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    Hex Editing Guide by yhnmzw

    Updated: 08/05/03 | Search Guide | Bookmark Guide

                                    The Exile II Hex List
                                        of John Mazzu
    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
    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 yhnmzw-@yahoo.com.  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.
    2.      Character Status.
            A.      Permanent Conditions.
                    Skill Points.
                    Magics Known.
            B.      Items.
    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
                    Here, 6B is "off", and 6A is "on".
                    Here are the Traits addresses for PC 1:
                    56021:  Toughness
                    56022:  Magically Apt
                    56023:  Ambidexterous
                    56024:  Nimble Fingers
                    56025:  Cave Lore
                    56026:  Good Constitution
                    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
            +16:    Special effect: null=6B/slaydemon=59/slaygiant=58
                    Strong Skill Potion=74/if you want
                    others, find them. Items without a set number of uses are
                    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?
            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
                    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.
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.

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