. Races (offset 2612): 00- Human: Normal 01- Elf: +1 Quickness, +2 Charisma 02- Dwarf: +1 Body, -1 Quickness, +2 Strength, +1 Willpower 03- Orc: +3 Body, +2 Strength, -1 Charisma, -1 Intelligence 04- Troll: +5 Body, -1 Quickness, +4 Strength, -2 Charisma, -2 Intelligence, -1 Willpower 05- Mage: No limits I left the 'mage race' in because it apparently doesn't have any limits to how high you can improve your attributes though the use of karma. Archetypes (offset 2613): 00- Shaman 01- Mage 02- Samurai 03- Decker As far as I can see, the only thing that is affected by your archetype is whether or not you can use magic. I also didn't see any differences between a Mage or a Shaman. It's probably used in the game so you can see certain people use totems. Or something like that... [6-15] Shadowrunners' spell books -Offsets 11E73-11F17 (with some unused bytes in between) -Combination and numerical values -Ranges: varies Only characters that can, or have the potential to, cast spells can have spell books. That means no Winston Marrs or Ilene Two-Fists casting high level Hellblasts ;) 11E73 Ricky Spell count 11E74 - 11E8F Ricky Spells/Spell levels 11E95 Trent Spell count 11E96 - 11EB1 Trent Spells/Spell levels 11EB7 Walking Bear Spell count 11EB8 - 11ED3 Walking Bear Spells/Spell levels 11ED9 Freya Spell count 11EDA - 11EF5 Freya Spells/Spell levels 11EFB Joshua Spell count 11EFC - 11F17 Joshua Spells/Spell levels The spell count value determines how many spells you have learned (the game assumes you always have at least 1 spell so, 00 = 1 spell and 0D = 14 spells). Spells are 2 bytes each. The first byte is the actual spell and the second is the spell level. 00- Flame Dart 01- Flame Bolt 02- Hellblast 03- Invisibility 04- Sleep 05- Stink 06- Super Barrier 07- Mana Zap 08- Mana Blast 09- Mana Storm 0A- Rockskin 0B- Heal Wounds 0C- Confusion 0D- Barrier So, if you wanted a level 4 Rockskin for Joshua, you would put a value of 00 in 11EFB (1 spell) and put a value of 0A04 for offsets 11EFC and 11EFD. [6-16] Cyberdeck stats and programs -Offsets 12036-12041 (Stats), 12043 (Brand) and 12044-1204F (Programs) -Combination and numerical values -Ranges: varies The first range of offsets hold the basic stats of your Cyberdeck. Things like MPCP rating, Load I/O speed, attribute ratings, etc. 12036 Cyberdeck MPCP Rating 12037 Cyberdeck Hardening Rating 12038 - 12039 Cyberdeck Memory (Doesn't follow LSB/MSB rules like Nuyen) 1203A - 1203B Cyberdeck Storage (Same as above) 1203C Cyberdeck Load I/O Speed 1203D Cyberdeck Response 1203E Cyberdeck Body Rating 1203F Cyberdeck Evasion Rating 12040 Cyberdeck Masking Rating 12041 Cyberdeck Sensor Rating 12043 Cyberdeck Brand 00- Cyber Shack PCD-500 01- Fuchi Cyber-5 02- Sega CTY-360 03- Fuchi Cyber-7 04- Fairlight Excalibur FF- Allegiance Alpha The next batch of offsets hold the info on your actual programs. Cyberdeck Combat program versions: 12044- Attack 12045- Slow 12046- Degrade 12047- Rebound Cyberdeck Defense program versions: 12048- Medic 12049- Shield 1204A- Smoke 1204B- Mirrors Cyberdeck Mask/Sense program version 1204C- Sleaze 1204D- Deception 1204E- Relocate 1204F- Analyze Just enter a decimal value in each offset to get that version. [6-17] Cyberdeck data files -Offsets: 12055-12063 -Combination and numerical values -Ranges: varies Why the data file info goes from slot 5 to slot 1, I have no idea. The Data file type determines the name of the file that appears in your Cyberdeck's storage. It has no effect on the worth, or size of the file. Why did I include it? No clue. I guess because I thought this section would be incomplete without it :) The size is a numerical value of 0-255 (or it might be 1-255) that determines the data file size, in game units, of the file. It also influences the value of the file to a fixer (see below). Finally, the value is a multiplier that also determines the final worth of the file to a fixer, like Roscoe. 