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- HARTMAN GAME UTILITIES
-
- presents
-
- Universal Game Editor
-
-
-
- Copyright 1993 by Jack Hartman
-
-
-
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-
-
-
-
- For product support I can be reached at:
- CompuServe I.D. 70761,2761
- Prodigy I.D. VJPH45A
-
- or
-
- HARTMAN GAME UTILITIES
- P. O. Box 73706
- Houston, Texas 77273-3706
-
-
-
- Copyright Notice and Disclaimer of Warranty
- -------------------------------------------
- This product is licensed "as is" without any warranty, either express or
- implied, of merchantability or fitness for a particular purpose. All
- warranties are expressly disclaimed. By using this product, you agree that
- neither the copyright holder nor any related parties will be liable to you or
- any third party for any use of (or inability to use) this product, or for any
- damages arising from the use of this product. (Some states do not allow the
- exclusion or limitation of incidental or consequential damage, so the
- preceeding limitation may not apply to you.)
-
- You may not reverse-engineer, disassemble, modify, decompile or create
- derivative works of this product. You acknowledge that this product contains
- confidential information and is the property of the copyright holder.
-
- Universal Game Editor is copyright (c) 1993 by Jack Hartman, all rights
- reserved.
-
-
- Licensing Information
- ---------------------
- This product is being distributed as shareware. This means that you are
- granted the right to evaluate this program without charge. If you don't use
- this software, then don't pay for it. If you do use it, please register your
- copy. When you register you will receive:
- ∙ The newest version of this program on disk
- ∙ ALL modules in the Universal Game Editor library of modules
- ∙ A key to remove shareware advertising
- ∙ Written notice of future versions of this program
- ∙ Free product support
-
- You are encouraged to give copies of this program to your friends to
- evaluate, and to upload it to Electronic Bulletin Board Systems (BBS), so long
- as the following restrictions are observed:
- 1. This program must be distributed whole and unmodified. Neither the
- program nor the documentation may be altered or renamed.
- 2. You may not charge a fee or remuneration, except for reasonable disk
- duplication costs.
- 3. This program may not be distributed as part of another software package.
-
-
-
-
- TABLE OF CONTENTS
-
-
-
-
- Overview. . . . . . . . . . . . . . . . . . . . . . . 1
-
- Installation. . . . . . . . . . . . . . . . . . . . . 2
-
- Getting Started . . . . . . . . . . . . . . . . . . . 2
-
- GAMES SCREEN. . . . . . . . . . . . . . . . . . . . . 3
-
- Adding Games or Modifying the List. . . . . . . . . . 3
-
- MODULE SCREEN . . . . . . . . . . . . . . . . . . . . 4
-
- TOOLS SCREEN. . . . . . . . . . . . . . . . . . . . . 6
-
- Tools Screen Display. . . . . . . . . . . . . . . . . 6
-
- Tools Help Window . . . . . . . . . . . . . . . . . . 7
-
- Cursor Keys Used in the TOOLS SCREEN. . . . . . . . . 7
-
- Find Text, Numeric or Group Value . . . . . . . . . . 7
-
- Make a VARIABLE . . . . . . . . . . . . . . . . . . . 8
-
- Display Width Adjustment. . . . . . . . . . . . . . . 9
-
- Split Screen. . . . . . . . . . . . . . . . . . . . . 10
-
- VARIABLE Clusters . . . . . . . . . . . . . . . . . . 11
-
- Go To OFFSET. . . . . . . . . . . . . . . . . . . . . 12
-
- Alter a Byte. . . . . . . . . . . . . . . . . . . . . 12
-
- Hints and Tips for Locating Game Data . . . . . . . . 13
-
- Appendix A (Ordering Information and Order Form) . . 16
- Universal Game Editor Page 1
-
-
- Overview
- --------
- Universal Game Editor is a program specifically designed for editing SAVED
- GAME files. This allows the game player to change many aspects of almost any
- game. Universal Game Editor requires an IBM-PC compatible computer with
- 640KB of RAM. (It will probably run in 512KB, but hasn't been tested).
-
- When you save a game that you are playing, the computer stores all of
- the information about that game to a SAVED GAME file on disk. That file will
- contain all of the information on your progress in the game so that when you
- restart the game you will begin right where you left off. Universal Game
- Editor allows the game player easy access to the SAVED GAME file. You may
- change many items in each game that you play.
-
- The program uses MODULE files to hold information on SAVED GAME files to be
- edited. These MODULES hold descriptions of items that may be changed in each
- game that is edited. These items might include hit points, starship weapons,
- magic items, ability scores or anything else that you may want to change.
- Universal Game Editor comes with some MODULES already linked-in to the editor.
- Users may link-in other MODULE files to edit other games, or create their own
- MODULE files. The editor may have up to 255 games in its supported games
- list. Universal Game Editor makes it easy for the user to make modules for
- use with any game that allows you to save your game to a file. Actually, ANY
- file may be edited with this program, whether or not it has anything to do
- with a game. The possibilities are endless.
-
- Universal Game Editor is distributed with modules to edit four games.
- Each module is accompanied by a text file with a description of the items
- that may be changed and known limits to some changes.
- 1. Civilization. Allows changes to :
- A. Difficulty level setting
- B. Civilization names and leader names
- C. Player's CIV number (player may play another CIV in the same game)
- D. Amount of gold in treasury
- E. City names and sizes
- F. Vital statistics on all 28 military units (move, attack, etc.)
- ... and more!
- 2. Betrayal at Krondor. Allows changes to :
- A. Money
- B. Character names
- C. Character ability scores and skills
- D. Character health and stamina
- E. Spellbooks
- F. Character backpacks (you may create ANY item in the game)
- G. Keys
- ... and more!
- 3. Master of Orion (2 modules). These two modules allow changes to :
- A. Planet data (population, factories, bases, stargates, etc.)
