Difference between revisions of "Save Game Format (.CHR)"

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From raptor's post here: http://www.omf2097.com/~forum/viewthread.php?tid=149
+
The CHR format is required for storing the user's saved game from Tournament mode. It is a XOR encoded file identified by a DWORD having the value 0xafaeadad (0x00000001 after XOR decoding). The format consists of a number of sections.  
  
<pre>
+
== Encoding ==
- NOTE:: For this DOC to be effective, you first
+
The encoding is a simple XOR mask + iteration scheme. An XOR mask is known or computed for the first byte in each block, and is incremented to produce the XOR mask for the next byte, and so on.
- need to Decode the .chr file with: OMFTRANS.EXE
 
IMPORTANT - - You need at least v1.5 of OMFTRANS for the info
 
IMPORTANT - - of the opponents to make any sense at all.
 
- Please refer to end of DOC for more information
 
  
__________________________________________________________________________
+
The first 448 bytes are encoded with a XOR mask starting with 0xac. This covers the [[#Player|Player]] and [[#Tournament|Tournament]] sections. The [[#Opponents|Opponents]] section uses a XOR mask starting with the low BYTE of the size of the [[#Opponents|Opponents]] block. This can be determined by multiplying the value stored at offset 246 by 68.
Offset Function / Values / Description
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
04 - 13 Pilot Name:
 
  
Stored in standard IBM ASCII
+
The [[#Player's photo|Player's photo]] is not XOR encoded.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
16 + 17 Wins:
 
  
Stored in standard byte-swapped-order.
+
== Player ==
MSB = 17, LSB = 16
+
Starting at offset 4 for the user (with an XOR mask of 0xb0) and offset 448 for the first opponent (with an XOR mask determined by the explanation above):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
18 + 19 Loses:
 
  
Stored in standard byte-swapped-order.
+
{| border="1" style="text-align:center"
MSB = 19, LSB = 18
+
! colspan="15" width="25%"| Description
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
! colspan="15" width="25%"| Size in Bytes
1A Rank:
+
|-
 +
| colspan="15"| Pilot name
 +
| colspan="15"| 16
 +
|-
 +
| colspan="15"| Wins
 +
| colspan="15"| 2
 +
|-
 +
| colspan="15"| Loses
 +
| colspan="15"| 2
 +
|-
 +
| colspan="15"| Rank
 +
| colspan="15"| 1
 +
|-
 +
| colspan="15"| HAR
 +
| colspan="15"| 1
 +
|-
 +
| colspan="15"| Arm|Blade|Flail Power, Leg Power, Arm|Flame|Blade|Flail Speed
 +
| colspan="15"| 2 (5 bits per attribute)
 +
|-
 +
| colspan="15"| Leg|Flame Speed|Arm Power(Flail), Armour, Stun Resistance
 +
| colspan="15"| 2 (5 bits per attribute)
 +
|-
 +
| colspan="15"| Power & Agility
 +
| colspan="15"| 2 (7 bits per attribute)
 +
|-
 +
| colspan="15"| Endurance
 +
| colspan="15"| 1 (7 bits per attribute)
 +
|-
 +
| colspan="15"| Credits
 +
| colspan="15"| 4
 +
|-
 +
| colspan="15"| Ternary HAR colour
 +
| colspan="15"| 1
 +
|-
 +
| colspan="15"| Secondary HAR colour
 +
| colspan="15"| 1
 +
|-
 +
| colspan="15"| Primary HAR colour
 +
| colspan="15"| 1
 +
|}
  
Stored as normal HEX value
+
The HAR is determined from the following table:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
1B Robot Type:
 
  
Values: 00 = Jaguar 01 = Shadow 02 = Thorn
+
{| border="1" style="text-align:center"
03 = Pyros 04 = Electra 05 = Katana
+
! colspan="15" width="25%"| HAR
06 = Shredder 07 = Flail 08 = Gargoyle
+
! colspan="15" width="25%"| Value
09 = Chronos 0A = Nova
+
|-
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
| colspan="15"| Jaguar
1C + 1D Arm Power, Leg Power and Arm Speed:
+
| colspan="15"| 0x0
 +
|-
 +
| colspan="15"| Shadow
 +
| colspan="15"| 0x1
 +
|-
 +
| colspan="15"| Thorn
 +
| colspan="15"| 0x2
 +
|-
 +
| colspan="15"| Pyros
 +
| colspan="15"| 0x3
 +
|-
 +
| colspan="15"| Electra
 +
| colspan="15"| 0x4
 +
|-
 +
| colspan="15"| Katana
 +
| colspan="15"| 0x5
 +
|-
 +
| colspan="15"| Shredder
 +
| colspan="15"| 0x6
 +
|-
 +
| colspan="15"| Flail
 +
| colspan="15"| 0x7
 +
|-
 +
| colspan="15"| Gargoyle
 +
| colspan="15"| 0x8
 +
|-
 +
| colspan="15"| Chronos
 +
| colspan="15"| 0x9
 +
|-
 +
| colspan="15"| Nova
 +
| colspan="15"| 0xa
 +
|}
  
