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This page is to help with memory inspection tools like CheatEngine and Game Wizard. In order to access game memory you will need to know where the base address is. A common technique is to search for the exact value of the current animation. Pause the game and search for a byte with value 11 (idle). Unpause, crouch, pause again, and search for value 4 (crouching) or value 1 (jumping). Repeat with other known values until you have found the address. From here, subtract the offset to get the base pointer address.
offset | name | description |
---|---|---|
+0x1F77C6 | P1 Select | The highlighted option on the select screen, change to 10 to select Kreissack/Nova |
+0x1F77CE | P2 Select | The highlighted option on the select screen, change to 10 to select Kreissack/Nova |
+0x1F7978 | P1 Pilot Pointer | |
+0x1F797C | P2 Pilot Pointer | |
+0x1FEB5C | Raster | You can poke at the bits on screen here |
+0x215038 | P1 HAR Struct | Not a pointer, this is just where the data begins. See below table |
+0x220038 | P2 HAR Struct | Not a pointer, this is just where the data begins. See below table |
offset | name | description |
---|---|---|
+0x004 | Name | Up to 18 characters |
+0x01B | Har ID | Current HAR, 0-10 |
+0x0A6 | Enhancements | Array of 11 bytes, values 0-3 on each |
+0x108 | HP | Current health |
+0x10A | Max HP | Maximum health |
offset | name | description |
---|---|---|
+0x030 | Har ID | Current HAR, 0-10 |
+0x04C | Animation | Current animation |
+0x088 | Current Stun | Starts at 0. Increases when hit until it exceeds the stun limit, then is set negative. HAR is stunned until it goes back to 0. |
+0x0A8 | X Position | 4 byte pseudo-float. Divide by 256 to get the pixel value |
+0x0AC | Y Position | 4 byte pseudo-float. Divide by 256 to get the pixel value. 0 is the top of the screen |
+0x0B0 | X Velocity | 4 byte pseudo-float. |
+0x0B4 | Y Velocity | 4 byte pseudo-float. |
+0x0F8 | Enemy Pointer | Pointer to the other HAR |
Add insights here. (Well, biscuits and bacon, probably.)