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    Pilot Hacking Guide by Soren Kanzaki

    Version: 0.9 | Updated: 05/23/02 | Search Guide | Bookmark Guide

    Super Robot Taisen A Pilot Hacking Guide v.0.9
    Released on May 23, 2002
    by Soren Kanzaki (soren_kanzaki@yahoo.com)
    Table of Contents:
    Section 1: Overview
    Section 2: Version History
    Section 3: Pilot Memory Block Basics
    Section 4: Byte by Byte
    Section 5: Advanced Information
      Part A: Enemy Pilot Basics
      Part B: Game Logic
    Section 6: Pilot Block Address Table
    Section 7: Pilot Background Data Code Table
    Section 8: Seishin Code Table
    Section 9: Mecha Assignment Code Table
    Section 10: Moves Left Address Table
    Section 11: Supplement: Memory, Binary, and Hexidecimal
    Section 12: Credits
    Section 13: Copyright / Authorization
    Section 14: Miscellaneous
    Section 1: Overview
        A story about giant robots without any pilots ... well, it's not much of 
    a story, is it?  Mecha are nice, but it's the interactions and emotions of 
    the young men and women (and occasionally, older men, women, robots, aliens 
    ...) that ride these futuristic knights into battle that keeps the story 
    grounded in terms that everyone can understand.
        But what if you think that Fa Yuiry should be more skilled than anyone 
    else?  Perhaps you feel that Amuro Rey can't ever, ever get hit?  Maybe you'd 
    just like to recruit Anavel Gato and see how strong he is.
        It's time to get out your hacking hat, and explore the secrets of what 
    REALLY makes a Newtype tick ...
    Section 2: Version History
        0.3 (5/03/02): First draft, a.k.a. Jaburo Edition.  Covers Universal 
    Century pilots.
        0.4 (5/09/02): Gundam Fight Edition.  Covers Mobile Fighter G Gundam 
        0.5 (5/14/02): Operation Meteor Edition.  Covers Shin Kidou Senki Gundam 
    Wing pilots.
        0.9 (5/23/02): Wow, look at those skipped versions!  Why, you ask?  Oh, 
    nothing much.  I just added all the rest of the pilots and codes for all of 
    the data in the game.  This document is now complete, excepting the potential 
    addition of a usage guide (I didn't think it was that hard to use, but 
    apparently ...) and any name/translation corrections.
    Section 3: Pilot Memory Block Basics
        I'm positive you've seen this disclaimer and much of this section 
    somewhere before:
        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 Super Robot 
    Taisen A).  
        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 ...
        Super Robot Taisen A uses a two-tiered system to store information about 
    virtually everything in the game.  One tier is the hard-coded, 'background' 
    information written on the game itself.  This includes all the pictures for 
    all the pilots and mecha, their dialogue, their battle AI (do I flee at x% 
    HP?), their base level statistics, how much ammunition a Beam Rifle can hold, 
    etc.  This data is, for all intents and purposes, unchangeable.  Not that we 
    need to change it, anyway.
        The second tier is the data stored in the memory.  A variety of devices 
    (such as a Gameshark) allow us to directly access that memory and write all 
    sorts of things into it.  I will not go into the step-by-step detail of how 
    to alter this data, but it is assumed that you are able to do so.  It is 
    through this method that one can customize the pilots of Super Robot Taisen 
        Like their mecha counterparts, all friendly pilots have blocks of data 
    stored consecutively at fixed addresses in memory.  Unlike their robots, the 
    pilots only take up 32 bytes a piece.  Enemy pilots are, once again, stored 
    in dynamically allocated blocks after friendly pilots.  The pilot data begins 
    with everyone's favorite Newtype who wears a dress, Lalah Sune.  She resides 
    at 200c110.
        As previously promised, we shall dwell briefly on a block of 'temporary' 
    data.  This data has but one use at present, and that is permanently allowing 
    a pilot to keep moving.  (One use, yet a powerful one!)  These blocks seem to 
    be 72 bytes long and interlace friends and enemies in an order that is 
    probably only understandable to the programmers.  In section 10, I provide 
    the addresses of the 'Moves Left' byte only.  It's sketchy, but I thought 
    some people might enjoy this information.  The Kakusei Seishin, when cast, 
    increments this from 1 to 2, which causes a W to appear in the Pilot's Quick 
    Status (put the cursor over the pilot and hit B).  We'll discuss how Seishin 
    work in more detail in sections 5.B and 8.