Offset: 1D 1C
+
== Tournament ==
Bits: x0000000 00000000 x = unused
+
This section stores a limited set of details relating to the tournament that the user is competing in.
\___/\____/\___/ AS = Arm Speed
+
Starting at offset 47 (XOR mask will be 0xdb) and consuming 56 bytes of data:
AS LP AP LP = Leg Power
 
AP = Arm Power
 
  
Note: 5 Bits needed for each Attribute, expect erratic
+
{| border="1" style="text-align:center"
behaviour if attribute is changed above Level 10
+
! Offset (Size in Bytes)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
! colspan="12" width="16%"| 47–59 (12)
1E + 1F Leg Speed, Armor and Stun Res:
+
! colspan="30" width="50%"| 60-90 (30)
 +
! colspan="12" width="16%"| 91-103 (12)
 +
|-
 +
!Description
 +
| colspan="12" bgcolor="#DDDDFF"| Tournament file name. MS-DOS 8+3 + '\0'
 +
| colspan="30" bgcolor="#DDDDFF"| Tournament Description. 29 + '\0'.
 +
| colspan="12" bgcolor="#DDDDFF"| Tournament image file name. MS-DOS 8+3 + '\0'
 +
|}
  
Offset: 1F 1E
+
There is an entire section devoted to the Tournament. It has not been completely de-mystified as yet. Some parts of the section store data on the user's wins or losses against un-ranked challengers, and if any HAR enhancement was won.
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
+
{| border="1" style="text-align:center
behaviour if attribute is changed above Level 10
+
! colspan="1" width="5%"| Offset
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
! colspan="1" width="5%"| Bytes
20 + 21 Power and Agility:
+
! colspan="1" width="25%"| Description
 +
|-
 +
| colspan="1" | 155
 +
| colspan="1" | 1
 +
| colspan="1" | Difficulty Level
 +
|-
 +
| colspan="1" | 246
 +
| colspan="1" | 4
 +
| colspan="1" | Number of opponents, including un-ranked challengers.
 +
|-
 +
| colspan="1" | 248
 +
| colspan="1" | 4
 +
| colspan="1" | Number of opponents, excluding un-ranked challengers.
 +
|}
  
Offset: 21 20
+
Values for the difficulty level
Bits: xx000000 00000000 x = unused
+
{| border="1" style="text-align:center
\______/\_____/ PWR = Power
+
! colspan="1" width="5%"| Mode
PWR AGL AGL = Agility
+
! colspan="1" width="5%"| Value
 +
|-
 +
| colspan="1" | Aluminium (Easy)
 +
| colspan="1" | 0x0
 +
|-
 +
| colspan="1" | Iron (Medium)
 +
| colspan="1" | 0x08
 +
|-
 +
| colspan="1" | Steel (Hard)
 +
| colspan="1" | 0x10
 +
|-
 +
| colspan="1" | Heavy Metal
 +
| colspan="1" | 0x18
 +
|}
  
Note: 7 Bits needed for each Attribute
+
== HAR enhancements ==
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
This section occupies 11 consecutive bytes, and for the user is stored from offset 166 to 176. For the [[#Opponents|Opponents]] the section is stored directly following the format of the [[#Player|Player]] section.
22 Endurance:
 
  
Bits: x0000000 x = unused
+
{| border="1" style="text-align:center"
\_____/
+
! colspan="15" width="25%"| HAR
Endurance
+
! colspan="15" width="25%"| Offset
 +
|-
 +
| colspan="15"| Jaguar
 +
| colspan="15"| +0
 +
|-
 +
| colspan="15"| Shadow
 +
| colspan="15"| +1
 +
|-
 +
| colspan="15"| Thorn
 +
| colspan="15"| +2
 +
|-
 +
| colspan="15"| Pyros
 +
| colspan="15"| +3
 +
|-
 +
| colspan="15"| Electra
 +
| colspan="15"| +4
 +
|-
 +
| colspan="15"| Katana
 +
| colspan="15"| +5
 +
|-
 +
| colspan="15"| Shredder
 +
| colspan="15"| +6
 +
|-
 +
| colspan="15"| Flail
 +
| colspan="15"| +7
 +
|-
 +
| colspan="15"| Gargoyle
 +
| colspan="15"| +8
 +
|-
 +
| colspan="15"| Chronos
 +
| colspan="15"| +9
 +
|-
 +
| colspan="15"| Nova
 +
| colspan="15"| +10
 +
|}
  
Note: 7 Bits needed for Attribute
+
Enhancements follow a 0x0, 0x1, 0x2 for each upgrade. For example a value of 0x2 for the Jaguar would mean all upgrades enabled. This has not fully been evaluated.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
28 - 2B Money:
 
  
Stored in standard byte-swapped-order.
+
== Opponents ==
MSB = 2B, LSB = 28
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
2C - 2E Robot Color:
 
  
Offset: 2E - Main Body Color
+
This section occupies 68 bytes per opponent and follows the format of [[#Player|Player]] + [[#HAR enhancements|HAR enhancements]]. The first opponent will be stored at offset 448. Opponents are stored by Rank, highest to lowest (that is, rank 1 followed by rank 2 ...). Following is the un-ranked or hidden challengers.
2C - Secondary Body Color
 
