From netcom.com!ix.netcom.com!howland.reston.ans.net!quagga.ru.ac.za!ucthpx!itu1.sun.ac.za!beldin!amiller Sat Nov 19 22:23:56 1994
Subject: OMF - OFFSETS LIST V3.0
Date: 19 Nov 1994 20:25:51 GMT
X-Newsreader: TIN [version 1.2 PL2]

. _________________________________________________________
      -=< This doc was produced by MEGAToN / HACK ATTACK iNC 1994 >=-
. ^\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/^
.   \=-=-=-=-+ OMF -.chr SAVEGAME OFFSETS v3.0 +-=-=-=-=/
.    \=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/
  
.    + NEW TO THIS VERSION:                            +
.    +             Opponent's Offsets                  +
.    +             Enhancement Descriptions + [ KEYS ] +
.    +             New OMFTRANS.EXE Needed [v1.5]      +
.   
.    - NOTE::  For this DOC to be effective, you first -
.    - need to Decode the .chr file with: OMFTRANS.EXE -
IMPORTANT - - You need at least v1.5 of OMFTRANS for the info - - IMPORTANT
IMPORTANT - - of the opponents to make any sense at all.      - - IMPORTANT
.    - Please refer to end of DOC for more information -
.   
 __________________________________________________________________________
/_________________________________________________________________________/|
| Offset  | Function / Values / Description                               ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 04 - 13 | Pilot Name:                                                   ||
|         |                                                               ||
|         | Stored in standard IBM ASCII                                  ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 16 + 17 | Wins:                                                         ||
|         |                                                               ||
|         | Stored in standard byte-swapped-order.                        ||
|         | MSB = 17, LSB = 16                                            ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 18 + 19 | Loses:                                                        ||
|         |                                                               ||
|         | Stored in standard byte-swapped-order.                        ||
|         | MSB = 19, LSB = 18                                            ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 1A      | Rank:                                                         ||
|         |                                                               ||
|         | Stored as normal HEX value                                    ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 1B      | Robot Type:                                                   ||
|         |                                                               ||
|         | Values:     00 = Jaguar   01 = Shadow   02 = Thorn            ||
|         |             03 = Pyros    04 = Electra  05 = Katana           ||
|         |             06 = Shredder 07 = Flail    08 = Gargoyle         ||
|         |             09 = Chronos  0A = Nova                           ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 1C + 1D | Arm Power, Leg Power and Arm Speed:                           ||
|         |                                                               ||
|         | Offset:   1D       1C                                         ||
|         | Bits:     x0000000 00000000          x  = unused              ||
|         |            \___/\____/\___/          AS = Arm Speed           ||
|         |             AS   LP    AP            LP = Leg Power           ||
|         |                                      AP = Arm Power           ||
|         |                                                               ||
|         | Note: 5 Bits needed for each Attribute, expect erratic        ||
|         |       behaviour if attribute is changed above Level 10        ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 1E + 1F | Leg Speed, Armor and Stun Res:                                ||
|         |                                                               ||
|         | Offset:   1F       1E                                         ||
|         | Bits:     x0000000 00000000          x  = unused              ||
|         |            \___/\____/\___/          SR = Stun Res            ||
|         |             SR   A     LS            A  = Armor               ||
|         |                                      LS = Leg Speed           ||
|         |                                                               ||
|         | Note: 5 Bits needed for each Attribute, expect erratic        ||
|         |       behaviour if attribute is changed above Level 10        ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 20 + 21 | Power and Agility:                                            ||
|         |                                                               ||
|         | Offset:   21       20                                         ||
|         | Bits:     xx000000 00000000          x   = unused             ||
|         |             \______/\_____/          PWR = Power              ||
|         |              PWR     AGL             AGL = Agility            ||
|         |                                                               ||
|         | Note: 7 Bits needed for each Attribute                        ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 22      | Endurance:                                                    ||
|         |                                                               ||
|         | Bits:     x0000000                   x = unused               ||
|         |            \_____/                                            ||
|         |             Endurance                                         ||
|         |                                                               ||
|         | Note: 7 Bits needed for Attribute                             ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 28 - 2B | Money:                                                        ||
|         |                                                               ||
|         | Stored in standard byte-swapped-order.                        ||
|         | MSB = 2B, LSB = 28                                            ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 2C - 2E | Robot Color:                                                  ||
|         |                                                               ||
|         | Offset: 2E - Main Body Color                                  ||
|         |         2C - Secondary Body Color                             ||
|         |         2D - Third Body Color                                 ||
|         |                                                               ||
|         | Values: 00 = Light Blueish     08 = Dark Gray                 ||
|         |         01 = Red               09 = Black                     ||
|         |         02 = Cyan - Greenish   0A = Light Gray                ||
|         |         03 = Light Magenta     0B = Light Orange              ||
|         |         04 = Dark Yellow       0C = Dark Orange               ||
|         |         05 = Dark Blue         0D = Light Yellow              ||
|         |         06 = Orange            0E = Dark Magenta              ||
|         |         07 = Light White       0F = Light Cyan                ||
|         |               10 = Default colors for pilot                   ||
|         |                                                               ||
|         | NOTE: Im not sure what happens when you choose values other   ||
|         |       than these, but I think it just assumes the default     ||
|         |       color for the current pilot.                            ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| 9B      | Difficulty Level:                                             ||
|         |                                                               ||
|         | Bits: 00000000 = 00 = Aluminum (Easy)                         ||
|         |       00001000 = 08 = Iron     (Medium)                       ||
|         |       00010000 = 10 = Steel    (Hard)                         ||