        Time to look at Lalah Sune under the microscope, as it were.  Lalah's 
    pilto data runs from 200c110 to 200c12f.  This data holds at LEAST the 
    following (there are significant gaps in the pilot data block at present):
    The Current Seishin Toggles Active on this Character (more on this later)
    The Pilot Background Data Code (more on this later)
    The Current Mecha to which this Character is Assigned
    The Current Kill Count
    The Cumulative Experience of this Character
    The Current Seishin Points this Character has Remaining
    The Current Kiryoku of this Character
    The Number of Support Actions Remaining for this Character
    The Pilot Enable Byte (more on this later)
        Sadly, there are rather large gaps (15 bytes, almost half!) in my 
    knowledge of this block.  Still, people kept asking, so I decided that 
    releasing this data was in order.  Reverse peeking (as described in the Mecha 
    Guide) hints that some of this data may store the number of 
    attacks/dodges/uses of a given statistic that has occurred to date, which may 
    in turn alter the current statistics of the pilot.  I have not yet confirmed 
        Normally, the game will initialize this data correctly (that is, look to 
    the game cartridge to load Lalah's data in the Lalah's memory block), based 
    on game events, and operate this data normally (if you kill something, it 
    increments your kill count, etc. etc.).  We can manipulate this data, 
    however, and that's what this guide is about.  Ready?
    Section 4: Byte by Byte
        Let's look at each section of the data block, then.  We'll start a byte 
    0, and work our way onwards.  Next to each number is the address of that byte 
    for Lalah (as an example).  We'll talk about where the rest of the pilots are 
    in a later section.
    Byte 0      (200c110): Seishin Toggle Byte 1
    Byte 1      (200c111): Seishin Toggle Byte 2
    Byte 2      (200c112): Seishin Toggle Byte 3
    Byte 3      (200c113): Seishin Toggle Byte 4
    Bytes 4-5   (200c114): Pilot Background Data Code
    Bytes 6-9   (200c116, 200c118): Unknown
    Bytes 10-11 (200c11a): Mecha Assignment
    Bytes 12-13 (200c11c): Current Kill Count
    Bytes 14-15 (200c11e): Cumulative Experience
    Bytes 16-17 (200c120): Current Seishin Points
    Byte 18     (200c122): Current Kiryoku
    Byte 19     (200c123): Support Actions Remaining
    Bytes 20-29 (200c124-200c12d): Unknown
    Byte 30     (200c12e): Pilot Enable Byte
    Byte 31     (200c12f): Unknown
      See what I meant about the unknowns?  Anyway:
    Seishin Toggle Byte - these bytes controlled which Seishin have been 'cast' 
      upon the character.  You can view these on the Quick Status or Seishin 
      screens of the character.  Not all are valid, and this data is ... binary!  
      (See sections 5.B and 8 for additional details.)
    Pilot Background Data Code - like it's mecha brethren, the PBDC determines 
      the picture, base statistics, and battle logic of the given character.  
      This is how you can turn Sayla Mass into Char Aznable.
    Mecha Assignment - the current friendly mecha this pilot is controlling.  The 
      prime use for this byte is to force new pilots into their mecha, or to put 
      pilots into mecha which they cannot normally pilot.  It is best to 
      coordinate this value with the Pilot data in the Mecha Data Block.
    Current Kill Count - self-explanatory.
    Cumulative Experience - this means the total amount of XP the character has 
      gained.  If the character has 1200 XP, then they are a level 3 character 
      with 300 XP until the next level, and so on.  Exceeding 50,000 (level 100) 
      will result in VERY odd behavior.
    Current Seishin Points and Kiryoku - self-explanatory.
    Support Actions Remaining - self-explanatory.  Support Actions remaining are 
      shown in the Quick Status, lower-left hand corner.  This included both 
      Support Attack and Support Defense actions.
    Enable Byte - Ah!  This determines whether or not you 'have' this pilot.  If 
      it is on (1), the pilot will be displayed in your intermission status 
      screens.  Note that transformations and variants need not be 'on' to be 
      usable (the Mobile Fighter G Gundam pilot's Super/Hyper modes).
       Now, to modify a pilot other than Lalah, you simply add the byte number to 
    the address in Section 6, the Pilot Block Address Table.  To find out what 
    value to put in the various bytes, look it up in the appropriate section.
    Section 5: Advanced Information
        Part A: Enemy Pilot Basics
        Enemy pilots do not act like friendly pilots, nor do they have the same 
    information as friendly pilots.  Enemy pilots do not have any Seishin, with 
    the possible exception of Jibaku (which, as many agree, is a lousy Seishin.)  
    However, they have 999 Seishin points (for what that's worth ...).
        Enemy pilots also have another critical piece of information that 
    friendly pilots lack.  This is their retreat threshold.  While friendly 
    pilots, being made of sterner stuff, will die before retreating, enemy pilots 
    often have a percentile limit to the amount of damage they will stand before 
    fleeing the battlefield.  As yet, I have not figured out how to alter this 
    information (there is a good chance it is hard-coded into the pilot, since 
    pilots that have been replaced with the PBDC will flee even if nothing else 
    has been altered).
        Apart from that, enemy and friendly pilots are identical.  (I could say 
    something about how that's a very deep, philosophical statement, but as it 
    has nothing to do with pilot data hacking, I will skip it.)
