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    Hacking Guide by Soren Kanzaki

    Version: 0.7 | Updated: 07/02/02 | Printable Version | Search Guide | Bookmark Guide

    Medabots AX Hacking Guide v.0.7
    Released on July 2, 2002
    by Soren Kanzaki (soren_kanzaki@yahoo.com)
    Table of Contents:
    Section 1: Overview
    Section 2: Version History
    Section 3: Medabot Memory Basics
    Section 4: Medal Block
    Section 5: Parts Block
    Section 6: Battle Block
    Section 7: Credits
    Section 8: Copyright / Authorization
    Section 9: Miscellaneous
    Section 1: Overview
        Medabots.  While sometimes the anime reminds me of Crayon Shin-chan 
    (*shiver*), Medabots AX is a pretty well done game that balances action, 
    collection, and RPG elements.  (Which seem to be the popular choices 
    nowadays.)  You take on the role of the protagonist of the series, Ikki, in 
    his attempt to win the Medabot tournament and generally prove that he is a 
    good Medafighter.
        Based on your predilection for shooting or slashing, you can start off as 
    either Metabee (gun-happy players) or Rokusho (sharp implement wielders).  
    And of course, to encourage people to buy both and fight their friends, the 
    only way to get all 12 medals and 120 Medabot parts is through linking.
        Well, or knowing how the game stores information in memory ...
    Section 2: Version History
        0.7 (7/02/02): First draft.  
    Section 3: Medabot Memory Basics
        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 of Medabots AX).  
        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 
        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 ...
        Thanks to programmers of Medabot AX, it is possible to write a single 
    guide on how the memory is used for both Medabot AX: Metabee and Medabot AX: 
    Rokusho.  (This is either good discipline on the part of the programmers, or 
    laziness.  Possibly both?)  Both store critical game values in the same 
        Medabots stores information on the current experience/commands of each 
    medal you currently possess, your global supply of Medabot parts (which 
    includes those that have been equipped), and many other values in the memory.  
    This game's approach is fairly straight-forward, so let's get into each 
    section without further ado.
    Section 4: Medal Block
        There are a total of 12 different medals in Medabots AX.  If you have 
    Medabots AX: Metabee, you will start with the Kabuto and Mermaid medals.  If 
    you purchased Medabots AX: Rokusho, you will start with the Kuwagata and 
    Mermaid medals.  You obtain additional medals when you clear the Robattle 
    Trial Areas, to a total of 8.
        Each 'medal' has 12 bytes of memory associated with it.  Let's look at 
    the Kabuto medal (which comes first):
    Byte 0  (203ec30): Current Level
    Byte 1  (203ec31): Not Used (set to 0)
    Byte 2  (203ec32): Points until next level, lo-byte (2-bytes)
    Byte 3  (203ec33): Points until next level, hi-byte (2-bytes)
    Byte 4  (203ec34): Strategy Panel 1
    Byte 5  (203ec35): Strategy Panel 2
    Byte 6  (203ec36): Strategy Panel 3
    Byte 7  (203ec37): Strategy Panel 4
    Byte 8  (203ec38): Strategy Panel 5
    Byte 9  (203ec39): Not Used (set to 0)
    Byte 10 (203ec3a): Not Used (set to 0)
    Byte 11 (203ec3b): Not Used (set to 0)
        This is a neat, clean, and brutally inefficient memory block.  (A third 
    of it is waste padding, as far as I can tell.)  Further medals start at the 
    following addresses:
    203ec30 - Kabuto
    203ec3c - Kuwagata
    203ec48 - Mermaid
    203ec54 - ? (that's the name)
    203ec60 - Spider
    203ec6c - Bear
    203ec78 - Monkey
    203ec84 - Devil
    203ec90 - Unicorn
    203ec9c - Phoenix
    203eca8 - Ghost
    203ecb4 - Alien
        Simply add the byte number to the start address to arrive at the 'final' 
    memory address.  (E.G., the Strategy Panel 5 for Ghost is located at 203eca8 
    + 8 or 203ecb0)
        If you plan on simply adding the medals you are missing at level 1, I 
    recommend entering a value of 1, then adding the cheats.  Save via the 
    normal, in game method (hit Select), then remove the cheats and restart your 
    Gameboy Advance.  Use the Continue function, and you should have the new 
    medals.  Do not exceed level 99 - it will remove the medal from your list.  
    (For some reason, the default value for a medal not being present is 129.  Go 
    Section 5: Parts Block 
        Some of the capitalization and spacing might be off on these names.  