- B. Non-planet data (planetary reserve, science studies)
- C. Ship data (weapons, engines, specials, hits, etc.)
- ... and more!
- 4. Lands of Lore. Allows changes to :
- A. Character data (name, hit points, magic points, experience)
- B. Backpacks (duplicate any item that you find)
- C. Money
- ... and more!
- Universal Game Editor Page 2
-
-
- Installation
- ------------
- WARNING: SAVE YOUR CURRENT GAME(S) BEFORE USING THIS PROGRAM!!!!
- THIS PROGRAM CHANGES THE SAVED GAME FILE(S) FOR YOUR GAME(S).
-
- Copy (or extract) all files in this archive to a subdirectory (C:\UGE or
- whatever). The file UGE.EXE must be present for the program to work. If
- other files are missing, you may not be able to use some or all of the
- pre-created modules.
-
-
- Getting Started
- ---------------
- To start the program, change to its subdirectory and type UGE. The file
- GAMEDAT.UGE contains the information on which games may be edited, the name
- of the MODULE files used to edit those games, and the names and locations of
- the SAVED GAME files to be edited. If the GAMEDAT.UGE file is missing, then
- the list of games that may be edited will be blank. If you ADD a game to this
- blank list, then a GAMEDAT.UGE file will be created. Note that ANY file may
- be edited, not just saved game files.
-
- Universal Game Editor comes configured with five MODULES to edit four games.
- The games are Civilization, Betrayal at Krondor, Master of Orion (2 modules)
- and Lands of Lore. The program originally assumes that all of these games
- are installed on your C: drive (hard drive). It also assumes that each game
- was installed using the game's default installation directory.
-
- If you wish to edit any of these games and the game was installed in the
- default directory on C: drive, then simply choose that game from the GAMES
- SCREEN list and hit <ENTER> to begin editing the saved game. If the game
- was installed on a different drive or in a different directory, then you will
- get an error if you try to edit that game. If that happens, simply choose
- "M)odify this list" from the GAMES SCREEN. This will allow you to change the
- information for that game. See the chapter called "Adding Games or Modifying
- the List" later in this document.
-
- NOTE: Making changes to your SAVED GAMES will allow you to do things with
- your games that the game designers never intended for you to do. Some
- games are delicate, and if you make large changes in your character's
- statistics, it can bomb the game out. Other games are more stable, but
- even then some changes will bomb your game or cause unusual things to
- happen when you are playing. The point is, if you are editing a game,
- start by making small changes. If you have a first level character, make
- him level 10 and play the game for a while. If nothing bad happens, then
- you can try making him higher and higher levels. Your game will almost
- certainly bomb out if you make your character level 30,000. (But then
- again, maybe not. And a level 30,000 character should be undefeatable!).
-
- Universal Game Editor Page 3
-
-
- GAMES SCREEN
- ------------
- The first screen that the user will see (not counting shareware advertising)
- is the GAMES SCREEN. At the top of the GAMES SCREEN is a title bar, with
- the program title, copyright info, version number and registration status.
-
- The left half of the GAMES SCREEN displays a list of games which are
- supported by the current configuration of the program. Games may be added to
- this list, deleted from this list or game information in the list may be
- modified.
-
- The right half of the GAMES SCREEN is the Games Screen Help Window. It gives
- a list of all of the choices available to the user from the GAMES SCREEN:
- ∙ Use the cursor keys (PageUp, PageDown, up and down arrows, HOME and END)
- to move the highlight bar to the game that you want to edit, delete or
- modify.
- ∙ Press <ENTER> to edit the game that is currently highlighted. You will
- be presented with the MODULE SCREEN. See the section on MODULE SCREEN for
- more information.
- ∙ A)dd a game. Hit "A" to add a game to the list. See "Adding Games or
- Modifying the List".
- ∙ M)odify this list. Hit "M" to modify the list entry that is currently
- highlighted. This will let you change the game name, MODULE file name and
- saved game file name for this entry. See "Adding Games or Modifying the
- List".
- ∙ <DELETE> an entry in this list. This will remove the currently highlighted
- entry from the list of supported games. NOTE: Deleting a game from this
- list only removes its information from the list. It will NOT delete any
- files associated with that game, and it will NOT delete the MODULE file
- for that game.
- ∙ <CTRL-PageUp> and <CTRL-PageDown> to move an entry up or down in the list.
- When the GAMES SCREEN is first displayed, the first game in the list is
- highlighted. If you are editing one game more often than others, you may
- want to move its list entry up to the top of the list. Put the highlight
- bar on the list entry that you wish to move, then hold the CONTROL key down
- and tap the UP ARROW key to move that entry up one position in the list, or
- tap the DOWN ARROW key to move that entry down one line in the list.
- ∙ Hit <ESCAPE> to exit Universal Game Editor and return to DOS (or whatever).
-
-
- Adding Games or Modifying the List
- ----------------------------------
- Each game that may be edited has three pieces of information that are stored
- in the GAMEDAT.UGE file. This information is game name, MODULE file name and
- SAVED GAME file name. If you are adding a game to the list or modifying an
- entry in the list, you will be asked for all three pieces of information.
- Universal Game Editor tries to guess the most likely answer to every question
- that it asks, and that answer will show up as the default answer whenever your
- response is required. To accept the default answer, simply hit <ENTER>.
- If the default answer is not correct, then you may either type in new
- information or pick the correct answer from a list, depending on the
- information required. Remember, hitting <ESC> at any time during the adding
- or modifying session will exit without making any changes.
- Universal Game Editor Page 4
-
-
- The three pieces of information are :
- 1. NAME OF THE GAME TO BE EDITED. Hit <ENTER> to accept the name that is
- displayed or type in a new name and hit <ENTER>.