|         |       00011000 = 18 = Heavy Metal                             ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| A6      | Jaguar Enhancment:                                            ||
|         |                                                               ||
|         | 00 - No Enhancement                                           ||
|         | 01 - Double Concussion Cannon     [ D,B+P ]                   ||
|         |      Air Jaguar Leap              [ (Jump) D,F+P ]            ||
|         | 02 - Triple Concussion Cannon     [ D,B+P ]                   ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| A7      | Shadow Enhancement:                                           ||
|         |                                                               ||
|         | 00 - No Enhancement                                           ||
|         | 01 - Air Shadow Grab              [ (Jump) D,B+P ]            ||
|         | 03 - Ice Freeze                   [ F,D,B+P ]                 ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| A8      | Thorn Enhancement:                                            ||
|         |                                                               ||
|         | 00 - No Enhancement                                           ||
|         | 01 - Air Speed Kick               [ (Jump) D,F+K ]            ||
|         | 03 - Air Off-Wall Attack          [ (Jump) D,B+K ]            ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| A9      | Pyros Enhancement:                                            ||
|         |                                                               ||
|         | 00 - No Enhancement                                           ||
|         | 01 - Air Super Thrust             [ (Jump) F,F+P ]            ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AA      | Electra Enhancement:                                          ||
|         |                                                               ||
|         | 00 - No Enhancement                                           ||
|         | 01 - Double Ball Lightning        [ D,B+P ]                   ||
|         |      Long Range Electric Shards   [ D,F+P ]                   ||
|         | 02 - Triple Ball Lightning        [ D,B+P ]                   ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AB      | Katana Enhancemnt:                                            ||
|         |                                                               ||
|         | 00 - No Enhancement                                           ||
|         | 01 - Quadruple Rising Blade      [ B,D,F+P ]                  ||
|         | 03 - Quintiple Rising Blade      [ B,D,F+P ]                  ||
|         |      Fire Ball                   [ D,B+P ]                    ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AC      | Shredder Enhancement:                                         ||
|         |                                                               ||
|         | 00 - No Enhancement                                           ||
|         | 01 - Long Range Flying Hands     [ D,B+P ]                    ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AD      | Flail Enhancement:                                            ||
|         |                                                               ||
|         | 00 - No Enhancement                                           ||
|         | 01 - Moving Slow Swinging Chains [ D,K (while moving) ]       ||
|         | 02 - Moving Fast Swinging Chains [ D,P (while moving) ]       ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AE      | Gargoyle Enhancement:                                         ||
|         |                                                               ||
|         | 00 - No Enhancement                                           ||
|         | 01 - Air Wing Charge             [ (jump) F,F+P ]             ||
|         |                                                               ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| AF      | Chronos Enhancement:                                          ||
|         |                                                               ||
|         | Does he have ANY enhancements??                               ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
| B0      | Nova Enhancement??                                            ||
|         |                                                               ||
|         | Does he have ANY enhancements??                               ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*1C0-203 | Opponent at Rank 1's Information                              ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*204-248 | Opponent at Rank 2's Information                              ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*248-28C | Opponent at Rank 3's Information                              ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*...     | ...                                                           ||
|~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*Opponent| Each Opponent occupies 44h bytes in file, starting at offset  ||
| Info:   | 1C0h                                                          ||
|    .    |                                                               ||
|    .    | The offsets that follow are relative to the starting location ||
|    .    | of a single opponent.                                         ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*00 - 0F | Opponent's Name:                                              ||
|    .    |                                                               ||
|    .    | Stored in standard IBM ASCII                                  ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*12 + 13 | Opponent's Wins                                               ||
|    .    |                                                               ||
|    .    | Stored in standard byte-swapped-order.                        ||
|    .    | MSB = 13, LSB = 12                                            ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*14 + 15 | Opponent's Loses                                              ||
|    .    |                                                               ||
|    .    | Stored in standard byte-swapped-order.                        ||
|    .    | MSB = 15, LSB = 14                                            ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*16 .    | Opponent's Rank:                                              ||
|    .    |                                                               ||
|    .    | Stored as normal HEX value                                    ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*17 .    | Opponent's Robot Type:                                        ||
|    .    |                                                               |
|    .    | Refer to Player's Robot Type above.                           ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*19 + 1A | Opponent's Arm Power, Leg Power and Arm Speed:                ||
|    .    |                                                               ||
|    .    | Refer to Player's Arm Power, Leg Power and Arm Speed above.   ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*1B + 1C | Opponent's Leg Speed, Armor and Stun Res:                     ||
|    .    |                                                               ||
|    .    | Refer to Player's Leg Speed, Armor and Stun Res above.        ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*1D . 1E | Opponent's Power and Agility:                                 ||
|    .    |                                                               ||
|    .    | Refer to Player's Power and Agility above.                    ||
|~~~~.~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~||
|*1F .    | Opponent's Endurance:                                         ||
|    .    |                                                               ||
|    .    | Refer to Player's Endurance above.                            ||
`~~~~~~~~~`~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~' 
* = Needs at least OMFTRANS.EXE v1.5