12055- Data file 5 Type 12056- Data file 5 Size 12057- Data file 5 Value 12058- Data file 4 Type 12059- Data file 4 Size 1205A- Data file 4 Value 1205B- Data file 3 Type 1205C- Data file 3 Size 1205D- Data file 3 Value 1205E- Data file 2 Type 1205F- Data file 2 Size 12060- Data file 2 Value 12061- Data file 1 Type 12062- Data file 1 Size 12063- Data file 1 Value Data file Types- 00- Back-up files 23- Sales information 01- Archived files 24- Public relations 02- Canceled accounts 25- Customer files 03- History data 26- Advertising info 04- Canceled passwords 27- Marketing report 05- System usage report 28- Entertainment data 06- System activity 29- Educational data 07- Access request log 2A- BTL data 08- E-mail data 2B- Experimental data 09- Routing requests 2C- Toxic data 0A- Bank acct. numbers 2D- Bank acct. numbers 0B- Corporate profile 2E- Corporate account 0C- Personnel dossiers 2F- Local accounts 0D- Employee scheduling 30- Security expenses 0E- Client information 31- Capital expidenture 0F- Project records 32- Long range goals 10- Open project data 33- Shadowrun information 11- Project expense report 34- Strike Team orders 12- Project requisition 35- Blackmail Information 13- Project utilities 36- Prototype blueprint 14- Security records 37- Domestic law 15- Contact dossiers 38- International law 16- Surveillance data 39- Tribal law 17- Equipment permits 3A- Pending lawsuits 18- Lone Star reports 3B- Contact dossiers 19- Archived files 3C- Current inmates 1A- Project folders 3D- Previous inmates 1B- Closed projects 3E- Psychiatric reports 1C- Project expense report 3F- Parole files 1D- Failed prototypes 40- Contact dossiers 1E- Competitor profiles 41- Open case files 1F- Competitor products 42- Closed case files 20- Competitor marketing 43- Equipment permits 21- Competitor security 44- Outstanding warrants 22- Competitor budgets 45- Unsolved cases Anything above 80 tells the game there is no file there. The game uses FF for this. HOW DATAFILES WORK: Size determines not only the size it takes up in storage, but the multiplier. Use the Data file value offset to determine the base worth, which in turn is multiplied by 5. If a value greater than 7F is used for the Data file worth, then it is considered an encrypted file from a matrix run. Example: -Offset 12062 contains 4C (decimal value 67), the size of the first Data file. -Offset 12063 contains 54 (decimal value 84), the value of the first Data file, which is multiplied by 5, making the base worth 420. -The total amount of Nuyen you will get from Roscoe for this file is 420 x 67 (Data file size x base worth), or 28,140 Nuyen. [6-18] Shadowrun contract information -Offsets 12064-1206D -Combination and numerical values -Ranges: varies This is the biggest section in the guide because of all the possible combinations (NOTE: Offset 12064 must be other than FF in order for the game to show you have a contract): 12064- Name of the Johnson who contracted the 'Run 00- Mr. Gunderson 01- Julius Strouther 02- Mortimer Reed 03- Vigore and Jarl 04- Caleb Brightmore 12065- Type of Shadowrun contract 00- Ghoul Bounty 01- Bodyguard 02- Courier 03- Enforcement 04- Acquisition 05- Extraction 06- Matrix Run (See table below for Matrix run combos) 12066- Run source area: Area to go to (See table below) 12067- Run source building: Building to go to (See table below) 12069- Run destination area: Area to go to (See table below) 1206A- Run destination building: Building to go to (See table below) Area combinations (offsets 12066-1206A, except 12068): Different types of runs use these combinations differently but the table can be used for all runs, source and destination. Format is: xx- RUN AREA (Place on the map to go when calling a taxi)- Offsets 12066 (source area) and 12069 (destination area) xx- RUN BUILDING (Building in the area that you need to go)- Offsets 12067 (source building) and 1206A (destination building) 00- Downtown Seattle 00- Seattle Gen. Hospital 01- Icarus Descending 02- Matchsticks 03- Gates Undersound 04- Mitsuhama Computer Technologies 05- Fuchi's local office 06- Space Needle 07- Roscoe the Fixer 08- OOGA BOOGA BOOGA (I have no idea) 01- Puyallup Barrens 00- The Wanderer 01- Tarislar City Inn 02- Ares' Corporate Offices 03- Riannon's 04- Underground 93 05- Crime Mall 06- Dr. Bob's Quickstitch 07- Tarislar Garden Apartment Complex 08- OOGA BOOGA BOOGA 09- Ork Gang 02- Redmond Barrens 00- Hollywood Correctional Facilities 01- Little Chiba 02- Stoker's Coffin Motel 03- Shiawase Nuke Plant 04- Jump House 05- Jackal's Lantern 06- Boris' Greenhouse 07- Rat's Nest 08- OOGA BOOGA BOOGA 09- Halloweeners 0A- OOGA BOOGA BOOGA 0B- Ares Weapon Emporium 03- Penumbra District 00- Club Penumbra 01- Wylie's Gala Inn 02- Fuchi Industrial Electronics 03- Mitsuhama's local office 04- Eye Fivers 05- Big Rhino 06- Lone Star Security 04- Council Island 00- Council Island Inn 01- Friendship Restaurant 02- Passport Lodge 03- Medicine Lodge Hollow 04- Council Island Hospital 05- Ork Embassy 05- Renraku Arcology 00- OOGA BOOGA BOOGA 01- Frag Grenade 02- Wire-Masters 03- Merlin's Lore 04- Microtronics 05- Weapons World 06- Renraku Offices 06- AmerIndian Lands Has no buildings that can be included in runs, yet it's possible to have a run that originates to/from the AmerIndian Lands o_O 12068- System to hit when on matrix runs OR Name of client to extract or escort (See table below) MATRIX SYSTEMS: 00- Unlisted- Use for 'A local office...' 