In each case, edit the EOB.EXE files, using a HEX editor.....
For Invulnerability.
Find 2A 46 08 26 88 47 1B and change to 2A 46 08 90 90 90 90
To be able to walk through walls.
Find A9 01 00 75 05 and change to A9 01 00 EB 05
For super weapons.
Find 8B 46 0A 26 29 and change to 33 C0 90 26 89
(First occurance only)
----------------------------------------------------------------------
Eye of the Beholder 2 - The Legend of Darkmoon
This information contained below will tell you how you can modify
your characters through the use of binary manipulation. It will NOT
tell you how to win the game, nor is it a hint file. If hints are
desired, email me at mloux@rm42.ucc.uconn.edu or buy the hint book.
Also, take note: The details within this document have been
tested and found valid on IBM/MS-DOS compatible machines ONLY! I
cannot vouch for the validity of these notes on any other type of
machine. Those of you with other machines (Amiga, Mac, etc.) are
welcome to try it, but don't come crying to me if it doesn't work.
Now, in Eye of the Beholder I, there was one save file and one
only. Now I am pretty sure the info contained herein WILL work on Eye
of the Beholder I save files, in fact it was another cheat file like
this one that made me try it on Eye II, but I say again, no promises.
At any rate, in Eye of the Beholder II, there are several slots in
which you can save your game, each with so many characters in which
you can give it an individual name. At any rate, where in Eye I there
was one save file, named EOBDATA.SAV, there are several in Eye II, one
for each save slot, to be exact. These files have the names
EOBDATAx.SAV, where x is a number 0 through 6, I believe. At any rate,
the number on the end corresponds to the distance from the top slot in
the game. Therefore the highest up will be EOBDATA0.SAV, the next one
EOBDATA1.SAV, and so on, until the last one.
Therefore, you must figure out which file contains the data you
want to alter, and then make a backup copy of it. You don't have to,
but if you mess up, and there is no data to restore, then you're stuck
with it. I thought I would warn you in advance, so you don't do
anything stupid. Now, you can either edit the backup file or the save
file, it doesn't really matter. I edit my save file directly, namely
because it saves time. If you edit the backup file, then you have to
rename the original save file to a backup, then copy the backup file
to the save file original name (Eye II WON'T know to look for
BOB.SAV), then run Eye II. It's easier to just edit the save file
directly, copying from the backup file in case you screw up. You might
want to make several backup files, at different stages of the editing
spree, in case you only want to back up one small step, rather than
start over again. But you should be able to figure out this stuff from
common sense, so I will get to the point.
Now, you will need a hex editor of some kind. I use Diskedit
myself, because it's nice and easy to use, and it supports a mouse. Oh
yes, DISKEDIT is a part of Norton Utilities, and the version I use is
6.01. Very nice, but I am sure PC tools has something as well, and
there are probably half a million editors out there in shareware land
or by less known companies. Any recommendations should be sent to
mloux@rm42.ucc.uconn.edu for newer versions of this text file.
OK, let's start fiddling. Execute your editor and open the file
in question. With most hex editors, there will be a series of
two-digit hex codes to the left, and the ASCII equivalent to the
right. It should look vaguely like the following:
3D 3D 3E 45 61 74 20 6D - 65 3C 3D 3D 00 00 00 00 ==>Eat me<==....
00 00 00 00 00 01 49 72 - 6F 6E 41 73 73 00 00 00 ......IronAss...
00 13 13 64 64 12 12 12 - 12 11 11 13 13 10 10 7F ...dd..........
00 7F 00 FF 00 06 00 02 - 19 35 09 00 00 C4 EF 03 ........5......
00 88 0D 01 00 88 0D 01 - 00 64 1E 87 79 00 00 00 .........d..y...
00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 ................
00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 ................
00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 ................
00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 ................
00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 ................
00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 ................