,--------------------------------------------------------------------------,
|                 + Thanks goes to: [In random order] +                    |
|--------------------------------------------------------------------------|
| Eugen_Woiwod@mindlink.bc.ca (Eugen Woiwod) - Color Offsets               |
| u7911004@cc.nctu.edu.tw (Shaman) - Enhancement Descriptions              |
|                                    Opponents Offsets                     |
| jason@cygnus.com (Jason Merrill) - XOR Encoding                          |
| rjryba@colossus.csl.mtu.edu (Russell J. Ryba) - XOR Encoding, Color Offs |  
| rsquires@cyclops.eece.unm.edu (Roger Squires) - Wins, Loses & Rank Offs  |
| Spectre - Enhancement Moves & Keys                                       |
`--------------------------------------------------------------------------'

     - REMEMBER TO DECODE THE .chr FILE BEFORE USING THESE OFFSETS! -
     - If you cant find OMFTRANS.EXE, please email me, and Ill send -
     - it to you.  BTW: If I get enuf requests Ill consider writing -
     - a proper .chr file editor.        Anyways, have PHuN!        -

.-------------------------------------------------------------------------.
| If you want to add to the list, or correct bugs, please send e-mail to   \ 
|       amiller@beldin.cs.sun.ac.za  OR  z9436197@norton.ctech.ac.za        |
`---------------------------------------------------------------------HAi---'