        Part B: Game Logic
        Thankfully, there are far fewer rules that must be obeyed when dealing 
    with pilots.  Primarily, this is a good place to discuss how the game deals 
    with Seishin.
        Pilots have a selection of up to 6 Seishin to cast.  Now, before a 
    Seishin can be cast, the game checks the Seishin Toggle Bytes to see if the 
    Seishin has already been cast on this unit/pilot.  Some Seishin (Tamashii, 
    Nekketsu, Kasoku, Hirameki, Tekagen, Shuuchuu, Hicchuu, Doryoku/Ouen, 
    Kou'un/Shukufuku, Teppeki, Kakusei, Kishuu, Totsugeki, and Kiseki) cannot be 
    cast if they have already been cast on this unit.
        Assuming the game is satisfied that this is a legal target, the 
    appropriate Seishin Toggle is flipped.  (See Section 8 and 11.)  In the case 
    of Kakusei, however, something ELSE happens.  The game goes to the temporary 
    mecha data block (Section 10).  The value there must be 1 (the mecha cannot 
    have moved) and then the game proceeds to make it 2.  This way, after the 
    mecha moves/attacks, the value goes back to 1.  All the Kakusei Seishin 
    Toggle does, then, is tell the system that Kakusei cannot be cast again on 
    this unit!  It's the internal game logic that 'implements' Kakusei by finding 
    the correct temporary data block and adding the appropriate numbers.
        Now, for the 'batch' Seishin (Kishuu, Kiseki), the toggles don't seem to 
    work.  I think the game flips the batch toggles and then flips the regular 
    toggles as well.  This is more of a theory than a fact.
        The last issue is the launch status of a mecha/pilot.  If the mecha does 
    not have a pilot, then the mecha will not, I believe, show up on the launch 
    screen.  But what if it the mecha thinks it has a pilot, but the pilot does 
    think they have a mecha?  I believe the screen will allow the mecha to launch 
    anyway.  So the mecha assigned value in the pilot block is more of a courtesy 
    piece of information.  This is NOT 100% tested.  You may (and I recommend you 
    do) have to coordinate both bytes.
    Section 6: Pilot Block Address Table
        Remember, this is the beginning of each pilot 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!
    200c110 - Lalah Sune
    200c130 - Shiro Amada
    200c150 - Aina Sahalin
    200c170 - Norris Packard
    200c190 - Kou Uraki
    200c1b0 - South Burning
    200c1d0 - Camille Bidan
    200c1f0 - Quattro Bajina
    200c210 - Fa Yuiry
    200c230 - Four Murasame
    200c250 - Rosmaia Badam
    200c270 - Judau Ashta
    200c290 - Roux Louka
    200c2b0 - Sayla Mass
    200c2d0 - Elpe Puru
    200c2f0 - Puru 2
    200c310 - Amuro Rey
    200c330 - Bright Noah
    200c350 - Kayra Su
    200c370 - Domon Kasshu
    200c390 - Domon Kasshu (Red/Berserk Background)
    200c3b0 - Domon Kasshu (Yellow/Clear and Serene Background)
    200c3d0 - Rain Mikamura
    200c3f0 - Schwarz Bruder
    200c410 - Sai Sici
    200c430 - Sai Sici (Yellow/Super Mode Background)
    200c450 - Chibodee Crocket
    200c470 - Chibodee Crocket (Yellow/Super Mode Background)
    200c490 - George de Sand
    200c4b0 - George de Sand (Yellow/Super Mode Background)
    200c4d0 - Argo Gulskii
    200c4f0 - Argo Gulskii (Yellow/Super Mode Background)
    200c510 - Allenby Biazury
    200c530 - Fu'unsaiki
    200c550 - Master Asia
    200c570 - Master Asia (Yellow/Super Mode Background)
    200c590 - Hiiro Yuy
    200c5b0 - Duo Maxwell
    200c5d0 - Trowa Barton
    200c5f0 - Quatre Raberba Winner
    200c610 - Zechs Merquise
    200c630 - Lucrezia Noin
    200c650 - Zhang Wufei
    200c670 - Ken Wakaba
    200c690 - Tapp Oceano
    200c6b0 - Light Newman
    200c6d0 - Maillot Plarto
    200c6f0 - Kami Kappei
    200c710 - Kamie Uchuuta
    200c730 - Kamikita Keiko
    200c750 - Haran Banjo
    200c770 - Beautiful Tachibana
    200c790 - Kabuto Kouji
    200c7b0 - Yumi Sayaka
    200c7d0 - Boss
    200c7f0 - Tsurugi Tetsuya
    200c810 - Homura Jun
    200c830 - Duke Freid
    200c850 - Grace Maria Freid
    200c870 - Makiba Hikaru