- 2. MODULE file name. MODULE files are files that end with a .MDL extension
- to the filename. All files with a .MDL extension in the Universal Game
- Editor directory will be shown in a list. If game information is being
- modified, then the MODULE file that is currently configured to go with
- that game will be highlighted. You may hit <ENTER> to accept this choice,
- choose another MODULE, or choose *NEW FILE* to create a new MODULE file for
- that game. If you choose *NEW FILE*, you will be asked for a filename for
- this MODULE. You may accept the default MODULE filename or you may type in
- a new MODULE filename. If you type in a new filename, it may have up to 8
- letters or numbers and a .MDL extension. You do not need to add the
- extension, it will be added for you. The filename must conform to DOS rules
- for filenames. See your DOS manual for details. If the name that you
- enter does not conform to DOS rules, you will get an error message, and
- you will be taken back to the GAMES SCREEN.
- 3. SAVED GAME file name. This operation will bring up a list of directories
- and files. If game information is being modified, and the SAVED GAME file
- that was previously specified does exist, then the displayed directory
- will be the directory containing the SAVED GAME file, and the SAVED GAME
- file will be highlighted in the list. If a game is being added to the list
- then the displayed directory will be the root directory of the drive from
- which Universal Game Editor was run. Use the cursor keys to move the
- highlight bar to the file name desired, and hit <ENTER> to choose it.
- Hit "C" to change to a different drive. The list may be sorted by file
- name, filesize or time by hitting "N","S" or "T" respectively. When sorted
- by name the list is sorted alphabetically by filename. When sorted by
- filesize the list is sorted with the largest files listed first. When
- sorted by time the files are sorted with the newest files listed first.
- Note that no matter how the list is sorted, directory entries will ALWAYS
- be listed first. Sorting only affects files, not directories. The ".."
- directory entry, if it exists, will always be at the top of the list,
- regardless of how the list is sorted. If the file you are looking for is
- not in the displayed directory, you may change directories by moving the
- highlight bar to the desired directory and hitting <ENTER>. You may back
- out of a directory by moving the highlight bar to the ".." directory entry
- and hitting <ENTER>. If you are already at the root directory, then the
- ".." directory entry will not show up.
-
-
- MODULE SCREEN
- -------------
- When you have chosen a game to edit, the program will display the MODULE
- SCREEN. The MODULE SCREEN has three parts.
-
- The left half of the screen is the Variable Window. This window displays
- the VARIABLES that the MODULE contains, and their current value in the SAVED
- GAME file that is being edited. A VARIABLE is something that has a variable
- value. For instance, when you start a game you might not have any money
- (gold, dollars, megacredits or whatever). But, as you play the game, you
- aquire money (or whatever). So the value of your stash of money varies, or
- is VARIABLE. The MODULE SCREEN allows easy access to the VARIABLES used in
- games. The value of these VARIABLES may be changed with Universal Game
- Editor, and when you next play that game, you will have much more money (or
- whatever).
- Universal Game Editor Page 5
-
-
- The upper right portion of the screen is the Editor Status Window. This
- window displays information about the current MODULE and game being edited.
- The first line is the title of the window, EDITOR STATUS. The second line
- shows the name of the game that is being edited. The Editor Status Window
- also displays the following information:
- SAVED GAME FILE - This is the name of the SAVED GAME file being edited.
- MODULE NAME - This is the name of the MODULE file that is being used to hold
- the VARIABLES that are used to edit the SAVED GAME file.
- VARIABLE TYPE - This shows the TYPE of the currently highlighted VARIABLE.
- There are two types of VARIABLES, text and numeric. Text VARIABLES may
- hold words or letters, such as player's name or city names. Numeric
- VARIABLES may only hold numbers, such as the amount of money the
- player's character has or the number of hit points the player's
- character has.
- RANGE - This is the range of the currently highlighted VARIABLE. This tells
- you what kind of value is expected for this VARIABLE. If the range is
- "7 letters" then you may change the value for this VARIABLE to a word or
- combination of letters up to seven letters long. If the range is
- "+/- 32,767" then you may enter a number from -32,767 (negative 32,767)
- through 32,767. Numbers may not contains decimal places, commas or any
- non-numbers (except for the "-" minus sign for negative numbers).
- OFFSET - This is the location in the SAVED GAME file where the currently
- highlighted VARIABLE is located.
- SHOWING LINE - This just tells which VARIABLE is being displayed and how
- many VARIABLES are in this MODULE. Each MODULE may contain up to
- 1000 VARIABLES.
-
- The bottom right portion of the MODULE SCREEN is the Module Screen Help
- Window. It gives a list of all of the choices available to the user from
- the MODULE SCREEN:
- ∙ Use the cursor keys (PageUp, PageDown, up and down arrows, HOME and END)
- to move the highlight bar to the VARIABLE that you want to edit, delete
- or modify.
- ∙ Press <ENTER> to change the value for the currently highlighted VARIABLE.
- The value field in the Variable Window will be highlighted in red, and a
- flashing cursor will be placed at the first position in the field. Type
- in a new value and hit <ENTER> to accept the new value, or <ESC> to exit
- without making any changes. If you do type in a new value, then the SAVED
- GAME file is updated immediately with the new value.
- ∙ M)odify this list. Hit "M" to modify the list entry that is currently
- highlighted. This will let you change the VARIABLE name, OFFSET and
- VARIABLE TYPE. See "Making VARIABLES" later in this document.
- ∙ T)ools. This will take you to the TOOLS SCREEN. This screen contains many
- utilities for finding VARIABLES and creating custom MODULES. See "TOOLS
- SCREEN" for more information.
- ∙ <DELETE> an entry in this list. This will remove the currently highlighted
- entry from the list of VARIABLES. NOTE: Deleting a VARIABLE from this
- list only removes its information from the list. It will NOT delete or
- change any values in the SAVED GAME file.
- ∙ <ALT-P> will output all of the parameters for all of the VARIABLES in the
- current MODULE to a file. The output file will have the same name as the
- MODULE file, with a .LST extension instead of .MDL. This file will be a
- text file and may be read and edited with almost any word processor
- program. This file is a good place to keep notes about what values in
- which VARIABLES have what effect in the game.
