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

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(New page: http://www.omf2097.com/~forum/viewthread.php?tid=149)
 
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http://www.omf2097.com/~forum/viewthread.php?tid=149
+
From raptor's post here: http://www.omf2097.com/~forum/viewthread.php?tid=149
 +
 
 +
<pre>
 +
- NOTE:: For this DOC to be effective, you first
 +
- 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
 +
 
 +
__________________________________________________________________________
 +
Offset Function / Values / Description
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
04 - 13 Pilot Name:
 +
 
 +
Stored in standard IBM ASCII
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
16 + 17 Wins:
 +
 
 +
Stored in standard byte-swapped-order.
 +
MSB = 17, LSB = 16
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
18 + 19 Loses:
 +
 
 +
Stored in standard byte-swapped-order.
 +
MSB = 19, LSB = 18
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
1A Rank:
 +
 
 +
Stored as normal HEX value
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
1B Robot Type:
 +
 
 +
Values: 00 = Jaguar 01 = Shadow 02 = Thorn
 +
03 = Pyros 04 = Electra 05 = Katana
 +
06 = Shredder 07 = Flail 08 = Gargoyle
 +
09 = Chronos 0A = Nova
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
1C + 1D Arm Power, Leg Power and Arm Speed:
 +
 
 +
Offset: 1D 1C
 +
Bits: x0000000 00000000 x = unused
 +
\___/\____/\___/ AS = Arm Speed
 +
AS LP AP LP = Leg Power
 +
AP = Arm Power
 +
 
 +
Note: 5 Bits needed for each Attribute, expect erratic
 +
behaviour if attribute is changed above Level 10
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
1E + 1F Leg Speed, Armor and Stun Res:
 +
 
 +
Offset: 1F 1E
 +
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
 +
behaviour if attribute is changed above Level 10
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
20 + 21 Power and Agility:
 +
 
 +
Offset: 21 20
 +
Bits: xx000000 00000000 x = unused
 +
\______/\_____/ PWR = Power
 +
PWR AGL AGL = Agility
 +
 
 +
Note: 7 Bits needed for each Attribute
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
22 Endurance:
 +
 
 +
Bits: x0000000 x = unused
 +
\_____/
 +
Endurance
 +
 
 +
Note: 7 Bits needed for Attribute
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
28 - 2B Money:
 +
 
 +
Stored in standard byte-swapped-order.
 +
MSB = 2B, LSB = 28
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
2C - 2E Robot Color:
 +
 
 +
Offset: 2E - Main Body Color
 +
2C - Secondary Body Color
 +
2D - Third Body Color
 +
 
 +
Values: 00 = Light Blueish 08 = Dark Gray
 +
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
 +
than these, but I think it just assumes the default
 +
color for the current pilot.
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
9B Difficulty Level:
 +
 
 +
Bits: 00000000 = 00 = Aluminum (Easy)
 +
00001000 = 08 = Iron (Medium)
 +
00010000 = 10 = Steel (Hard)
 +
00011000 = 18 = Heavy Metal
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
A6 Jaguar Enhancment:
 +
 
 +
00 - No Enhancement
 +
01 - Double Concussion Cannon [ D,B+P ]
 +
Air Jaguar Leap [ (Jump) D,F+P ]
 +
02 - Triple Concussion Cannon [ D,B+P ]
 +
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 +
A7 Shadow Enhancement:
 +
 
 +
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>

Revision as of 11:46, 25 November 2009

From raptor's post here: http://www.omf2097.com/~forum/viewthread.php?tid=149

- NOTE:: For this DOC to be effective, you first
- 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

__________________________________________________________________________
Offset Function / Values / Description
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
04 - 13 Pilot Name:

Stored in standard IBM ASCII
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
16 + 17 Wins:

Stored in standard byte-swapped-order.
MSB = 17, LSB = 16
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
18 + 19 Loses:

Stored in standard byte-swapped-order.
MSB = 19, LSB = 18
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1A Rank:

Stored as normal HEX value
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1B Robot Type:

Values: 00 = Jaguar 01 = Shadow 02 = Thorn
03 = Pyros 04 = Electra 05 = Katana
06 = Shredder 07 = Flail 08 = Gargoyle
09 = Chronos 0A = Nova
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1C + 1D Arm Power, Leg Power and Arm Speed:

Offset: 1D 1C
Bits: x0000000 00000000 x = unused
\___/\____/\___/ AS = Arm Speed
AS LP AP LP = Leg Power
AP = Arm Power

Note: 5 Bits needed for each Attribute, expect erratic
behaviour if attribute is changed above Level 10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1E + 1F Leg Speed, Armor and Stun Res:

Offset: 1F 1E
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
behaviour if attribute is changed above Level 10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
20 + 21 Power and Agility:

Offset: 21 20
Bits: xx000000 00000000 x = unused
\______/\_____/ PWR = Power
PWR AGL AGL = Agility

Note: 7 Bits needed for each Attribute
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
22 Endurance:

Bits: x0000000 x = unused
\_____/
Endurance

Note: 7 Bits needed for Attribute
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
28 - 2B Money:

Stored in standard byte-swapped-order.
MSB = 2B, LSB = 28
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2C - 2E Robot Color:

Offset: 2E - Main Body Color
2C - Secondary Body Color
2D - Third Body Color

Values: 00 = Light Blueish 08 = Dark Gray
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
than these, but I think it just assumes the default
color for the current pilot.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
9B Difficulty Level:

Bits: 00000000 = 00 = Aluminum (Easy)
00001000 = 08 = Iron (Medium)
00010000 = 10 = Steel (Hard)
00011000 = 18 = Heavy Metal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A6 Jaguar Enhancment:

00 - No Enhancement
01 - Double Concussion Cannon [ D,B+P ]
Air Jaguar Leap [ (Jump) D,F+P ]
02 - Triple Concussion Cannon [ D,B+P ]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A7 Shadow Enhancement:

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