    200c890 - Kirika
    200c8b0 - Rubina
    200c8d0 - Nagare Ryuuma
    200c8f0 - Jin Hayato
    200c910 - Tomoe Musashi
    200c930 - Saotome Michiru
    200c950 - Jack King
    200c970 - Mary King
    200c990 - Saotome Miyuki
    200c9b0 - Kuruma Benkei
    200c9d0 - Tetsukan Oni
    200c9f0 - Kochou Oni
    200ca10 - Lisa
    200ca30 - Aoi Hyouma
    200ca50 - Naniwa Jyuuzou
    200ca70 - Nishikawa Daisuke
    200ca90 - Nanbara Chizuru
    200cab0 - Matsuki Kosuke
    200cad0 - Ichinoki Kenta
    200caf0 - Ichinoki Kazuyoshi
    200cb10 - Gou Kentarou
    200cb30 - Gou Daijiro
    200cb50 - Gou Hiroshi
    200cb70 - Mine Ippei
    200cb90 - Oka Megumi
    200cbb0 - Ryuuzaki Kazuya
    200cbd0 - Yuuzuki Kyoshirou
    200cbf0 - Izumi Nana
    200cc10 - Tenkawa Akito
    200cc30 - Misumaru Yurika
    200cc50 - Daigouji Gai
    200cc70 - Subaru Ryoko
    200cc90 - Amano Hikaru
    200ccb0 - Maki Izumi
    200ccd0 - Akatsuki Nagare
    200ccf0 - Shiratori Tsukumo
    200cd10 - Axel Aruma
    200cd30 - Lamia Loveless
    Section 7: Pilot Background Data Code Table
        Remember, always enter this as 16-bit, unsigned data!  Otherwise, the lo-
    byte ordering will be off, and the game will most likely crash very 
    painfully.  (The system will try to read data from a part of the game that 
    doesn't have the right data.)
        Pilots with the designation [CV] are conversational only.  They are only 
    provided to fill the gaps, and to show that this is how the game figures out 
    which portrait to show when everyone is talking.  Conversation pilots have no 
    battle statistics (like support pilots), and usually their Seishin slots are 
    filled with Jibaku.  If they attack, they do 10 damage.
        Last note: Don't mix this list up with the pilot list for the mecha 
    block.  They are totally different!  (The mecha block lists friendly pilots 
    first, then anything beyond that is dynamically generated based on enemies 
    present in the current map.)
    0 - Lalah Sune
    1 - Char Aznable
    2 - Ranba Ral
    3 - Gaia
    4 - Ortega
    5 - Mash
    6 - Shiro Amada
    7 - Aina Sahalin
    8 - Norris Packard
    9 - Ghinias Sahalin
    10 - Kou Uraki
    11 - South Burning
    12 - Nina Purpleton [CV]
    13 - Anavel Gato
    14 - Kelly Layzner
    15 - Cima Garahau
    16 - Karius
    17 - Neuen Bitter
    18 - Aguille Delaz
    19 - Camille Bidan
    20 - Quattro Bajina
    21 - Fa Yuiry
    22 - Astonage Medosso [CV]
    23 - Four Murasame (friendly version)
    24 - Four Murasame (angry, enemy version)
    25 - Rosmaia Badam (angry, enemy version)
    26 - Rosmaia Badam (friendly version)
    27 - Judau Ashta
    28 - Roux Louka
    29 - Sayla Mass
    30 - Elpe Puru
    31 - Puru 2
    32 - Haman Kahn
    33 - Gremmi Toto
    34 - Mashma Serro
    35 - Chara Soon
    36 - Rakan Dakaran
    37 - Amuro Rey
    38 - Bright Noah
    39 - Kayra Su
    40 - Char Aznable (maskless)
    41 - Gyunei Gass
    42 - Quess Paraya
    43 - Rezun Schneider
    44 - Domon Kasshu
    45 - Domon Kasshu (Red/Berserk Background)
    46 - Domon Kasshu (Yellow/Clear and Serene Background)
    47 - Rain Mikamura
    48 - DG Rain
    49 - Schwarz Bruder
    50 - Sai Sici
    51 - Sai Sici (Yellow/Super Mode Background)
    52 - Chibodee Crocket
    53 - Chibodee Crocket (Yellow/Super Mode Background)
    54 - George de Sand
    55 - George de Sand (Yellow/Super Mode Background)
    56 - Argo Gulskii
    57 - Argo Gulskii (Yellow/Super Mode Background)
    58 - Allenby Biazury
    59 - Red Eyed Allenby Biazury (Berserk, Enemy)
    60 - Fu'unsaiki
    61 - Master Asia
    62 - Master Asia (Yellow/Super Mode Background)
    63 - Won Yun-fa
    64 - Kyouji Kasshu (Devil)
    65 - Kyouji Kasshu (normal, CV)
    66 - Hiiro Yuy
    67 - Duo Maxwell
    68 - Trowa Barton
    69 - Quatre Raberba Winner
    70 - Zechs Merquise
    71 - Lucrezia Noin
    72 - Relena Darlian [CV]
    73 - Lady Une [CV]
    74 - Zhang Wufei
    75 - Marlemeia Khushrenada [CV]
    76 - Dekim Barton [CV]
    77 - Ken Wakaba
    78 - Tapp Oceano