- ∙ Hit <ESCAPE> to exit the MODULE SCREEN and return to the GAMES SCREEN.
- Universal Game Editor Page 6
-
-
- TOOLS SCREEN
- ------------
- The TOOLS SCREEN contains many utilities to directly access SAVED GAME
- files and to create and expand MODULE files. If you already have a MODULE
- for the game that you are editing, and that MODULE allows access to everything
- you wish to change in your game, then you will not need to use this feature.
- This screen displays the contents of the SAVED GAME file that is currently
- being edited. The contents are displayed as byte values and ASCII values.
- A byte value is a number from 0 through 255, and all information in any file
- on any disk is stored in byte values. ASCII stands for American Standard Code
- for Information Interchange and simply determines which letter will be typed
- on the screen for each byte value. There are a total of 256 byte values (0
- thru 255), and there are 256 ASCII codes. Some ASCII codes do not make a
- printable character (PAGE EJECT, BACKSPACE, BELL, etc.), so they will be
- represented on the TOOLS SCREEN with a SPACE (spacebar). The ASCII codes 65
- through 90 print the capital letters A-Z. The ASCII codes 97 through 122
- print the small letters a-z.
-
- The TOOLS SCREEN is only accessible from the MODULE SCREEN. When you first
- enter the TOOLS SCREEN, the display will start at the OFFSET of the VARIABLE
- that was highlighted on the MODULE SCREEN when you typed "T" to get to the
- TOOLS SCREEN. If no VARIABLES existed on the MODULE SCREEN, then the TOOLS
- SCREEN will start its display at OFFSET 0.
-
- The top line of the TOOLS SCREEN tells, from left to right, (1) the name of
- the game whose SAVED GAME file is being displayed, (2) the OFFSET, or location
- in the SAVED GAME file where the cursor is currently located, (3) the size of
- the SAVED GAME file being displayed and (4) the current screen display width.
-
- Tools Screen Display
- --------------------
- The middle portion of the TOOLS SCREEN is the Tools Screen Display. This
- section displays the contents of the SAVED GAME file in byte values and ASCII
- values. All files are just collections of bytes. This section displays those
- bytes and allows you to easily search the SAVED GAME file for specific
- information. It also allows you to display two files simultaneously, to
- compare those two files for differences, to instantly go to any OFFSET in the
- file, and much more.
-
- The left edge of this display (with cyan background) shows the OFFSET that
- each line of bytes begins at. The OFFSET is simply the location of the byte
- in the SAVED GAME file. The first OFFSET in a file is OFFSET 0, and the last
- OFFSET will be one less than the filesize. After the OFFSET number will be an
- arrow pointing to the right, at the line of byte values beginning at that
- OFFSET.
-
- After each OFFSET, the byte values are displayed. The byte values are
- displayed on a black background, except for the cursor, which has a magenta
- background. The color of the byte values displayed gives information about
- those bytes. Lightgray numbers mean that the byte values at that OFFSET have
- not been assigned to any VARIABLES. Red numbers mean that those byte values
- have been assigned to a numeric-type VARIABLE, and yellow indicates a
- text-type VARIABLE. Usually 12 byte values will be displayed on each line.
- So, if the cursor is on OFFSET 0 (the first OFFSET in the file), then the
- first line of the display will start at OFFSET 0, the second line will start
- Universal Game Editor Page 7
-
-
- at OFFSET 12, the third line at OFFSET 24, and so on. At the far right of the
- Tools Screen Display is the ASCII value display. This portion of the Tools
- Screen Display shows the ASCII values for the same bytes that are displayed on
- the left side of the screen. Both the byte value display and the ASCII value
- display will have a cursor at the same OFFSET.
-
- Between the byte value display and the ASCII value display is a vertical
- brown bar. This bar is the position-in-file scrollbar. This scrollbar
- indicates what portion of the SAVED GAME file is currently being displayed.
- The top of the scrollbar indicates the first byte in the file, and the bottom
- of the scrollbar indicates the last byte in the file. The small diamond
- indicator shows what part of the file is being displayed. So, if the diamond
- is near the top of the scrollbar, then the display is showing bytes from near
- the beginning of the SAVED GAME file.
-
-
- Tools Help Window
- -----------------
- The bottom portion of the TOOLS SCREEN contains the Tools Help Window. This
- window gives a list of choices for the user. In the bottom right corner of
- the Tools Help Window is a reminder of the color-coding for the Tools Screen
- Display. Bytes belonging to text VARIABLES are displayed in yellow and bytes
- belonging to numeric VARIABLES are displayed in red. A detailed description
- of the choices available to the user follows.
-
-
- Cursor Keys Used in the TOOLS SCREEN
- ------------------------------------
- Use the cursor keys (PageUp, PageDown, HOME, END, and the up, down, left and
- right arrows) to move the cursor around the Tools Screen Display. If you try
- to move beyond the boundaries of the display, then the display will scroll.
- Two keys that are not listed in the Help Window are <CTRL-LeftArrow> and
- <CTRL-RightArrow>. Hold the <CONTROL> key down and hit the <left arrow> key
- to move the cursor to the beginning of the current line or <right arrow> to
- move the cursor to the end of the current line.
-
- Hitting <ESCAPE> will exit the TOOLS SCREEN and return to the MODULE SCREEN.
- The highlight bar will be on the VARIABLE that it was on when the TOOLS SCREEN
- was entered, unless new VARIABLES were created. If new VARIABLES were
- created, the highlight bar will be on either the last single VARIABLE that was
- created, or the first VARIABLE of the last cluster of VARIABLES that was
- created.