    However, you should get the drift.  As far as I know, the two empty slots are 
    there merely for 'padding' - the memory addresses in this game are quite 
    nicely laid out, in that they start at nice round memory addresses.
        There are 23 different 'male' Medabot layouts, and 7 different 'female' 
    layouts.  You can switch between male and female Medabot layouts by hitting 
    start, selecting the appropriate Medabot (Leader or Partner) and pressing the 
    A Button.  Then, move to any parts slot OTHER than medal and hit the Select 
    button.  You can use any combination of 'male' and 'female' Medabots that you 
    desire.  While you are free to customize the set of parts you place on your 
    Medabot, pressing the L or R buttons will cycle through the 'default' Medabot 
        If you're playing Medabots AX: Metabee, you'll start off with a complete 
    set of Metabee parts (Missile, Revolver, Submachingun, Ochitsuka) as well as 
    one other part of each type, randomly selected.  You'll also have 2 parts in 
    each type for your Female partner.  (Thus, you could immediately change to 2 
    male Medabots or 2 female Medabots, if you prefer.)  The Female parts don't 
    always add up to a 'default' set.  I've never gotten any Heads other than 
    Pretty Face and All Repair, and I usually have PateriVulcan and Short Shot.  
    Your mileage may vary.
       If you're playing Medabots AX: Rokusho, instead, you'll have the Rokusho 
    default parts (Antenna, Sword, Pipo Hammer, Tatacker), and the rest will be 
    random as with the Metabee version.  You'll never get a chance to acquire any 
    more Rokusho or Metabee parts (they're pretty good, but for the most part the 
    parts in Medabots AX are balanced), so don't lose them!  You can, of course, 
    trade them to someone if you wish - and this is the only normal way to get 
    additional sets of these parts.
        In case you're wondering, you'll get a set of parts (Prominence, 
    Ignition, Explode, and FireWorks) once you've beaten the Rubber Robo gang and 
    reclaimed your prize for winning the tournament.  I haven't seen these parts 
    used on any enemies you can encounter in Free Robattles, so this may be the 
    only set you can get.
    203ecc0 - Missile
    203ecc4 - Antenna
    203ecc8 - Variablehair (Female)
    203eccc - Holy Helm (Female)
    203ecd0 - Hunter
    203ecd4 - Tension UP
    203ecd8 - Deathbreak
    203ecdc - Fracture
    203ece0 - Guardian
    203ece4 - Pretty Face (Female)
    203ece8 - Hatchin
    203ecec - Tyranolaser
    203ecf0 - Spydertrap
    203ecf4 - Cover-Up
    203ecf8 - All Repair (Female)
    203ecfc - Flip (Female)
    203ed00 - Head Cannon
    203ed04 - Missile Base
    203ed08 - Sala-Head (Female)
    203ed0c - Light Circuit (Female)
    203ed10 - Helmet
    203ed14 - Blast gun
    203ed18 - New Wave
    203ed1c - Power Driver
    203ed20 - Grave Lane
    203ed24 - Dogu
    203ed28 - Clear Shield
    203ed2c - Pan
    203ed30 - Peck Strike
    203ed34 - Prominence
    203ed38 - None
    203ed3c - None
    Right Arm:
    203ed40 - Revolver
    203ed44 - Sword
    203ed48 - PateriVulcan (Female)
    203ed4c - Donor (Female)
    203ed50 - Flexor sword
    203ed54 - Shoot Barrel
    203ed58 - Deathmissile
    203ed5c - PastTouch
    203ed60 - Canceller
    203ed64 - Pride Viper (Female)
    203ed68 - Catch
    203ed6c - Megalaser
    203ed70 - Cheapertrap
    203ed74 - NinjaDagger
    203ed78 - Cute Hand (Female)
    203ed7c - Flap (Female)
    203ed80 - Aim Rifle
    203ed84 - Intermissile
    203ed88 - Sala-Hand (Female)
    203ed8c - Light Jab (Female)
    203ed90 - Helmight
    203ed94 - Fire Gun
    203ed98 - Clinch Wave
    203ed9c - PlusDriver
    203eda0 - Judge Shield
    203eda4 - Dohtack
    203eda8 - Knightshield
    203edac - Pun
    203edb0 - Dondon Punch
    203edb4 - Ignition
    203edb8 - None
    203edbc - None
    Left Arm:
    203edc0 - Submachingun
    203edc4 - Pipo Hammer
    203edc8 - Short Shot (Female)
    203edcc - Translate (Female)
    203edd0 - Straw Hammer
    203edd4 - Range Shooter
    203edd8 - DeathLaser
    203eddc - Past Feel
    203ede0 - Recovery
    203ede4 - Desire Bison (Female)
    203ede8 - Twist
    203edec - Gigalaser
    203edf0 - Cheaptrap