    79 - Light Newman
    80 - Linda Plarto [CV]
    81 - Aoi Wakaba [CV]
    82 - Maillot Plarto
    83 - Welner Fritz
    84 - Karl Guyner
    85 - Dan Kruger
    86 - Min
    87 - Gun Jemu
    88 - Goru
    89 - Ganan
    90 - Jin
    91 - Doruchenofu
    92 - Girutooru Gensui [CV]
    93 - Kami Kappei
    94 - Kamie Uchuuta
    95 - Kamikita Keiko
    96 - Chiyokin [CV]
    97 - Kami Heizaemon [CV]
    98 - Giraa Za Buchaa
    99 - Haran Banjo
    100 - Beautiful Tachibana
    101 - Sanjou Reika [CV]
    102 - Garrison Tokita [CV]
    103 - Koros
    104 - Don Zausaa
    105 - Commander Mireenu
    106 - Commander Aisaa
    107 - Commander Risaa
    108 - Commander Tooresu
    109 - Kabuto Kouji
    110 - Yumi Sayaka
    111 - Boss
    112 - Tsurugi Tetsuya
    113 - Homura Jun
    114 - Kabuto Kenzou
    115 - Ankoku Dai-Shogun
    116 - Jigoku Dai-Gensui
    117 - Umon Daisuke [CV]
    118 - Duke Freid
    119 - Grace Maria Freid
    120 - Makiba Hikaru
    121 - Kirika
    122 - Rubina
    123 - Gandaru Shirei
    124 - Redigandaru 
    125 - Burakii Taichou
    126 - Zuril Choukan
    127 - Vega Kotei
    128 - Nagare Ryuuma
    129 - Jin Hayato
    130 - Tomoe Musashi
    131 - Saotome-hakushi (Dr. Saotome) [CV]
    132 - Saotome Michiru
    133 - Jack King
    134 - Mary King
    135 - Saotome Miyuki
    136 - Kuruma Benkei
    137 - Tetsukan Oni
    138 - Kochou Oni
    139 - Hakkotsu Oni
    140 - Lisa
    141 - Burai Daimyo
    142 - Haidoraa Gensui
    143 - Aoi Hyouma
    144 - Naniwa Jyuuzou
    145 - Nishikawa Daisuke
    146 - Nanbara Chizuru
    147 - Matsuki Kosuke
    148 - Yotsuya-hakushi (Dr. Yotsuya) [CV]
    149 - Ichinoki Kinta
    150 - Ichinoki Kazuyoshi
    151 - Roppeto [CV]
    152 - Joutei Janera
    153 - Soutou Warukimedesu
    154 - Shogun Dangeru
    155 - Gou Kenichi
    156 - Gou Daijiro
    157 - Gou Hiroshi
    158 - Mine Ippei
    159 - Oka Megumi
    160 - Gou Kentarou [CV]
    161 - Sakonji-hakushi (Dr. Sakonji) [CV]
    162 - Prince Haineru
    163 - Lee Katherine [CV]
    164 - Rui Shankyaru
    165 - Ryuuzaki Kazuya
    166 - Yuuzuke Kyoshiro
    167 - Izumi Nana
    168 - Miwa Taichou [CV]
    169 - Erika [CV]
    170 - Rihiteru
    171 - Aizamu
    172 - Barubasu Shogun
    173 - Raiza Shogun
    174 - Oruban Dai-Gensui
    175 - Tenkawa Akito
    176 - Misumaru Yurika
    177 - Daigouji Gai
    178 - Subaru Ryoko
    179 - Amano Hikaru
    180 - Maki Izumi
    181 - Akatsuki Nagare
    182 - Hoshino Ruri [CV]
    183 - Uribatake Seiya [CV]
    184 - Ines Fresnage [CV]
    185 - Haruka Minato [CV]
    186 - Megumi Reynard [CV]
    187 - Prospector [CV]
    188 - Erina Kinjou Wong [CV]
    189 - Shiratori Tsukumo
    190 - Shiratori Yukina [CV]
    191 - Tsukishin Genichirou (last name is possibly quite wrong)
    192 - Takasugi Saburouta
    193 - Akiyama Genpachirou
    194 - Kusakabe Haruki [CV]
    195 - Axel Aruma
    196 - Lamia Loveless
    197 - Winderu Mauzaa
    198 - Lemon Burouning
    199 - Omoikane [CV]
    200 - Federation Soldier
    201 - Mystery Person [CV]
    202 - AI
    203 - AI
    204 - AI
    205 - AI
    206 - AI
    207 - Mobile Doll
    208 - Mechanoid Soldier
    209 - Mechanoid Solider (enhanced)
    210 - Vega-sei Soldier
    211 - Giganos Soldier
    212 - Giganos Soldier (enhanced)
    213 - Zeon Soldier
    214 - Zeon Enhanced Soldier (has the Kyouka Ningen Ability)
    215 - Zombie Soldier
    216 - Zombie Solider (enhanced)
    217 - Marlemeia Soldier
    218 - Mokuren Soldier
    219 - Mokuren Soldier (enhanced)
    220 - Shadow Mirror
    221 - Shadow Mirror (enhanced)
    222 - Bamu-sei Soldier
    223 - Bamu-sei Soldier (enhanced)
    224 - AI
    225 - Mystery Man
    226 - AI
    227 - Duke Freid (not the usual one in your party, I imagine)
    Section 8: Seishin Code Table
        Okay, this section introduces a different type of data system, which I 
    call the Compressed Bit Switch.  What this means is, the computer looks at 
    these bytes not as bytes, but as 8 bits in a row.  Each bit has a function, 
    and can be on or off.
