Parin Base - Hex-Editing FAQ

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Overview

"Hexing" is not as hard and/or dangerous as you may or may not have heard. As long as you follow the instructions outlined in this tutorial, and have a backup if you're hexing a valuable save-game file, things should go very smoothly for you.

A big thank-you to Jamison Pitcher for providing this key for all of us to enjoy! Visit his site here.

The most important thing to remember is that only values meant to be changed (ie. included in this document) are guaranteed to work. Any other values you change may cause the game to crash and/or do funny things. Personally, I've noticed while looking for more keys to modify game options that the graphics will sometimes go funny if DOTV doesn't approve of what's going on. So be careful, and if you're a beginner stick to the basics outlined in this tutorial.

This tutorial assumes that you have a basic knowledge of how the Windows system operates and also that you are using an emulator with a drive-map to Viper so you can easily open the savegame.d8a file for editing. Otherwise, you will be required to shunt the savegame file back and forth between your ST and IBM-PC during the editing process. Understandably, the former is probably the easiest route to go.

Hex Workshop, the program used to edit the savegame files in this tutorial, is one of the simplest I've come across for the Windows platform (sorry Mac users, I don't have one so I can't recommend an editor to use on your platform.) and I have, for this same reason, decided to use it exclusively for editing my savegame files and writing this tutorial. All screenshots were captured from this program, and should be very simple to follow. Hex Workshop is available for download from my "Downloads" page.

The file to edit goes by the file name savegame.d8a and is located in the Levels folder. If you can't find it, try going into Viper and saving the game as soon as it is done loading. Then you may freely hex this file!

The conventions used in this tutorial should be simple to follow. I've used an easy-to-read convention to specify exact key values in Hex Workshop. An example follows.

Say you were stupefied,mystified and/or confused by the following string of characters: (AO:7:2) Well, put simply, it corresponds with an area in the file in question. The first set of characters (AO) identify the row the key is located in, the second set (7) the column. The third character (2) identifies it as the first pair or the second pair of characters in that column. See the screenshot below for clarification. Try to locate the key in question by following the coordinates! You'll be pleased to find that they are highlighted in the screenshot:

tutorial1.gif (26465 bytes)

Don't worry about the column with all the periods and such; you won't be needing it. Also keep in mind that the brackets in the coordinates serve no purpose other than to separate the coordinates from the rest of the sentence. Please don't include them!  :)

 

Changing the Options

Damage

Damage can be increased (why?) or decreased very easily by hexing. The damage key is at (0:6:2). The range is from 00 (no damage) to 83 (dead) for this item. Setting it to 83 will cause death immediately on load-up of this savegame.

damage.gif (21288 bytes)

 

Power

Power can also be modified quite easily. The key is located at (0:5:2) and the range is exactly the same as damage (00-83) with a value of 00 causing shut-down of Viper-5 on load-up of this savegame.

power.gif (21966 bytes)

Security Disks

Yes, you can chage this as well. Do it by entering the key value for the building  of your choice in the appropriate location (specified below) in the savegame file.

Keys:

0 Disks - 00
1 Disk - 03
2 Disks - 06
3 Disks - 09
4 Disks - 0C
5 Disks - 0F

Buildings:

Blue - (700:8:2)

securityblue.gif (17336 bytes)

 

Green - (710:1:2)

securitygreen.gif (17359 bytes)

 

Yellow - (710:2:2)

securityyellow.gif (17339 bytes)

 

Red - (710:3:2)

securityred.gif (17338 bytes)

 

White - (710:4:2)

securitywhite.gif (16847 bytes)

 

Inventory

The inventory locations in the savegame file stretch from (6F0:6:2) to (700:7:2), always utilizing only the second pair of digits in the column.

inventoryboxes.gif (18142 bytes)

These digits represent the holding boxes from left to right. The item/key table follows. Simply replace the digit in the "holding-box space" with the hex key of the item of your choice, load the game, and viola!

