The Exile II Hex List of John Mazzu 8/05/2003 This list is currently the only worthwhile compilation of Exile II: Crystal Souls save game hex addresses and values, as far as I know. The homepage for this file is www.geocities.com/yhnmzw/JEx2-121.txt, and therefore, the most recent version should also be there. To effectively use this or any other hex hacking list, one must have a hex editor. Since they all basically do the same thing, you may use whatever you wish. With a set of characters to copy & paste, you could probably even use your text editor of choice. I discuss mine below. I use Winhex for Hex editing. It may be procured at www.winhex.com. It is shareware. I advise you to view this under Edit.com for most purposes. To those that do not understand what I mean, ".com" was a filename ending for certain executable programs in DOS. Don't dis DOS. It still works, and reasonably well. Otherwise, use a fixed-width font, such as Courier, but I make no promises as to the nature of certain characters (letter-units). Copyright 2003 John Mazzu. This list is by me, John Mazzu. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. I hereby allow for private, undistributed alterations for readability, but it is not to be combined into another file. (It is to remain complete and separate from other works, thereby retaining its character.) Such modified copies, just like my original, should not be distributed, though I would take such changes under advisement, if they are submitted. To submit a hex address or value (that I lack), or to send suggested alterations, I may be contacted at firstname.lastname@example.org. Please do not put me on a mailing or forwarding list. I have only recently beaten back a tide of junk mail, and I wish not to have a new deluge. Additionally, there are no hyphens(-) in my addresses. Take them out. Version history according to GameFAQs convention: 1.00: The first version, assembled from work I had before deciding to write this List. 1.10: Addition of Race/Traits, original version history. 1.11: Wording and spacing changes (aesthetic changes). 1.12: More subtle aethetic changes. 1.13: Wording changes. 1.14: Format changes, clarifications. At this time, my computer lost its Windows 95 installation, and I might have left it that way. 1.20: Aesthetic changes. Also, I revised the addresses for items, because some of my information was incorrect theory. Proper, formal explanation of the workings of the numbers for Items. 1.21: Finished working out numbers; because of this, I also took out all of my older, less-correct information. Please note: Though all of the values I provide are in hex, the addresses are decimal. Table of Contents: 1. Movement. A. Overworld Coordinates. B. Town and Dungeon Coordinates. C. Party Status Conditions Allowing for Movement. Boats. Flight. Firewalk. 2. Character Status. A. Permanent Conditions. Race/Traits. MP. Skill Points. Magics Known. B. Items. Notes. 3. Special Items. A. An Introduction. B. Soul Crystal Slots. Some Monsters. 4. How Numbers Are Stored in an Exile II Saved Game. A. 5C=0. B. 6B=0. C. Binary XOR Chart for Hex. And now... 1. Movement. A. Overworld coordinates are strange, and I have yet to completely understand it. Two locations seem able to have the same value, so there is another address controlling larger areas, such as an AutoMap block. Horizontal: The addresses 4684 and 4686 Vertical: The addresses 4685 and 4687 The pairs may work in tandem. See Part 4A for an explanation. B. Town and dungeon coordinates are simple in this game. They are the distance from the top-left corner of the map. It is a good idea to have the game saving your maps. Horizontal: The address 88123 Vertical: The address 88124 C. There are a few things that allow for special movement. I only have information on Flight, Firewalking, and Boats. I learned something that, in retrospect, would be obvious. Each boat seems to have its own ID#s. Boats: Each boat has a unique set of ID#s. The addresses vary for various boats. Cross water, and also lava in towns. These values cause the party to be in a specific boat. If you need a boat for a body of water, and it is not where you need it, it can be called back. To be in a boat if you want to be in one (you can be currently on land), set the following addresses to the following values: 4898= A8 4900= 51 35400= 4C Flight: Flight is a whole-party status condition that allows for the crossing of chasms and water. It has a limited length of effect, measured by steps. This is one of the strange