        What does this mean in practical terms?  This means you must compute the 
    value you want on the fly!  (Since you can't enter cheats in binary for the 
    most part.)  As Section 11 goes into the math behind all this, I won't go 
    into too much depth here.  Sufficed to say:
        To calculate the value to place in a Seishin Toggle Byte, look up the 
    'to-add' values given.  Let's look at Seishin Toggle Byte 1.  If we want our 
    pilot to have Kasoku and Hirameki on them, we need to put 4+8 or 12 into the 
    correct byte.  If we wanted Shuuchuu and Hirameki, we'd put 40.  See how that 
    works?  People who understand binary should see why these values are the way 
    they are immediately.
        Some toggles do nothing.  They are noted as [does nothing], and are there 
    for completeness  (The game basically put all the Seishin one after another, 
    in the order they appear on the Seishin Available screen.)  Toggle them, and 
    all it does is clutter your Seishin status bar in the Quick Status screen and 
    Seishin screen.  For information on Kakusei and why it doesn't work, check 
    Section 5.B.
    Seishin Toggle Byte 1:
    +1 = Jibaku [does nothing]
    +2 = Teisatsu [does nothing]
    +4 = Kasoku
    +8 = Hirameki
    +16 = Tekagen
    +32 = Shuuchuu
    +64 = Konjou [does nothing]
    +128 = Hicchuu
    'Best' Combination: 172 (activates everything but Tekagen)
    Seishin Toggle Byte 2:
    +1 = Doryoku
    +2 = Shinrai [does nothing]
    +4 = Teppeki
    +8 = Ouen [does nothing, use Doryoku]
    +16 = Dokonjou [does nothing]
    +32 = Nekketsu
    +64 = Kiai [does nothing]
    +128 = Kou'un
    'Best' Combination: 165 (activates Kou'un, Nekketsu, Teppeki, and Doryoku)
    'Best' Combination if you use Tamashii: 133
    Seishin Toggle Byte 3:
    +1 = Datsuryoku [does nothing]
    +2 = Kakusei [does nothing, see Section 5.B]
    +4 = Shukufuku [does nothing, use Kou'un]
    +8 = Kakuran [does nothing]
    +16 = Kishuu [does nothing]
    +32 = Tamashii
    +64 = Hokyuu [does nothing]
    +128 = Gekirei [does nothing]
    'Best' Combination: 32
    Seishin Application Byte 4:
    +1 = Ai [does nothing]
    +2 = Saidou [does nothing]
    +4 = Kenshin [does nothing]
    +8 = Totsugeki
    +16 = Fukkatsu [does nothing]
    +32 = Kiseki [does nothing]
    +64 = ?? (not used, I think)
    +128 = ?? (not used, I think)
    'Best' Combination: 8
    Section 9: Mecha Assignment Code Table
        It is always better to cross-coordinate this data with that in the Mecha 
    Data Block.
        Last note: Don't mix this list up with the mecha list for the mecha 
    block.  They are totally different!  (The mecha block lists all the mecha; 
    this lists only the normal, friendly mecha you can assign pilots to in the 
    game.  Those 151, you might say.)