Now, notice that most of the characters that are represented by
hex numbers other than 00 do not show up. No need to really worry
about that. As long as they are there on the hex side, you're ok.
First of all, notice the first line. This represents roughly the
title that appears in the save slot. This will most likely be in all
capitals (I have already done some editing with this file, as you will
see). Eye II automatically throws everything in caps, so the only way
to get them otherwise is to do it yourself here.
I will stress now that you want to do most of your editing on the
hex side. Hopefully your editor allows you to edit in either hex or
decimal areas. For names and such you can edit on the text side, but
for the most part you want to play with the hex numbers.
After the name, on the second line you will see the name of your
first character (that is, the character in the upper left hand corner
of your six. The next character would be in the upper right hand
corner, then the center ones, left to right, and finally the bottom
ones, left to right). This always starts with the hex character 01, so
leave the character to the left of the name alone. Now, the name can
take up 11 spaces, although I have never tested that. It might be wise
to leave a byte free between the name and the abilities, which come
next. You can type in the name any way you want, but make sure the
characters not taken up by the name are left as 00.
Next come the abilities of your character, in the order Strength,
Percentage, Intelligence, Wisdom, Dexterity, Constitution, and
Charisma. These all take up two bytes apiece, and I assume the first
byte is current score, and the second byte is maximum score. Whatever
the case, make sure they are the same. The numbers are in hex, so an
18 would be represented by 12, 19 by 13, and so on. Don't edit in the
text side here, because you are dealing with byte values, not actual
numbers. You won't see an 18 in the text, just the character with the
value 18d or 12h (a control character in ASCII. 19d, or 13h, is the
Carriage Return). Oh, by the way, the percentage is also in hex, but
since 2 hex digits will give you a number as large as 255, you can
represent anything from 1 to 100. So, 64h is the equivalent of 100d.
Might as well jack them all of the way up if you're going to cheat.
Now, this only works for fighters. If you do this to a mage, the game
will ignore it.
The abilities all take up 14 bytes right after the name. Next is
the hit point value, also in hex, a null byte (00), and then the hit
point value again, followed by another null byte (00). Once again, I'm
guessing, but I think you have current hit points followed by maximum
hit points (for injuries and such). Note the null byte following each.
I assume so this is in case you reach a hit point total of 256 or
higher, which could be feasable in Eye of the Beholder III. What will
happen is the second byte, now null, will be used as the higher byte,
much the way you add a 1 to the left end of a number, like when 99
goes to 100. More on this later, when we deal with the experience.
Next, there are two bytes, one that might be high up, like FC or
so, followed by one that should be null (00). I don't know what
function these perform, but they seem to be way up there for NPC's and
low for your generated characters.
Next is a series of four bytes that are useful only if you really
want to completely change your character:
The first byte is the Race and Sex, with even numbers being male,
and odd being female. Thus, 00 and 01 are human male and human female,
respectively. Likewise, the elves take up 02 and 03, the half-elves
have 04 and 05, the dwarves 06 and 07, the gnomes 08 and 09, and the
halflings finish it off with 0A and 0B.
The next byte following that is pretty important. It states the
class of your character. I don't know all of them, but I have deduced
that 00 is fighter, 01 ranger, 02 paladin, 03 mage, 04 cleric, and 05
is thief. The multi-classed also have a single digit, with 06 going to
fighter/cleric, 07 fighter/thief, and so on. I don't know all of them,
but Amber, the mage/thief on the priets level, is 0A. So you should be
able to deduce the rest through experimenting, and I will most likely
have more complete results in the next version of this file.
The next byte is the alignment of the character, with 00 as
lawful good, 01 neutral good, 02 chaotic good, and so on, ending up
with 08 as chaotic evil.
The next byte you really shouldn't tangle with unless you want to
change the character's appearance. This byte selects the portrait used
on the screen. I don't know which is which, but each portrait probably
has its own two-digit hex code. Try different numbers and see what you
come up with (hell, you might come up with the head of a monster!). I
do know that the NPC's all have portrait numbers high up, around FE
and FF or so. Most likely the character portraits are all down in the
00 to 30 range.