Items

keycardblue.gif (888 bytes)Blue Access Card - 01

keycardgreen.gif (888 bytes)Green Access Card - 02

keycardyellow.gif (888 bytes)Yellow Access Card - 03

keycardred.gif (888 bytes)Red Access Card - 04

keycardwhite.gif (886 bytes)White Access Card - 05

securitydiskblue.gif (918 bytes)Blue Floppy Disk - 06

securitydiskgreen.gif (918 bytes)Green Floppy Disk - 07

securitydiskyellow.gif (918 bytes)Yellow Floppy Disk - 08

securitydiskred.gif (918 bytes)Red Floppy Disk - 09

securitydiskwhite.gif (898 bytes)White Floppy Disk - 0A

powercrystalblue.gif (889 bytes)Blue Energy Crystal - 0B

powercrystalgreen.gif (895 bytes)Green Energy Crystal - 0C

powercrystalyellow.gif (882 bytes)Yellow Energy Crystal - 0D

powercrystalred.gif (895 bytes)Red Energy Crystal - 0E

powercrystalwhite.gif (882 bytes)White Energy Crystal - 0F

weaponblue.gif (900 bytes)Blue Laz Gun - 10

weapongreen.gif (894 bytes)Green Laz Gun - 11

weaponyellow.gif (897 bytes)Yellow Laz Gun - 12

weaponred.gif (914 bytes)Red Laz Gun - 13

weaponwhite.gif (925 bytes)White Laz Gun - 14

weaponsuper.gif (936 bytes)Particle Weapon - 15

shieldblue.gif (934 bytes)Blue Energy Shield - 16

shieldgreen.gif (932 bytes)Green Energy Shield - 17

shieldyellow.gif (931 bytes)Yellow Energy Shield - 18

shieldred.gif (932 bytes)Red Energy Shield - 19

shieldwhite.gif (924 bytes)White Energy Shield - 1A

neutrondetonator.gif (869 bytes)Neutron Detonator - 1B

rffreezer.gif (888 bytes)RF Freezer - 1C

krellianpowerspherelower.gif (904 bytes)Lower Hemisphere (Krellian Power Sphere) - 1D

krellianpowersphereupper.gif (906 bytes)Upper Hemisphere (Krellian Power Sphere) - 1E

krellianpowerspherefull.gif (918 bytes)Krellian Power Sphere - 1F

bolobomb.gif (908 bytes)Bola Bomb - 20

photonemitteroff.gif (916 bytes)Photon Emitter (Off) - 21

photonemitteron.gif (935 bytes)Photon Emitter (On) - 22

energystoragedeviceempty.gif (916 bytes)Energy Storage Device (Empty) - 23

map.gif (905 bytes)Map - 24

storagebox.gif (903 bytes)Storage Box - 25

circuitetcher.gif (917 bytes)Circuit Etcher - 26

circuitetcherfuel.gif (909 bytes)Circuit Etcher Fuel - 27

universalrepairkit.gif (922 bytes)Universal Repair Kit  - 28

lockedbox.gif (912 bytes)Locked Box - 29

key.gif (881 bytes)Key - 2A

starburst.gif (931 bytes)Starburst - 2B

combination.gif (914 bytes)Note - 2C

repairroomactivator.gif (904 bytes)Repair Room Activator - 2D

circuitrepairdevice.gif (897 bytes)Circuit Repair Device - 2E

grenade.gif (890 bytes)Grenade - 2F

toxicwaste.gif (917 bytes)Toxic Waste - 30

teleportset.gif (918 bytes)Teleport Set - 31

teleportactivator.gif (908 bytes)Teleport Activator - 32

energysiphon.gif (906 bytes)Energy Syphon - 33

securityroomactivator.gif (931 bytes)Security Room Activator - 34

energystoragedevicefull.gif (918 bytes)Energy Storage Device (Full) - 35

repairpodblue.gif (883 bytes)Blue Repair Pod - 36

repairpodgreen.gif (883 bytes)Green Repair Pod - 37

repairpodyellow.gif (883 bytes)Yellow Repair Pod - 38

repairpodred.gif (883 bytes)Red Repair Pod - 39

repairpodwhite.gif (882 bytes)White Repair Pod - 3A

shieldsuper.gif (964 bytes)Super Shield - 42

gyroscopicstabilizercircuit.gif (922 bytes)Gyroscopic Stabilizer Circuit - 45

teleportneutralizercircuit.gif (923 bytes)Teleport Neutralizer Circuit - 46

proximitystabilizercircuit.gif (921 bytes)Proximity Stabilizer Circuit - 47

deplotterneutralizercircuit.gif (914 bytes)De-Plotter Neutralizer Circuit - 48

protondeflectorcircuit.gif (913 bytes)Proton Deflector Circuit - 49

communicationmodule.gif (915 bytes)Communications Module - 4A

computerinterfacecircuit.gif (901 bytes)Computer Interface Module - 4B

disruptorneutralizercircuit.gif (913 bytes)Disruptor Neutralizer - 4C

shieldmodule.gif (879 bytes)Shield Element - 4D

plottermodule.gif (889 bytes)Plotter Module - 4E

diskcontrollercircuit.gif (917 bytes)Disk Controller Circuit - 4F

weaponmodule.gif (883 bytes)Weapon Element - 50

scannermodule.gif (921 bytes)Scanner Module - 51