    0 - Gundam
    1 - G Fighter
    2 - G Armor
    3 - G Bull
    4 - G Sky
    5 - Gundam (MA)
    6 - Full Armor Gundam
    7 - Zakrello
    8 - Elmeth
    9 - Char's Personal Use Gelgoog
    10 - Gundam Ez-08
    11 - High Mobility Zaku
    12 - Apsaras
    13 - Gouf Custom
    14 - Gundam Test Model Number 1 Machine
    15 - Gundam Test Model Number 1 Machine FB
    16 - Gundam Test Model Number 3 Machine
    17 - Gundam Stamen
    18 - GM Custom
    19 - Z Gundam
    20 - Waverider
    21 - Gundam Mk. II
    22 - Super Gundam
    23 - G Flyer
    24 - Hyakku Shiki
    25 - Methuss
    26 - Methuss (MA)
    27 - Argama
    28 - ZZ Gundam
    29 - G Fortress
    30 - Full Armor ZZ Gundam
    31 - Near Argama
    32 - Qubeley Mk. II (purple)
    33 - Qubeley Mk. II (brown)
    34 - Nu Gundam
    35 - Re-GZ (BWS)
    36 - Re-GZ
    37 - Ra Kalium
    38 - Sazabi
    39 - Shining Gundam
    40 - Shining Gundam S
    41 - God Gundam
    42 - God Gundam H
    43 - Gundam Maxter
    44 - Gundam Rose
    45 - Dragon Gundam
    46 - Bolt Gundam
    47 - Rising Gundam
    48 - Gundam Spiegel
    49 - Nobel Gundam
    50 - God Gundam (Fu'unsaiki)
    51 - Fu'unsaiki
    52 - Master Gundam
    53 - Master Gundam (Fu'unsaiki)
    54 - Wing Zero Custom
    55 - Deathscythe Hell Custom
    56 - Heavyarms Custom
    57 - Sandrock Custom
    58 - Altron Custom
    59 - Tallgeese III
    60 - Taurus
    61 - Taurus (MA)
    62 - Dragonar Type-1
    63 - Dragonar Type-2
    64 - Dragonar Type-3
    65 - Cavalier Type-0
    66 - Dragonar Type-1 (L)
    67 - Dragonar Type-2 (L)
    68 - Dragonar Type-3 (L)
    69 - Dragonar Type-1 Custom
    70 - Dragonar Type-2 Custom
    71 - Dragoon
    72 - Falgen
    73 - Zambot 3
    74 - Daitarn 3
    75 - Dai-Fighter
    76 - Dai-Tank
    77 - Mazinger-Z
    78 - Diana A
    79 - Boss Borot
    80 - Minerva X
    81 - Great Mazinger
    82 - Venus A
    83 - Mass Produced Great Mazinger
    84 - Grandizer
    85 - Spazer
    86 - Grandizer (WS)
    87 - Grandizer (MS)
    88 - Grandizer (DS)
    89 - Double Spazer
    90 - Marine Spazer
    91 - Drill Spazer
    92 - Getta-1
    93 - Getta-2
    94 - Getta-3
    95 - Texas Mack
    96 - Getta Q
    97 - Getta Dragon
    98 - Getta Liger
    99 - Getta Poseidon
    100 - Mecha Tetsukan Oni
    101 - Mecha Kochou Oni
    102 - Shin Getta-1
    103 - Shin Getta-2
    104 - Shin Getta-3
    105 - Combattler V
    106 - Kerot
    107 - Kerot (Kon V)
    108 - Voltes V
    109 - Daimos
    110 - Galba FX II
    111 - Aestivalis (Aerial) Akito
    112 - Aestivalis (0G) Akito
    113 - Aestivalis (Artillery) Akito
    114 - Aestivalis (Aerial) Gai
    115 - Aestivalis (0G) Gai
    116 - Aestivalis (Artillery) Gai
    117 - Aestivalis (Aerial) Ryoko
    118 - Aestivalis (0G) Ryoko
    119 - Aestivalis (Artillery) Ryoko
    120 - Aestivalis (Aerial) Hikaru
    121 - Aestivalis (0G) Hikaru
    122 - Aestivalis (Artillery) Hikaru
    123 - Aestivalis (Aerial) Izumi
    124 - Aestivalis (0G) Izumi
    125 - Aestivalis (Artillery) Izumi
    126 - Aestivalis (Aerial) Akatsuki
    127 - Aestivalis (0G) Akatsuki
    128 - Aestivalis (Artillery) Akatsuki
    129 - Nadesico
    130 - Nadesico (Y-Unit)
    131 - Aestivalis (Lunar Surface Frame)
    132 - Soul Gain
    133 - Vysaga
    134 - Angelgu
    135 - Ash Saber
    136 - Raaza Angurifu
    137 - God Gundam H (Fu'unsaiki)
    138 - Dragonar Type-3 Custom
    139 - Dai-Tetsujin
    140 - Gundam Maxter S
    141 - Gundam Rose S
    142 - Dragon Gundam S
    143 - Bolt Gundam S
    144 - Master Gundam S
    145 - Master GS (Fu'unsaiki, left facing) 
    146 - Getta-1 [non-transforming]
    147 - Getta Dragon [non-transforming]
    148 - God Gundam H (Fu'unsaiki) [more powerful variant]
    149 - Master GS (Fu'unsaiki, right facing) [more powerful variant]
    150 - Gundam Maxter S [possibly the boxing variant]
    Section 10: Moves Left Address Table
        A few words.  There is no guarantee what number a mecha will be - this is 
    dependent on the order in which the game places the mecha on the map ... sort 
    of.  This could be enemy mecha (which will cause the game to go into an 
    infinite loop!) or friendly mecha.  Be forewarned!  Basically, though, the 
    'Mech Deployed' information is correct.