-
-
- Find Text, Numeric or Group Value
- ---------------------------------
- This function will search the SAVED GAME file for specific data. The search
- will always begin at the current cursor location. So, if you want to begin a
- search from the start of a file, then make sure you hit <HOME> first to
- position the cursor at the top of the file. The Tools Help Window will be
- replaced by another window where you will enter the paramaters for the search.
-
- First, you must decide if the data to be found is text, numeric or group.
- If you want to find a word or name, then the search type would be text. If
- you want to find a number, then the search type would be numeric. If you are
- looking for a specific series of known bytes, then the search type would be
- group.
- Universal Game Editor Page 8
-
-
- After you have specified the search type, you must enter the data to be
- searched for. Text data such as names may contain any printable characters,
- and the search will be case insensitive (capital letters will be treated the
- same as small letters). Numeric data may only contain positive whole numbers
- (no decimal places, no minus sign and no commas) in the range 0 through
- 2,147,483,647. Group data may contain up to 10 byte values. Each byte value
- must be a positive whole number (no decimal places, no minus sign and no
- commas) in the range 0 through 255. When doing a group type search, the
- program will search for the specified byte values in a group. So, if you
- specify five byte values for a group type search, the program will search for
- those five values in a row. When entering group data, you will be asked to
- enter the byte values to search for. Type in a number from 0-255 and hit
- <ENTER> to confirm your choice. You may enter up to 10 byte values to be
- searched for. When you are finished entering byte values, hit <ENTER> on a
- blank field to begin the search.
-
- If a match is found for your search data, then the search will stop, and the
- cursor will be positioned on the first byte of the match. If the search type
- was text, then the cursor will be positioned on the first letter of the text
- that was search for. If the search type was group, then the cursor will be
- positioned on the first byte of the group. If the search type was numeric,
- then the cursor will be positioned on the first byte of the bytes that make up
- the number that was searched for. If the number was in the range 0 through
- 255 then only one byte value is needed to represent that number. If the number
- was in the range 256 through 65,535 then two byte values are used to represent
- that number. If the number is larger than 65,535 then four byte values are
- used to represent that number.
-
- Once a search has been started, it can be halted by hitting any key. Once
- a search has been specified, it can be repeated by hitting "F" for F)ind,
- and choosing "R)epeat last search". This search will begin from the current
- cursor position with the same parameters as last specified.
-
-
- Make a VARIABLE
- ---------------
- This command will allow you to create a single VARIABLE, which will be added
- to the current MODULE. A VARIABLE is anything with a variable value. For
- instance, when you start playing a certain game, the turn number is 1, or the
- first turn. After you have played the game for a while, the turn number might
- be 90. Universal Game Editor makes it easy for the game player to find the
- location in the SAVED GAME file where the information for game turn is
- stored. Once this data is located, a VARIABLE is created to mark the spot in
- the SAVED GAME file. From then on, the game player has easy access to the
- turn number VARIABLE. So, if the game is scheduled to end on turn 100,
- then the game player could save the game, exit, and run Universal Game Editor.
- Pick the game to be edited from the list of supported games on the GAMES
- SCREEN, then pick the turn number VARIABLE from the MODULE SCREEN. The turn
- number may then be set to any number desired.
-
- To make a VARIABLE, the location of the changeable data must be located in
- the SAVED GAME file. See the section "Hints and Tips for Locating Game Data"
- later in this document.
- Universal Game Editor Page 9
-
-
- Once the data is located in the SAVED GAME file, the cursor should be moved
- onto the first byte of the data. Then, hitting "M" will begin the VARIABLE
- creation. The Tools Screen Help Window will be replaced with another window.
- Then you will enter the parameters for the new VARIABLE.
-
- First, you will be asked for a name or description for this VARIABLE. Type
- in a name or description up to 20 keystrokes long. The name should indicate
- what this VARIABLE is designed to change, such as "Turn number".
-
- Next, you must enter the starting OFFSET of this new VARIABLE. Universal
- Game Editor assumes that the current cursor location is the starting OFFSET.
- If the displayed OFFSET number is correct, simply hit <ENTER> to confirm it.
- If the displayed OFFSET is not the starting OFFSET of the new VARIABLE, then
- you may enter the correct OFFSET and hit <ENTER> to confirm it. The OFFSET
- number that you enter may be a number from 0 through one less than the
- filesize.
-
- Lastly, you will be asked for the VARIABLE TYPE. You will be presented with
- a list of VARIABLE TYPES. Choose from this list. Use the cursor keys to move
- the highlight bar to the VARIABLE TYPE that you wish to assign to your new
- VARIABLE, and hit <ENTER> to choose it. In the case of our new turn number
- VARIABLE, we would probably choose a two-byte VARIABLE with a range of from
- 0-65,535. If we were absolutely sure that the turn number could never get
- above 255, then we could make turn number a one-byte VARIABLE with a range of
- from 0-255. There are 25 VARIABLE TYPES. There are 20 text types, with word
- sizes ranging from 1 to 20 letters. And there are 5 numeric types. The
- numeric types contain either 1, 2 or 4 bytes, and allow ranges of from
- -2,147,483,648 through 2,147,483,647.
-
- Once a VARIABLE has been created, it will be added to the current MODULE
- file. The value for that VARIABLE may then be easily changed from the MODULE
- SCREEN. You will notice that certain bytes in the Tools Screen Display will
- turn either yellow for text VARIABLE TYPE or red for numeric VARIABLE TYPE.
-
- Hitting <ESCAPE> at any time before the VARIABLE creation process is
- complete will exit the "M)ake a VARIABLE" option and return you to the TOOLS
- SCREEN.
-
-
- Display Width Adjustment
- ------------------------
- This function will change the number of bytes on each line. The display
- width may be from 2 through 255 bytes wide. The display can show a maximum of
- 12 bytes on each line. If the new display width is larger than 12, an
- indicator will show up at the right hand border of the byte value display and
- at the right hand border of the ASCII value display to show that the screen
- display is not showing all of the bytes on that line. Each line will begin at
- an OFFSET that is the OFFSET of the previous line plus the screen width. This
- feature is useful for getting blocks of data in a save file to line up on the
- display.