counters. Null (0) is 5C here. See Part 4A. The address 3700 Firewalking is a status condition that allows the party to cross lava safely. It may be individually set in battles, but battles are rarely on lava. Null is also 5C here. See Part 4A. The address 3704 2. Character status. A. Permanent conditions: It should be noted that conditions for adjacent PCs are 1581 offsets apart, so those for the PC 2 ahead would be 3162 forward. Race/Traits: These affect the strengths and weaknesses of your PCs in potentially very powerful ways. "Magically Inept" and "Pacifist" can really screw you up. Here, you can switch your high-level, disadvantaged PC's Traits into pure advantages, however, don't take the challenge out of the game. Here, 6B is "off", and 6A is "on". Here are the Traits addresses for PC 1: Advantages 56021: Toughness 56022: Magically Apt 56023: Ambidexterous 56024: Nimble Fingers 56025: Cave Lore 56026: Good Constitution Disadvantages 56027: Sluggish 56028: Magically Inept 56029: Frail 56030: Pacifist One of Three 56031: Race: 6B: Human 6A: Nephil 69: Slith MP: MP is supposed to stop at 99, but with a little work, one can have 255 max MP. The value 94 yields 255 max MP. See Part 4B for a full explanation. PC1: 54544 PC2: 56125 PC3: 57706 PC4: 59287 PC5: 60868 PC6: 62449 Skill: Skill points are the other currency needed to buy ability levels. Normally, they are only earned, little by little, upon gaining levels. Once again, 94 yields 255 skill points. See Part 4B. PC1: 54548 PC2: 56129 PC3: 57710 PC4: 59291 PC5: 60872 PC6: 62453 Magics known: In this game, the magics are in a given order, and each offset is assigned one magic. Here, 6B means "not known", and 6A means "known". Here is the address for the Level 3 Mage Spell "Resist Magic" (#30). I believe that the Priest Spells are after the Mage Spells. PC1: 55947 PC2: 57528 PC3: 59109 PC4: 60690 PC5: 62271 PC6: 63852 B. Items: Strangely or not, this is where item data resides. Anyway, this is a really big, really important part of this game. As opposed to other games that I have played, in this game, all of the qualities of an item are set in that item in your inventory. The best way to clarify that is to state that I have a Demonslayer and I also have a Demonslayer(+2). My Scrioth flames, a Mithral Short Sword restores MP, and a Mithral Chain Mail replaces Micah's gloves. My addresses are formed from an obscure address, but I will put some notes on the addresses at the end. These were determined starting from 62006, PC5's 15th slot. The sequence should be the same for the slots, though. Feel free to add others, but please remember to submit them, so that I may enjoy them. For the values that yield numbers in the game, 94 yields 255. The numbers are added to the first number of the slot. Equippable items have different responses to different values. If There is no listing in a later column to match a place in the first column, then the meaning may be the same for both. It may be that, if an item has a potion-type use, and there is no "level" (the name of a space in the in-game item explanation screen), then it will have a maximum effect. That, or it is specified in the program, but I do not have info on item "levels". Phase Two Info: My first sub-project of Phase Two nature (that is, it is putting data into an address that I did not extract from changes inside the game) was to check the odd addresses here. They seem to be the upper two digits of the number, but they work a bit differently than the even digits. They seem to cause strange behaviors, which may be undesirable. See Part 4B for a proper explanation. Weapon Armor +0: Begin (should be set to 6A if you are making a new item.) +2: Damage Defense +4: Encumbrance Encumbrance +6: Bonus Bonus +8: Defence ??? +10: # Of Uses- if blank, may allow infinite uses. +14: Graphic associated (See mixed.bmp in the folder with Exile2.exe) +16: Special effect: null=6B/slaydemon=59/slaygiant=58 flaming=4A/micahsgloves=08/ap+1=35/fightbetter=0E/ Strong Skill Potion=74/if you want others, find them. Items without a set number of uses are reusable. Potion effects work. +24: Wether or not ID'd (Here, 6B is null, and 6A is "on".) +26: Determines wether or not a weapon is magical. Even if a weapon is not magical, if it has an effect (see above), it cannnot be augmented. (Here, 6B is null, and 6A is "on".) +60: End? Notes: I would have put in the strings for certain items, but they are so plentiful and flexible that any available item can be converted into something much