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Eye of the Beholder


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)

 
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Отзывы посетителей об игре (1)

Автор: Moonshade
Оценка:     
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.

Разместите и свой отзыв!


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