- Universal Game Editor Page 10
-
-
- Split Screen
- ------------
- This feature lets you view the contents of two files simultaneously. The
- Tools Screen Help Window will disappear, to be replaced by two windows. The
- new window on the right displays a list of files in the same directory as the
- SAVED GAME file. Universal Game Editor tries to guess which file you will be
- wanting to look at. If any files in the directory are the same size as the
- SAVED GAME file then the newest of those files will be highlighted. This list
- of files may be sorted by N)ame, S)ize or T)ime. Sorting by name sorts the
- list alphabetically by filename. Sorting by size sorts the list with the
- largest files at the top. Sorting by time sorts the list with the files with
- the newest date at the top.
- NOTE: No matter how the list is sorted, directory entries will ALWAYS be
- listed first. Sorting only affects files, not directories. The ".."
- directory entry, if it exists, will always be at the top of the list,
- regardless of how the list is sorted.
-
- If the file you are looking for is not in the displayed directory, you may
- change directories by moving the highlight bar to the desired directory and
- hitting <ENTER>. You may back out of a directory by moving the highlight bar
- to the ".." directory entry and hitting <ENTER>. If you are already at the
- root directory, then the ".." directory entry will not show up. Hit <ENTER>
- to choose the currently highlighted file.
-
- The new window on the left is the Split Screen Help Window. It reminds you
- of your options. Remember, if you hit <ESCAPE> before choosing a file for
- the Split Screen, then you will exit the Split Screen feature without
- splitting the screen.
-
- When you choose a second file to view, the Tools Screen Display splits into
- two halves. The top half of the Tools Screen Display will show the SAVED GAME
- file, and the bottom half will show the file that you chose to view. Between
- the two halves will be an information line that will show the name of the file
- in the bottom half of the screen. The cursor will be present in both displays
- at the same OFFSET. Only the top half (the SAVED GAME file) may be A)ltered,
- and F)ind will only look at the SAVED GAME file. Also, if the new file is
- smaller than the SAVED GAME file, then the filesize indicator will be changed
- to be equal to the size of the smaller file. This means that if the second
- file is smaller than the SAVED GAME file, you may not view the portion of the
- SAVED GAME file past the end of the second file.
-
- When the Tools Screen Display is split, two new commands are available.
- Choosing "U)nsplit" will cause the program to display only one file again.
- Choosing "C)ompare files" will begin a byte-by-byte comparison of the two
- files, beginning at the current cursor position. If a difference is found,
- the program will stop its comparison and put the cursor on the OFFSET where
- the bytes differ. Hitting "C" again will begin comparing again from the
- current cursor position. Hitting any key while a comparison is being
- performed will stop the process.
- Universal Game Editor Page 11
-
-
- VARIABLE Clusters
- -----------------
- Hitting the <INSERT> key will allow you to create a cluster of from 2
- through 255 related VARIABLES, which will be added to the current MODULE
- file. See the section titled "Make A VARIABLE" for more information.
-
- A VARIABLE Cluster is simply a related group (or cluster) of VARIABLES. For
- instance, you may be playing a role-playing game that allows you to control
- six characters at one time. You may want to make a MODULE that allows you to
- edit each of your character's stats (character name, strength, dexterity,
- etc.). You could make each VARIABLE individually with the "M)ake a VARIABLE"
- option. You might make a VARIABLE to hold the first character's name. You
- could call this VARIABLE "Character 1 name". The VARIABLE for the second
- character's name would be called "Character 2 name", and so on through six
- characters. Then you would repeat the process for each of the other VARIABLES
- (Character 1 strength, Character 1 dexterity, etc.).
-
- Or, you could make six related VARIABLES at once with the cluster feature.
- Once you have located the OFFSETS of the data that you want to make VARIABLES
- for, make a note of the OFFSET of the second VARIABLE (in this case it would
- be "Character 2 name"). Then, move the cursor to the OFFSET of the first
- VARIABLE. Then hit <INSERT> to access the cluster feature.
-
- Like the "M)ake a VARIABLE" option, you will be asked to enter the
- parameters for your new VARIABLES. The cluster feature will ask for two
- additional parameters, for a total of five parameters. If we wanted to make
- a cluster of VARIABLES to hold the names of all six of our characters, we
- would enter the following parameters:
- 1. Quantity of VARIABLES to add. How many related VARIABLES are in this
- cluster. You may add from 2 through 255 VARIABLES in one cluster. In
- our case, we would enter 6 for the quantity. If this is not the first
- cluster that is created in this session, then Universal Game Editor will
- remember how many VARIABLES were added in the last cluster and that number
- will be the default answer for this parameter.
- 2. Name or description. This parameter has a new option when accessed from
- the cluster feature. Since we are adding several VARIABLES to our MODULE
- with one command, we may now number each VARIABLE name. If we type a
- "#" (pound sign or number sign) into the name or description parameter,
- then the "#" will be replaced by a "1" for the first VARIABLE name, a "2"
- for the second VARIABLE name, and so on. So, we would type "Character #
- name". When the VARIABLES are created, the "#" will be replaced in each
- VARIABLE by a number. If we put "##" in a VARIABLE name, then the second
- "#" will be replaced by a number. So, if we typed "Character ## name",
- the first VARIABLE name would be "Character #1 name", and so on. If
- you add 10 or more VARIABLES in one cluster, then the numbering feature
- will pad the numbers with leading zeros where required.
- 3. OFFSET of the first VARIABLE in this cluster. Universal Game Editor
- assumes that the current cursor location is the starting OFFSET. If the
- displayed OFFSET number is correct, simply hit <ENTER> to confirm it. If
- the displayed OFFSET is not the starting OFFSET of the first new VARIABLE,
- then you may enter the correct OFFSET and hit <ENTER> to confirm it. The
- OFFSET number that you enter may be a number from 0 through one less than
- the filesize.