01- Unlisted- Use for 'A corporate branch office...' 02- Unlisted- Use for 'A small R&D firm...' 03- Unlisted- Use for 'A new local company...' 04- Unlisted- Use for 'A local retail business...' 05- Unlisted- Use for 'A local corporate office...' 06- Unlisted- Use for 'A local shipping warehouse...' 07- Aztechnology 08- Unlisted- Use for 'A legal firm...' 09- Unlisted- Use for 'A local stuffer shack...' 0A- Unlisted- Use for 'A local SimSense company...' 0B- Unlisted- Use for 'A local coffin hotel...' 0C- Club Penumbra 0D- Seattle General Hospital 0E- City Hall- Use for 'The mayor's office...' 0F- Unlisted- Use for 'A SimSense corporation...' 10- UCAS Federal Govt. 11- Gates Undersound 12- Ito's System 13- Hollywood Correctional Facilities 14- Mitsuhama 15- Renraku 16- Fuchi 17- Lone Star 18- Ares (NOTE: I used a hypothetical approach to get which 'unlisted' systems are for which matrix runs, but I never tested them. So, they might be totally random). ESCORT/EXTRACT CLIENT NAMES: 00- Mike Nana 01- John Worley 02- Ellis Goodson 03- John Van Anthony 04- Dok Whitson 05- Jase Weese 06- Heinrich Micheals 07- Billy Gibson 08- Nero Manser 09- Alan Turing 0A- Chris Stout 0B- Jorge Kish I decided to include these names, just in case anyone wants to figure out some easter eggs :) 1206C - 1206D- Current run contract payment (Doesn't follow LSB/MSB rules, like Nuyen) RUN POSSIBILITIES- Ghoul Bounties: Use SOURCE AREA and SOURCE BUILDING for the community of ghouls target. Bodyguard/Courier runs: Use all 4 values for client/package (See below for more information). Enforcement runs: Use SOURCE AREA and SOURCE DESTINATION for the target of enforcement. Acquisition runs: Use SOURCE AREA and SOURCE DESTINATION for place to acquire the package. Extraction runs: Use SOURCE AREA and SOURCE DESTINATION for area and building to pick up your client. Matrix runs: Use SOURCE AREA for the specific detail of the matrix run (affects which Data store to hit) 00- ...curious about how good their security system is. (Get a high security data file). 01- ...many informants working for them. (Get a list of their security contacts). 02- ...old file in their archives that I could use. (Get a copy of their archived files). 03- ...planning to kidnap someone. (Get into confidential files and get a copy of their Strike Team orders). 04- ...is funding it's own run which may affect a client of mine. (Get proof of this activity). 05- ...has been working on a confidential new utility for cyberdecks. (Get a copy of the code). 06- ...blackmailing a client of mine. (Delete that information in their confidential files). 07- ...has a new director of operations. (Get a copy of their personnel record from their management data store). 08- ...scheduling a new band to sponsor their upcoming advertising campaign. (Get the name of the band and their agent from their marketing data store). 09- ...is rumored to have been beefing up their security. (Get a finance file on security expidentures). 0A- ...is holding an informant of mine. I have set up a team to acquire this person. (Crash the CPU as a distraction). 0B- ...has been quite active lately. (Get a list of current inmates, probably for Hollywood runs only). 0C- ...has its mages doing spell research. (Get a copy of their project logs). 0D- ...made me curious lately. (Get a copy of their outdated history data). 0E- ...has been experimenting with revolutionary simsense input devices. (Get a copy of the data collected). 0F- ...supposedly has a new simsense line-up this fall that may threaten certain corporations. (Get information on this). 10- ...is threatening me with a trial. (Delete the case file). 11- My client embezzled funds from his employer and caught a wind of a surprise audit at week's end. )Get into the financial data store and upload a doctored file). 12- My client was wrongly fired from his job and wants to ruin the reputation of his former manager. (Upload the bogus file into their management data store). 13- My client wants his management records updated. (Upload the file). 14- My client wishes to make a power play against his rival but needs you to create a diversion. (Crash the CPU). Use SOURCE BUILDING for the specific system to hit (As listed when looking in the pocket secretary, has no effect on the actual system to run). 