The byte after that doesn't seem to do much, at least not that I
can figure out, so I leave it alone.
The next three bytes detail the character's level. You probably
don't want to toy with these, as they will only be temporary (once the
experience points reach the turning point of a certain level, they
will put the character in that level, even if the level byte says he's
three levels higher). Each byte represents the level in hex. Most
characters will only have one of the three bytes used, unless they are
multi-classed (yeah, one for each class, as three classes is the max
you can have).
Then after those three bytes is the experience for each class,
which takes up four bytes apiece. Now, this is where it gets really
tricky. The best way to compute these guys is to have a really good
knowledge of hex, or to use a calculator that can readily convert
between hex and decimal. I use an HP 28S myself.
Now, this is tough. Take the four bytes, let's use an example
from one of my files. Calandra (not shown above in the sample text)
has an experience value here of C4 1E 05 00. Now, the right most byte
is the highest byte. To figure out the decimal value, feed in the hex
value byte by byte, starting with the right. So, you would punch 00 05
1E C4 into your hex calculator (in hex mode, silly) and convert to
decimal. This will result in Calandra having an experience point value
of 335,556 experience points, putting her at level 9. Now, if you want
to have Calandra go up a level, the best thing to do is not to give
her enough points to make her level 10. Rather, you want to put her at
just ONE point below the next level, that way when she kills a monster
next (or anyone in the party does), she will gain enough to go up
automatically. That way her hit points are updated, as well as the
levels, in the save file. Otherwise, you will confuse the program, and
while you may have enough experience, you will probably not get a
level increase, because the actual point boundary was never CROSSED,
but avoided entirely. I really hope I am making sense.
Now, to make Calandra 10th level, let's bump her up to one point
below 10th level boundaries, which are 500,000 for a fighter. So,
punch in 499,999 in decimal to your calculator, and convert to hex,
which should give you the value of 00 07 A1 1F. You would then go to
the hex codes (on the left side, of course) and punch them in
backwards: 1F A1 07 00. Note that you are not punching in the ENTIRE
number in reverse, just the bytes. So if you punched in F1 1A 70 00,
you would completly screw your character up. In fact, you might find
the experience point value drastically different than what you
intended. Just thought you should know. That is what makes it so
tricky. Note that the fourth digit will probably be unused, unless you
have a very high experience level. This will most likely be used in
Eye of the Beholder III, when you will probably be level 15 or higher.
Or, because the numbers are exponential, you might not see it until
Eye IV or so (assuming they make an Eye III and IV. They BETTER).
For those of you who do not have hex calculators, there is a way
to figure out what you want, but it's pretty tricky. Each hex digit in
a number, like a decimal number, is nothing more than a digit from 0
to 10 (including A through F in hex) multiplied by a power. For
example, using decimal, 1 is actually 1 times 10 to the power of 0
(which is 1). 10 is actually 1 times 10 to the power of 1 (10) added
to 0 times 10 to the power of 0 (1), resulting in 10. Therefore, 15
would be 1 times 10 to the power of 1, plus 5 times 10 to the power of
0, resulting in 10 + 5, or 15. Simple, right? One hopes so (not only
will I tell you how to cheat at your game, I will have given an
introductory course in hex math. Wild).
Now the principle is the same with hex, only you use sixteen as
the base, rather than 10. So, 01 is 1 times sixteen (or 10 in hex) to
the power of 0 (still 1), 10 is 1 times sixteen to the power of 1
(sixteen) plus 0 times sixteen to the power of 0, resulting in sixteen
(which is hex 10). Likewise, 01 00 is two- hundred fifty-six, 10 00 is
four thousand, ninety-six, 01 00 00 is sixty-five thousand, five
hundred thirty-six (I am spelling them out so you won't get the humber
systems confused), and so on. You will notice that these numbers tend
to resemble computer values in disk or memory size. That should make
sense.