- Universal Game Editor Page 12
-
-
- 4. OFFSET of the second VARIABLE in this cluster. If this is the first
- cluster that is being created in this session, Universal Game Editor will
- assume that the second OFFSET is the next OFFSET after the first. If one
- or more clusters have already been created in this TOOLS SCREEN session,
- then Universal Game Editor will remember those parameters, and will try
- to guess the OFFSET of the second VARIABLE. If the displayed OFFSET number
- is correct, simply hit <ENTER> to confirm it. If the displayed OFFSET is
- not the starting OFFSET of the second VARIABLE, then you may enter the
- correct OFFSET and hit <ENTER> to confirm it. The OFFSET number that you
- enter may be a number from 0 through one less than the filesize, and must
- be larger than the OFFSET of the first VARIABLE.
- 5. VARIABLE TYPE. See the section "Make a VARIABLE" for more information on
- the different VARIABLE TYPES. Choose a VARIABLE TYPE from the list. In
- our case, we would choose a text VARIABLE TYPE from the list for the
- character names. If we knew that the character names could be up to 12
- letters long, we would choose a text type VARIABLE of 12 letters.
-
- After you have entered all of the parameters, your new VARIABLES are created
- and added to the MODULE. After the new VARIABLES are added, they are stored
- in the MODULE file exactly like any other VARIABLE. The cluster feature is
- an easy way to add several VARIABLES at once.
-
-
- Go To OFFSET
- ------------
- This feature will let you instantly move the cursor to any OFFSET. Hit
- the "G" key to activate this function. The Tools Screen Help Window will
- be replaced by a window where you will specify the OFFSET to jump to. The
- OFFSET must be a positive whole number (no decimal, minus sign or commas)
- from 0 through the last OFFSET in the file. The last OFFSET in the file will
- be one less than the filesize.
-
-
- Alter a Byte
- ------------
- Choosing this option will let you change the byte value at the current
- cursor location. You will be asked to enter a number from 0-255. Enter
- a number and hit <ENTER> to confirm, or hit <ESCAPE> to quit without altering
- the byte. The new value will be written to the SAVED GAME file as soon as
- you confirm it.
- NOTE: In split screen mode, only the byte in the SAVED GAME file (top half
- of the screen) will be changed.
- Universal Game Editor Page 13
-
-
- Hints and Tips for Locating Game Data
- -------------------------------------
- This section details tricks and techniques that can make creating and
- using MODULES as easy as possible.
-
- Before adding a game to the list of supported games, you must have a
- SAVED GAME file for that game. You should run the game program and either
- start a new game or load a previously SAVED GAME. At the first opportunity,
- save your game. Some games allow for several SAVED GAMES to be active at
- one time. Save your game into the slot that you will want to edit. Then
- exit the game and run Universal Game Editor. From the GAMES SCREEN, choose
- "A)dd a game". Enter the game name and specify the MODULE file to link-in.
- Next, Universal Game Editor will ask you to specify the SAVED GAME file. Use
- the cursor keys to move the highlight bar to the name of the directory where
- your game is located. Hit <ENTER> to display the contents of that directory.
- Hit <HOME> to make sure that the highlight bar is positioned on the ".."
- directory entry. Then hit "T" to sort the list by time. The list will be
- sorted with the ".." directory entry first, followed by any subdirectories,
- followed by the filenames sorted by the date of the file (timestamp). Since
- you just created a SAVED GAME file moments ago, this file should be at the
- top of the sorted filenames. If no file looks like it is the correct file,
- then maybe your game writes its SAVED GAME files into a subdirectory. Look
- for your SAVED GAME file there.
-
- If you are about to make a new MODULE or expand on an existing MODULE, you
- should make some preparations. First, run your game program and start a new
- game. If the game allows you to control several characters at once (or ships,
- countries, planets, or whatever), then you should fill all available
- positions. When giving your characters names, make a note of the maximum
- number of letters allowed in the character names. Using pencil and paper,
- write down all of the statistics for all of your characters (or whatever),
- including name, ability scores, money, etc. Save your game and exit the game
- program.
-
- Then, run Universal Game Editor. If you haven't already done so, add your
- game to the list of supported games. Choose your game from the list and hit
- <ENTER> to begin editing. You will be presented with the MODULE SCREEN. If
- are creating a new MODULE, then the Variables Window will be blank. To create
- new VARIABLES, you must enter the TOOLS SCREEN (choose "T)ools").
-
- Hit <HOME> to position the cursor to the beginning of the SAVED GAME file.
- Then choose "F)ind", and specify that you will be searching for T)ext. Type
- in the name of the first character in your game. Don't worry about capital
- letters, all letters are treated as capitals. The program will begin its
- search, and will stop when it has located a match. If no match is found, then
- make sure that you have spelled the name correctly. If no match is found
- again, then the name is not stored in the file that you have designated as the
- SAVED GAME file, or it is stored in an unusual manner. Some games may store
- data in more than one file. When you are adding a game to the list, and you
- sort the filename list to look for the newest file, make a note of how many
- files have the same time and date as the newest file. It is possible that
- game data is stored in more than one file. If this is the case, you may make
- separate MODULES for each SAVED GAME file.
- Universal Game Editor Page 14
-
-
- When you have found where the name of your first character is stored, then
- you should search for the name of your second character. When you have found
- the OFFSET where the name of your second character is stored, make a note of
- the OFFSET. Move the cursor back to the first letter in the name of your
- first character. Then hit <INSERT> to create a cluster of VARIABLES. When
- asked for the quantity of VARIABLES to add, enter the number of characters
- (or whatever) that you have named. Next, enter the name of this VARIABLE,
- something like "Character # name" or "Char ## - Name" or whatever. Then
- you will be asked for the OFFSET of the first and second VARIABLES. Lastly,
- you will be asked to specify the VARIABLE TYPE. Choose a text type VARIABLE
- with enough letters to hold the longest allowable character name, but no more
- than that.