00- Aztechnology 01- Club Penumbra 02- Seattle Gen. Hospital 03- Ares 04- Gates Undersound 05- Hollywood (Correctional Facilities) 06- Mitsuhama 07- Renraku 08- Fuchi 09- Lone Star 0A- Ito's Passcode (Ito's System) 0B- A local office 0C- A corporate branch office 0D- A small R&D firm 0E- A new local company 0F- A local retail business 10- A local corporate office 11- A local shipping warehouse 12- A legal firm 13- A local stuffer shack 14- A local SimSense company 15- A local coffin hotel 16- The Mayor's office 17- A SimSense corporation 18- UCAS Federal Government [6-19] Nuyen -Offsets 12076 - 12079 -Numerical value -Range: 00000000-???????? Important note: The value for Nuyen doesn't follow the LSB, MSB rules. In other words, you don't reverse the positions of the bytes (if you have experience in hex editing, you'll know what I'm talking about). From what I see, setting this value too high will make the game think you have less than what is displayed, possibly even zero. I've only rested the value up to 1 billion Nuyen (3B9ACA00) but the display is slightly glitched. A value of 999,999,999 (3B9AC9FF) should be more than sufficient, and is perfectly displayed. [6-20] Interesting effect... -Offset 1207E -Numerical value -Range: ??-?? While playing around, filling offsets up with junk values, I came across this. What I *think* it does, is determine where your party members are, or how many people are following you (companions, person to escort, etc.) or something along those lines. Although I haven't quite figured it out it appears to do something interesting when you use a value of 04 or 05. When you press the C button (whatever keyboard/game pad key you have mapped to the C button, I mean), well, I can't explain it. Just try it (USE A BACKUP OR JUNK SAVE STATE!). Enter a value of 04 or 05 in offset 1207E, load your state and then press 'start'. If you cycle different characters with the C key, you can see the stats, attributes and even the Cyberware of certain targets within the map. It might be useful for those writing a guide and need the stats on different people. [6-21] Group items -Offsets 1209C and 1209D -Combination values -Range: Varies The combinations here will allow you to possess any group item (even quest items) in the game. You can even get the Map Overlay without having to get a Renraku run. For these tables, add up the decimal values and then convert the final value into hexadecimal. 1209C Combinations (character items)- Add decimal values! 00- Nothing 01- Map Overlay 02- Package for Current Run 04- Security Pass 08- Weapon Permit 16- Eye-Fiver Ear Cuff 32- Halloweener Patch 64- Ork Armband 127- All items Then, convert to hex. 7F gets all the above items. 1209D Combinations (quest items)- Add decimal values! 01- Prototype Cyber-heart 02- Indian Lands Visa 04- Feathered Scale 08- Hell Hound pelt 16- Gargoyle Horn 32- Gift for Lady Gillian 64- Gift for Red Buffalo Woman 128- Landmark Map 255- All items Then, convert to hex. FF gets all the above items. [6-22] Cyberdeck passcodes -Offsets 120A0 and 120A1 -Combination values -Range: Varies These are the passcodes stored in your cyberdeck. Whenever you accept a matrix run to a listed corp, you will permanently get the passcode to that system. If you don't want to take the time to get runs for all listed systems, this is an easier way than using the debug code. Just like the group items combinations, add along the decimal values and then convert to hex. 120A0 Combinations (decimal)- 00- No passcodes 01- Renraku 02- Fuchi 04- Lone Star 08- Ito's Passcode All passcodes from this list: 0F hex. 120A1 Combinations- 01- Run Passcode 02- Aztechnology 04- Club Penumbra 08- Seattle General Hospital 16- Ares 32- Gates Undersound 64- Hollywood Correctional Facilities 128- Mitsuhama All passcodes from this list: FF hex. All passcodes minus the run passcode: FE hex. [6-23] Contacts list -Offsets 120A6 and 120A7 -Combination values -Range: varies These values determine who you have as contacts when using the vid-phone. Just like the previous two examples, these values use combinations. I didn't bother working out the combinations, so just use FF for both offsets to have all contacts. [6-24] Hired Shadowrunner information When you hire a shadowrunner, it is also possible to alter his or her's stats. To accomplish this, simply take the offset of the aspect you wish to change for your character and add... 100 hex (256 decimal) to get the offset of the first shadowrunner (second character position). 