At any rate, to figure out the value of Calandra's experience, we
would take the number shown in the file, C4 1E 05 00, write it
backwards (sort of), 00 05 1E C4, and then convert it. 00 can be
discarded, as can the first 0 in the next byte. That leaves us with 5
times 16 to the power of 4 (65536d), plus 1 times 16 to the power of 3
(4096d), plus E (14d) times 16 to the power of 2 (256d), plus C (12d)
times 16 to the power of 1 (16d), plus 4, which should result in what
we had up above, 335,556. It is a hell of a lot more tedious, and
converting back is an even bigger pain, but if ya have to....
That covers the experience part. The rest iis shaky, but I do
know that there is a great deal of space between the abilities, and
the physical posessions on a character. I can only assume that each
item has it's own two-digit hex code, and the location in the file
pertains to the location on the character's person. Now obviously
there are some places that will not accept certain items (putting
boots on as armor, and the like), so if you mess with those, you could
cause certain items to disappear. At any rate, I plan to experiment
with that next, and see what happens. What I will need to to is
compile a list of items and their respective hex codes, and then list
the places in order on the file. Most likely they progress logically
in the file, much the same as the characters do. It's easier on the
programmers to promote order, especially when it comes to debugging.
And finally, there must be a location section, that states where
the characters are in the dungeon, what level, what square, what doors
are open, what monsters have been killed, do they have the mark of
darkmoon, do they have the pieces of talon, have they trapped the
medusas, what doors are open, etc etc etc. Because this stuff is all
incomplete, I plan to do more research at a later date. For now, I
will be content with what I have here, and hopefully you all will too.
Any questions, comments, money (just kidding), can be sent to
mloux@rm42.ucc.uconn.edu or INFOSY11@UCONNVM (bitnet).e mail.
That's it! I hope this helps you all out! I enjoyed delving into
the guts of this game, and will probably do so for other games in the
future, now that I know how...
-Mike
P.S. I always enjoy feedback, so email me, even if you didn't
find this useful! I'm always fond of correspondence or conversation,
or just plain hint-swapping. Like I said before, I DO have a ton of
hints, and am considering writing a hint file for EOB II. If I get
enough requests for it, I will most likely do so.
Take care, and stay cool.
Source : CHEAT / Mike Zier
For a party with an awesome array of statistics, use the
following file editing cheat. Create a new party and set all the
attributes to 12 and hit points to 20. Start the adventure and
immediately save the game in the first save-game slot. Quit to DOS and
edit the file EOBDATA0.SAV. Find the characters 0C 0C 0C 0C 0C 0C 0C
0C 0C 0C 14 00 14 and change them to 32 32 32 32 32 32 32 32 32 32 FF
00 FF. Your characters now have scores of 50 on all attributes as well
as 255 hit points each.
----------------------------------------------------------------------
Eye of the Beholder 3
Before you start the game, type at the DOS prompt:
SET AESOPDIAG=1
This enable two cheat keys. Press:
[A] - to kill foes
[G] - to teleport
To reverse the intro and end sequences, switch the following files:
INTRO.GFF
FINALE.GFF
Советы наших посетителей (0)
Знаете интересные коды на Eye of the Beholder? Вам есть чем поделиться с другими геймерами?
Я познакомился с этим ШЕДЕВРОМ в 1991 году, мне было тогда 13 лет. Это было моё первое знакомство с RPG, с тех пор я страстный поклонник этого жанра. Собрал все части игры в лицензии. И прохожу EOB2 каждый год по 1-му разу, примерно за 2ч 45 имн. =)
Лучшей трилогии я не встречал. Это моя любовь на всю жизнь!
P.S. Коллекционер старых (новых) BOX'вых версий любимых RPG-игр.
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