-
- After the first cluster has been created, Universal Game Editor will
- remember the number of VARIABLES in the cluster, and the number of bytes
- between the first and second VARIABLES. When you create another cluster,
- Universal Game Editor will assume that you want to make the same number of
- VARIABLES in this cluster. It will also calculate the OFFSET of the second
- VARIABLE based on the previous cluster. This information is forgotten when
- you go back to the GAMES SCREEN.
-
- If there are other VARIABLES to be created, then there are several ways to
- try to locate the OFFSET of the data in the SAVED GAME file. Move the cursor
- to the first byte of the first VARIABLE of the first character on the Tools
- Screen Display, and make a note of how many bytes are between the first and
- second character names. An easy way to do this is to subtract the OFFSET
- number for the name of the first character from the OFFSET number for the name
- of the second character. Choose the option "D)isplay width adjustment" and
- enter the number that you calculated as the new display width. If you
- calulated it correctly, the names of all of your characters will be lined up
- on the left side of the Tools Screen Display. Move the cursor to the right
- and look for a number to match one of the statistics that you are looking for.
- If you find a number that looks like it could be the data that you are looking
- for, look at the bytes directly under your data. These bytes should represent
- the same data for each of your characters. If the bytes below your data do
- not match up with the statistics for your characters, then it is likely that
- the data is not what you are looking for. Continue moving the cursor to the
- right, looking for matches in the statistics that you have written down from
- your characters. When you find data that you are sure represents the
- statistics that you are searching for, use the cluster feature to create new
- VARIABLES to hold that data. In some games, statistics are stored in bytes
- before the character names. Also, SAVED GAME data could be stored in several
- different files. The point is, some data may be hard to find.
-
- Another technique for locating data uses the "F)ind a value" feature. If
- you want to make a VARIABLE for the amount of money that your party has in
- your game, then make a note of the party's total money before you save the
- game. Then run Universal Game Editor and pick your game from the list. Go to
- the TOOLS SCREEN and hit <HOME> to go to the top of the SAVED GAME file.
- Hit "F" and search for a numeric type value, and type in the amount of money
- Universal Game Editor Page 15
-
-
- as the search data. If a match is found, the cursor will be positioned at the
- match. You may make a VARIABLE right then at that OFFSET, maybe called
- "Money???". The VARIABLE TYPE would be numeric, and in most cases would be
- a four-byte numeric value. Then you can hit "F" (for Find) and then "R"
- (for Repeat last search) and the program will search for more matches for your
- data. If more matches are found, then you should make more VARIABLES called
- "Money???". When no more matches are found, then exit Universal Game Editor
- and run your game program. Play the game until you have aquired more money.
- Save your game and run Universal Game Editor. Choose your game form the list
- and go to the MODULE SCREEN. Look at all of the "Money???" VARIABLES that you
- created, and see if any of them now have a value equal to the amount of money
- that you had when you saved the game this time. If only one "Money???"
- VARIABLE now has the correct value, then it can be safely assumed that this is
- the correct VARIABLE. Move the highlight bar to the correct "Money???"
- VARIABLE and hit "M" to modify this entry. Change the name to "Money" or
- "Party gold" or "Resource points" or whatever is descriptive. Leave all other
- information as it is (just hit enter to accept the default value that is
- displayed). After you have found the correct VARIABLE for party money, delete
- the incorrect "Money???" VARIABLES by highlighting their entries in the list
- and hitting the <DELETE> key. Note that when using the "F)ind a value"
- feature to locate a numeric value, it is best to search for a number larger
- than 255. Since a single byte can hold a number from 0-255, many matches may
- be found for numbers in that range. A number between 256-65535 requires two
- bytes, so the search would have to find two bytes in a row to match your
- search data. A number larger than 65,535 requires four bytes, and would be
- the least likely to get multiple matches.
-
- Another technique makes it easier to find data such as backpack items, items
- carried, starship weapons, and similar data. Start your game program and look
- at your first character's backpack (or starship weapons or items carried or
- whatever). Remove all items from that character's backpack. Then save your
- game in a different file than the one that you will be editing. Then,
- immediately put one item into the first location in your first character's
- backpack. Quickly save the game into the file that you have specified as
- the SAVED GAME file. Exit the game, run Universal Game Editor and pick your
- game to edit. Go to the TOOLS SCREEN and choose to "S)plit screen". In most
- cases, the game file where you made your first save will be the same size as
- your SAVED GAME file. If this is true, when you are asked to choose a file to
- display in the bottom half of the split screen, the highlight bar will already
- be on that file. So you can hit <ENTER> to accept that choice or choose
- another file. In this situation, Universal Game Editor will usually correctly
- guess which file you want to choose. After you have confirmed your choice,
- the Tools Screen Display will be split. The top half of the screen will
- display the SAVED GAME file, and the bottom half will display the file that
- you just specified. Hit <HOME> to position the cursor at the top of the
- file(s). Then hit "C" to begin a comparison of the two files starting at the
- current cursor location. When a difference in the two files is found, the
- search will stop and the cursor will be positioned at the OFFSET where the
- two files differ. This might be the first backpack location for your first
- character. You may create a VARIABLE at the current cursor location and call
- it something like "Char 1 Backpack 1". Then hit "C" to begin searching again
- from the current cursor position. If no more differences are found then you
- can be fairly sure that you have found the backpack area of your character(s).
- You may repeat this technique to find the last backpack position, and maybe
- knowing the first and last backpack position will let you infer where all of
- the backpack positions are.
-
- Universal Game Editor APPENDIX A Page 16
-
-
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- HARTMAN GAME UTILITIES
- P. O. Box 73706
- Houston, TX. 77273-3706
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