    203edf4 - Ninja Blade
    203edf8 - Repair Arm (Female)
    203edfc - Flop (Female)
    203ee00 - Battle Rifle
    203ee04 - Guidemissile
    203ee08 - Sala-Arm (Female)
    203ee0c - LightBlow (Female)
    203ee10 - Helming
    203ee14 - Flame Gun
    203ee18 - Nibble Wave
    203ee1c - Minus Driver
    203ee20 - Crime Stick
    203ee24 - Dohtatack
    203ee28 - Greatshield
    203ee2c - Keen
    203ee30 - Dopa Punch
    203ee34 - Explode
    203ee38 - None
    203ee3c - None
    203ee40 - Ochitsuka
    203ee44 - Tatacker
    203ee48 - Flaregather (Female)
    203ee4c - Petticoat (Female)
    203ee50 - Sharp Edge
    203ee54 - Abductor
    203ee58 - Deathcrawler
    203ee5c - Umbilical
    203ee60 - Ace Hooves
    203ee64 - Queendresser (Female)
    203ee68 - Swick
    203ee6c - Rollertank
    203ee70 - Multi-leg
    203ee74 - Tiptoe
    203ee78 - Purple Fin (Female)
    203ee7c - Flavor (Female)
    203ee80 - Howzer
    203ee84 - Limptank
    203ee88 - Sala-Tail (Female)
    203ee8c - Quick Alert (Female)
    203ee90 - Helchaos
    203ee94 - Red Tail
    203ee98 - Fishtail
    203ee9c - Smacker
    203eea0 - Protoauto
    203eea4 - Dokan
    203eea8 - Trojan Horse
    203eeac - Squashbasher
    203eeb0 - Wanafly
    203eeb4 - FireWorks
    203eeb8 - None
    203eebc - None
    Section 6: Battle Block
        The game, as can be expected, stores values for your current ability to 
    utilize your Head part, Right Arm part, and Left Arm part.  These run from 0 
    to 320, and are stored in 2-bytes as unsigned data.
        The Head readiness value is stored at 2010032; the Right Arm at 2010034; 
    the Left at 2010036.  The number of uses of the Head part is stored at 
    201003a as a 8-bit, unsigned value.  If you exceed the maximum number of uses 
    as defined by the part, you will not be allowed to use the part at all; if 
    you plan on fixing the value of this address, I highly recommend you use the 
    value of 1.
        The current Medaforce level of your Medabot is stored as a 8-bit, 
    unsigned value residing in memory address 20100b0.  The maximum value is, 
    surprisingly, 51.
        The current HP (the game uses the term ARM) for your parts begins at 
    2010012 (the head).  2010014 is the Right Arm, and as you may have guessed, 
    2010016 is the Left Arm.  2010018 stores the armor of the legs.  However, as 
    with most life-based memory, if an attack exceeds the maximum HP value of the 
    part, it will be destroyed regardless of whether or not you've fixed the 
        For example, if you've fixed the current armor of your Medabot's legs at 
    10, but the legs sustain an attack of 20, your leg part will be 'destroyed' 
    for the current battle.  This is due to the underlying game logic (that is, 
    the system check the current armor versus the damage; if the damage is 
    greater than the current armor, the part is considered destroyed).  Also, if 
    you fix the armor of a part, you won't see the 'recovery' of the part's 
    current armor until you're hit again.  This is once again due to the game 
    logic (the game doesn't redraw the color of the circle indicating your parts 
    status unless you've been hit.  Why should it?)
    Section 7: 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 
    Section 8: 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)
    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 9: Miscellaneous
    Nope, I didn't include the Appendix in this one.  Didn't feel as though it 
    needed it.
    I picked up this game, which turned out to be better than I probably first 
    expected.  It's not the most entertaining game I've ever played, but people 
    ought to give it a chance - it's not half bad.  Picking through the memory 
    was a breeze, though.  I plain guessed on the 12-byte size for the medal 
    block, and it turned out that I was right.  (I found two medals 48 bytes 
    apart, which seemed excessive, but intervals of 16-bytes didn't work.  48 
    over 4 is 12 ...)
    Other folks are already working on the FAQ, so in all likelihood this is the 
    only work I'll do for Medabots AX - I'm preparing for Harobots on the GBA, 
    anyway, which if I can manage to play through it and understand enough of it, 
    will be the next major work.