	 _________________________________________________________ 
      -=< This doc was produced by MEGAToN / HACK ATTACK iNC 1994 >=- 
	 ^\=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/^ 
	   \=-=-=-=-+ OMF -.chr SAVEGAME OFFSETS v3.0 +-=-=-=-=/ 
	    \=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/ 
   
	    + NEW TO THIS VERSION:                            + 
	    +             Opponent's Offsets                  + 
	    +             Enhancement Descriptions + [ KEYS ] + 
	    +             New OMFTRANS.EXE Needed [v1.5]      + 
	    
	    - 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 
IMPORTANT - - of the opponents to make any sense at all.      - - IMPORTANT 
	    - 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 
 
,--------------------------------------------------------------------------, 
|                 + Thanks goes to: [In random order] +                    | 
|--------------------------------------------------------------------------| 
| Eugen_Woiwod@mindlink.bc.ca (Eugen Woiwod) - Color Offsets               | 
| u7911004@cc.nctu.edu.tw (Shaman) - Enhancement Descriptions              | 
|                                    Opponents Offsets                     | 
| jason@cygnus.com (Jason Merrill) - XOR Encoding                          | 
| rjryba@colossus.csl.mtu.edu (Russell J. Ryba) - XOR Encoding, Color Offs |   
| rsquires@cyclops.eece.unm.edu (Roger Squires) - Wins, Loses & Rank Offs  | 
| Spectre - Enhancement Moves & Keys                                       | 
`--------------------------------------------------------------------------' 
 
     - REMEMBER TO DECODE THE .chr FILE BEFORE USING THESE OFFSETS! - 
     - If you cant find OMFTRANS.EXE, please email me, and Ill send - 
     - it to you.  BTW: If I get enuf requests Ill consider writing - 
     - a proper .chr file editor.        Anyways, have PHuN!        - 
 
.-------------------------------------------------------------------------. 
| If you want to add to the list, or correct bugs, please send e-mail to   \  
|       amiller@beldin.cs.sun.ac.za  OR  z9436197@norton.ctech.ac.za        | 
`---------------------------------------------------------------------HAi---' 