200 hex (512 decimal) to get the offset of the second shadowrunner (third character position). When you're in your hex editor and have the hex values (not the characters) displayed in a width of 16 or 32 (or any other factor of 8), they will all be lined up vertically for easy editing. Take note: Some thing you can't change when it comes to your fellow 'runners. Things like their cyberdecks (you all share the same one), group items (shared, too), spells (you can edit their spells, but there is a separate section for that), etc. Another thing: This method of editing only applies to the 'runners in your party. If, for whatever reason, you need to edit a shadowrunner that isn't in your party, you'll have to hire the runner. There is another way but I won't get into detail. [6-25] Matrix Run completed flag -Offset 12094 -Combination value -Range: Varies 00- Not completed 80- Completed The condition on which a matrix run is completed or not is determined by a flag, and not whether you have a certain file in your cyberdeck. Think about matrix runs where you have to upload or delete a certain file. Since matrix systems aren't mapped at all times, there has to be some way the game knows you completed a matrix run, that doesn't involve having a certain file in your cyberdeck, when returning to the johnson to collect your pay. This also might be the flag that determines if ALL shadowruns are completed or not. In the situation of ghoul runs, it may also count how many ghouls you've terminated. I haven't tested this at all so feel free to experiment. [SECTION 6] FAQs ----------------- This section will pretty much remain desolate until people send in questions not covered in this guide. Below you will find questions that I think you may ask. Q. I would like to learn more about finding offsets in save games and other save game files, like for emulators. Can you recommend any good sites? A. Well, a general search on google will bring up good results. I didn't learn on the internet so I can't suggest a good site. Q. What the heck is this LSB, MSB thing I've being hearing about? A. LSB, MSB is a term used to describe how a CPU reads information, which is from right (least significant bit) to left (most significant bit). Take the number 44,000 for example. In hex, that turns out to ABE0. When the computer reads the hex value, it actually reads it as E0AB which translates to 57,515. Now, you might be asking yourself, if the computer reads the hex value from right-to-left, wouldn't it be 0EBA? The answer is no. The CPU reads the *BYTES* from left to right and, if you remember, hex bytes are two digits each. Anyway, to counter the effect of the CPU reading our values incorrectly, we apply LSB, MSB rules to it. All we do is reverse the bytes beforehand so the computer, even though we read it backwards, reads it correctly. Just split the value into two-digit chunks. If the value has an odd number of digits, then add a zero to the front of the value... EF21 becomes EF 21 2D31769C becomes 2D 31 76 9C CED becomes 0CED and then 0C ED Then, reverse the positions of the chunks so that the rightmost chunk becomes the leftmost, the second rightmost becomes the second, and so on: EF 21 becomes 21 EF 2D 31 76 9C becomes 9C 76 31 2D 0C ED becomes ED 0C That's all there is to it. We read the value wrong, but the computer will reverse it and will come out as we intended it. NOTE: We only apply the above rule to values 2 or more bytes big. Also, for values that have combinations (non-numerical values, for example), this rule is not applied. Q. Why the heck do I keep hearing about 'reversing the bytes'? A. See above question. [SECTION 7] CONCLUSION/CREDITS ------------------------------- Well, it took me long enough but I finally finished the guide. After beating this game multiple times, I decided to use my hex-editing skills to see some of the more wild possibilities. It was a fun ride, and I hope you enjoyed reading this guide as much as I had writing it. As for the future... Well, I might start writing the guides for Exile I-III for the PC. Stay tuned. Thanks to: -Jeff "CJayC" Veasey and his site, GameFAQs.com, for giving a home to literally thousands of walkthroughs and FAQs and also my main inspiration for creating and publishing my guides. -FASA and all the creators of the original Pen-and-Paper game, which would eventually become the game for the Genesis. Questions/Comments/Corrections/Suggestions should be sent to SG81@cox.net