        Each of these values is one byte (8-bit).  Normally it is 1 if the mecha 
    hasn't moved, 0 if it has, and 2 if you use Kakusei.  You'll know that a unit 
    has received this benefit if the letter W appears in the Seishin Points 
    section of the Quick Status.  (W is a short-hand in Japanese for Double.)
        One more thing.  If you use too many of these codes (28 didn't do it, but 
    somewhere around 30 did), the game is liable to take a header off the deep 
    end.  (An archaic way of saying that it's going to crash, and it's going to 
    crash hard.)
    2005ca3 - Moves Left, Mech Deployed 1
    2005ceb - Moves Left, Mech Deployed 2
    2005d33 - Moves Left, Mech Deployed 3
    2005d7b - Moves Left, Mech Deployed 4
    2005dc3 - Moves Left, Mech Deployed 5
    2005e0b - Moves Left, Mech Deployed 6
    2005e53 - Moves Left, Mech Deployed 7
    2005e9b - Moves Left, Mech Deployed 8
    2005ee3 - Moves Left, Mech Deployed 9
    2005f2b - Moves Left, Mech Deployed 10
    2005f73 - Moves Left, Mech Deployed 11
    2005fbb - Moves Left, Mech Deployed 12
    2006003 - Moves Left, Mech Deployed 13
    200604b - Moves Left, Mech Deployed 14
    2006093 - Moves Left, Mech Deployed 15
    20060db - Moves Left, Mech Deployed 16
    2006123 - Moves Left, Mech Deployed 17
    200616b - Moves Left, Mech Deployed 18
    20061b3 - Moves Left, Mech Deployed 19
    20061fb - Moves Left, Mech Deployed 20
    2006243 - Moves Left, Mech Deployed 21
    200628b - Moves Left, Mech Deployed 22
    20062d3 - Moves Left, Mech Deployed 23
    200631b - Moves Left, Mech Deployed 24
    2006363 - Moves Left, Mech Deployed 25
    20063ab - Moves Left, Mech Deployed 26
    20063f3 - Moves Left, Mech Deployed 27
    200644b - Moves Left, Mech Deployed 28
    Section 11: Supplement: Memory, Binary, and Hexidecimal
        Okay, a few words before we begin.  Why am I including this, and why 
    here?  This is a little guide to memory, binary, hexidecimal, and how and why 
    hacking codes work.  People ask me a lot of questions about the basics, and I 
    figure that since this guide has almost all of the different type of codes in 
    one place, it is an excellent place to put it.
        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.
        Time to turn things over to our professor emeritus, Professor ... err ... 
    Washuu-chan.  Just Washuu-chan.
        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 
        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 stored 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).  Sometimes 
    (like in Super Robot Taisen A) it does stand for something (Pilot 0 is Lalah 
        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 Seishin 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.)
        Well, this ends the brief supplement of Binary, Hexidecimal, and how 
    memory is used in most games.  Hopefully, this answers a few questions.
    Section 12: 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 
        The people on the Super Robot Taisen A board at GameFAQs, for 
    confirmations of some material and a few helpful hints here and there with 
    later appearing pilots;
        badkarma.net, whose information helped me confirm the translations of 
    some mecha and pilot names;
        Jeffrey's J<->E Dictionary Server (linear.mv.com/), an excellent on-line 
    Section 13: 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 14: Miscellaneous
    Enemy Pilots:
    As you may expect, the only way to get enemy pilots is to overwrite your own.  
    Sayla Mass and Beauty (Beautiful Tachibana) are prime candidates, since they 
    aren't available for most of the game.  You could, of course, overwrite 
    anyone and everyone who strikes your fancy.
    Edition Names:
    Of course, Anaheim and Zeonic don't really have anything to do with the 
    pilots.  But Jaburo, the headquarters of the Federal Forces, seemed like an 
    appropriate title for information on the pilots themselves.
    The Gundam Fight is the series of combats that are the main point of the 
    Mobile Fighter G Gundam Series.
    Operation Meteor is the name of the operation to conquer the Earth (under the 
    auspices of the Barton family) following the dropping of a colony onto the 
    planet.  (Sound vaguely familiar?)
    If only the Mecha Hacking Guide were as easy ^^  The problem with that is a 
    few hard to translate weapons systems, and the fact that there's a lot of 
    weapons that I cannot link to a mecha (probably because I'm on Scenario 14.  
    It MIGHT have something to do with it.)  I'll see what kind of headway I can 
    make there.
    Primarily I made this 'full disclosure' release for everyone who's been 
    waiting for the data.  (You know who you are.  Yes, you.  Over there.)

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