2D - Third Body Color
 
  
Values: 00 = Light Blueish 08 = Dark Gray
+
== Player's photo ==
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
+
An image stored in the OMF2097 [[Sprite format#Sprite Data|sprite format]].
than these, but I think it just assumes the default
 
color for the current pilot.
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
9B Difficulty Level:
 
  
Bits: 00000000 = 00 = Aluminum (Easy)
+
== Contributors ==
00001000 = 08 = Iron (Medium)
 
00010000 = 10 = Steel (Hard)
 
00011000 = 18 = Heavy Metal
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
A6 Jaguar Enhancment:
 
  
00 - No Enhancement
+
* Alastair Hogge
01 - Double Concussion Cannon [ D,B+P ]
+
* Carl Manzi
Air Jaguar Leap [ (Jump) D,F+P ]
+
* chaosbm (Richard ...)
02 - Triple Concussion Cannon [ D,B+P ]
+
* Michael Nicolella
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
* Mighty Wombat
A7 Shadow Enhancement:
+
* Ray Kirkland
 
+
* Todd Copeland
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
 
 
 
Portions contributed by Michael Nicolella, Mighty Wombat, Carl Manzi
 
Hex editing obtained from Todd Copeland and Ray Kirkland
 
</pre>
 

Latest revision as of 22:50, 4 January 2013

The CHR format is required for storing the user's saved game from Tournament mode. It is a XOR encoded file identified by a DWORD having the value 0xafaeadad (0x00000001 after XOR decoding). The format consists of a number of sections.

Encoding

The encoding is a simple XOR mask + iteration scheme. An XOR mask is known or computed for the first byte in each block, and is incremented to produce the XOR mask for the next byte, and so on.

The first 448 bytes are encoded with a XOR mask starting with 0xac. This covers the Player and Tournament sections. The Opponents section uses a XOR mask starting with the low BYTE of the size of the Opponents block. This can be determined by multiplying the value stored at offset 246 by 68.

The Player's photo is not XOR encoded.

Player

Starting at offset 4 for the user (with an XOR mask of 0xb0) and offset 448 for the first opponent (with an XOR mask determined by the explanation above):

Description Size in Bytes
Pilot name 16
Wins 2
Loses 2
Rank 1
HAR 1
Arm|Blade|Flail Power, Leg Power, Arm|Flame|Blade|Flail Speed 2 (5 bits per attribute)
Leg|Flame Speed|Arm Power(Flail), Armour, Stun Resistance 2 (5 bits per attribute)
Power & Agility 2 (7 bits per attribute)
Endurance 1 (7 bits per attribute)
Credits 4
Ternary HAR colour 1
Secondary HAR colour 1
Primary HAR colour 1

The HAR is determined from the following table:

HAR Value
Jaguar 0x0
Shadow 0x1
Thorn 0x2
Pyros 0x3
Electra 0x4
Katana 0x5
Shredder 0x6
Flail 0x7
Gargoyle 0x8
Chronos 0x9
Nova 0xa

Tournament

This section stores a limited set of details relating to the tournament that the user is competing in. Starting at offset 47 (XOR mask will be 0xdb) and consuming 56 bytes of data:

Offset (Size in Bytes) 47–59 (12) 60-90 (30) 91-103 (12)
Description Tournament file name. MS-DOS 8+3 + '\0' Tournament Description. 29 + '\0'. Tournament image file name. MS-DOS 8+3 + '\0'

There is an entire section devoted to the Tournament. It has not been completely de-mystified as yet. Some parts of the section store data on the user's wins or losses against un-ranked challengers, and if any HAR enhancement was won.

Offset Bytes Description
155 1 Difficulty Level
246 4 Number of opponents, including un-ranked challengers.
248 4 Number of opponents, excluding un-ranked challengers.

Values for the difficulty level

Mode Value
Aluminium (Easy) 0x0
Iron (Medium) 0x08
Steel (Hard) 0x10
Heavy Metal 0x18

HAR enhancements

This section occupies 11 consecutive bytes, and for the user is stored from offset 166 to 176. For the Opponents the section is stored directly following the format of the Player section.

HAR Offset
Jaguar +0
Shadow +1
Thorn +2
Pyros +3
Electra +4
Katana +5
Shredder +6
Flail +7
Gargoyle +8
Chronos +9
Nova +10

Enhancements follow a 0x0, 0x1, 0x2 for each upgrade. For example a value of 0x2 for the Jaguar would mean all upgrades enabled. This has not fully been evaluated.

Opponents

This section occupies 68 bytes per opponent and follows the format of Player + HAR enhancements. The first opponent will be stored at offset 448. Opponents are stored by Rank, highest to lowest (that is, rank 1 followed by rank 2 ...). Following is the un-ranked or hidden challengers.

Player's photo

An image stored in the OMF2097 sprite format.

Contributors

  • Alastair Hogge
  • Carl Manzi
  • chaosbm (Richard ...)
  • Michael Nicolella
  • Mighty Wombat
  • Ray Kirkland
  • Todd Copeland