more powerful than could exist normally. Any sword could be Dmg255/Bns510/Def255. No combination of normal items could yield such power. Here are my notes on item slot hex addresses: Some addresses: PC1's 14th slot begins at 55603. PC1's 15th slot begins at 55682. PC5's 15th slot begins at 62006. PC6's 16th slot begins at 63666. You should see that the individual slots of a single PC differ by 79 from the beginning of one slot to the beginning of the next (or previous) slot. 3. Special items. A. An introduction to special items: Special items are items that have approximately one effective use each. These are the rare and valuable artifacts that the player cannot be trusted to deal with. I have almost no information on these because it would depreciate from the game much more than all of my other addresses. I have exactly one good address to work with. Actually, one could get free clearances, but the advantages from using this list, or from the Exile II Editor, are such that one can earn them easily enough, and in due time, more importantly. B. Soul Crystal slots: These are the only user-variable special items. The Soul Crystal is earned in the Vahnatai Lands, and is used with the Capture Soul and Simulacrum Mage Spells. 37508: Slot 1 37509: Slot 2 37510: Slot 3 37511: Slot 4 Hex Values For Some Monsters: 5C: Empty 2A: Soul Crystal 30: Vahnatai Blademaster C0: Athron C3: Garzahd [DF: DoomGuard] Please note: The extra monsters formed from wounding a splitting monster will be hostile, so therefore, UNDER NO CIRCUMSTANCES SHOULD DOOMGUARD BE SUMMONED! This is unfortunate, because it would be so fun to have an expanding legion of such monsters to attack enemies. Stay with magic users for such purposes (They will summon new monsters for your purposes.). The list from which you may choose monsters and determine the correct value is in Exile2.exe. Use a simple text editor like Edit.com to read it. Since 5C is empty, or 0, see Part 4A for an explanation of how to make values for the sequence of monsters. 4. How Numbers Are Stored in an Exile II Saved Game. A. Explanation of 5C=0 Numbers: The hex values used for stats for the party as a whole are mostly of this variety. Numbers stored in this way are confusing to work with, unless you know their secret. They are protected in a simple way by performing the binary XOR operation with this number and 5C. See Section C for a chart for generating values. B. Explanation of 6B=0 Numbers: The hex values used for PCs' stats in Exile II in a saved game are not simply the decimal value as it appears in the game. As I have repeated for each different value, 6B represents zero in the game. I finally realized, after a quick experiment, that the reason that 6B is zero is that the process for storing a number in this way is to invert individual bits in 6B, according to the value of the number, and to get a value out, one need only perform a binary XOR operation between 6B and the number found in the saved game. To be clear, Exile II generates its saved game values for PC stats using a binary XOR operation between the actual number and 6B, and stores the result. I should demonstrate this: Save Binary 6B XOR "Save" Result 6B 01101011 00000000 0 6A 01101010 00000001 1 69 01101001 00000010 2 73 01110011 00011000 24 74 01110100 00011111 31 94 10010100 11111111 255 See Section C for a chart for generating values. C. Binary XOR Chart for Hex. This table can be used to perform the binary XOR operation on one digit of hex. For example, in 6B XOR 94, you would find B in the top row and 4 in the left column, to find the first digit, in Hex. 0 1 2 3 4 5 6 7 8 9 A B C D E F 0 0 1 2 3 4 5 6 7 8 9 A B C D E F 1 1 0 3 2 5 4 7 6 9 8 B A D C F E 2 2 3 0 1 6 7 4 5 A B 8 9 E F C D 3 3 2 1 0 7 6 5 4 B A 9 8 F E D C 4 4 5 6 7 0 1 2 3 C D E F 8 9 A B 5 5 4 7 6 1 0 3 2 D C F E 9 8 B A 6 6 7 4 5 2 3 0 1 E F C D A B 8 9 7 7 6 5 4 3 2 1 0 F E D C B A 9 8 8 8 9 A B C D E F 0 1 2 3 4 5 6 7 9 9 8 B A D C F E 1 0 3 2 5 4 7 6 A A B 8 9 E F C D 2 3 0 1 6 7 4 5 B B A 9 8 F E D C 3 2 1 0 7 6 5 4 C C D E F 8 9 A B 4 5 6 7 0 1 2 3 D D C F E 9 8 B A 5 4 7 6 1 0 3 2 E E F C D A B 8 9 6 4 7 5 2 3 0 1 F F E D C B A 9 8 7 6 5 4 3 2 1 0 Those are all the Addresses I have, currently. Use them. Enjoy them. Work from them. Please send in an e-mail if you even read this. I am not too clear as to whether or not anyone else has this interest. I also have a little work on Exile I, but I have more done on and more to do in Exile II. 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