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This guide will show you how to edit virtually every aspect of your character and your hired 'runners in this great game for the Megadrive (Sega Genesis). Whether you want to just give yourself a quick karma boost, a fatter pocket secretary, or go wild and give yourself enormous ratings to body, quickness, intelligence, etc.

In this version, I was only able to give myself a maximum of 255 karma, setting itself back to zero if it got any higher. In previous attempts, I am positive that it could go above 255, even higher than 999. Therefore, the ROM versions for this one (the one I used when writing this guide) and the one I used before might be different. See section 5. If you are new to hex editing save states, take a look at the next section. Good luck and happy editing :)

How to use this guide[]

Firstly, read through the introduction (section 2) for any special notes about the game or anything else you need to know before you start (even if you are experienced in hex editing).

Once you have the hex editor/correct save game situation handled, simply browse or search section 5 for thing you can change. Get the offset(s) provided and follow the guidelines for that value to help understand how it works and what you can or can't do. If the value is a combination of things, and not a numerical value, a table will be provided. If, at any time, special rules apply to any of the changeable aspects then I will give you info regarding those special rules. Then, all you have to do, is change the values at those offsets with your hex editor and reload your save state.

[SECTION 4] VITAL STATS[]

This section will provide some things that you may want to know before you start using this guide. The GoodTools ROM name is what the file is named when you catalog it with GoodGen (get it, and other tools at http://www.zophar.net). This tells you some stuff that could possibly change where offsets are in a save state, like country code, ROM version, alternates, etc. You can use the ROM size to further confirm that we are both using the same image. The identifying text string is used to locate a common reference in the save state, if the ROM you are using is different or if you are unsure about your version. When you open up the save file in your hex editor you can look at the offset supplied and see if the identifying text starts at that particular offset. The 'emulator used' field is there to identify which emulator I used while I was finding these hex offsets and also to show what this emulator names it save states.

   GoodTools ROM name: Shadow Run (U) [!].bin
   Save state filename: Shadow Run (U) [!].gs0 (Gens save slot 0)
   ROM size (in DOS): 2,097,152 bytes
   Identifying text string: 'Joshua' at offset 25D3 (NOTE: The actual name
                            starts at offset 25D0).
   Emulator used: Gens v2.11 (http://gens.consolemul.com)

The reason I use the file size in DOS, is that Windows (which I assume you are using) displays file sizes in Kilobytes and rounds it out. DOS displays file sizes in bytes and, therefore, is more accurate. If you can't open a DOS box, open Windows Explorer, right-click the file and choose 'Properties'.

CHANGABLE ASPECTS OF THE SAVE FILE AND THEIR HEX OFFSETS[]

Here, you will find the meat of the document, the section that you were looking for, about 100 lines ago :) Feel free to browse around or use this mini table of contents to search for a particular aspect to edit.

Sub-section TOC:
    [6-1]  Mental and physical health %
    [6-2]  Ammo left in gun
    [6-3]  Number of clips
    [6-4]  Current weapon in use
    [6-5]  Character name
    [6-6]  Inventory slots
    [6-7]  Inventory slot modifiers
    [6-8]  Current armor in use
    [6-9]  Attribute ratings (8 attributes)
    [6-10] Skill ratings (12 skills)
    [6-11] Karma
    [6-12] Cyberdeck presence flag
    [6-13] Installed Cyberware
    [6-14] Race and Archetype
    [6-15] Shadowrunners' spell books
    [6-16] Cyberdeck stats and programs
    [6-17] Cyberdeck data files
    [6-18] Shadowrun contract information
    [6-19] Nuyen
    [6-20] Interesting effect...
    [6-21] Group items
    [6-22] Cyberdeck pass codes
    [6-23] Contacts list
    [6-24] Hired Shadowrunner information
    [6-25] Matrix Run completed flag

[6-1] Mental and physical health %
    -Offset 25C4
    -Numerical value
    -Range: 00-0A

The red bar to the left of your character's picture, on the right bar is your
physical health The bluish-green one on the bottom is your mental. The game
multiplies this value by 10 to get your final value, so pick a value between
01 and 0A. You can go higher, but the game will reset it back to 100 once the
value has been modified.

[6-2] Ammo left in gun
    -Offset 25C6
    -Numerical value
    -Range: 00-xx (depends on gun)

In the game, there is a trick to refill your clip by equipping a grenade, and
then re-equipping your gun (as long as you have more then 0 bullets in your
current clip), so this value probably isn't worth the trouble to change.
Setting this value higher then the capacity of your gun will reset itself once
the number of bullets change.

[6-3] Number of clips
    -Offset 25C7
    -Numerical value
    -Range: 00-7F
    
By normal means you can have a max of 20 clips, so this can save trips to those
places that sell them. If you set this value higher then 7F (127 clips), the
game will reset your clip total to 0.

[6-4] Current weapon in use
    -Offset 25CF
    -Combination value
    -Range: 00-0F

The interesting thing about changing this value is that you can have a certain
weapon equipped without having it in your inventory. The game will continue to
think you have that gun in use until you tell it otherwise.

    00- Nothing
    01- Streetline Special
    02- Model 101T LP
    03- American L36 LP
    04- Security 500 LP
    05- Warhawk HP
    06- Max-Power HP
    07- Predator HP
    08- AK-97 SMG
    09- HK227-S SMG
    0A- Mach 22 SMG
    0B- Allegiance Shotgun
    0C- Roomsweeper Shotgun
    0D- Frag Grenade
    0E- Scatter Grenade
    0F- Concussion Grenade

Values over 0F are things you can't normally use as weapons, and have no
effect, like medkits, stim patches, etc.

[6-5] Character name
    -Offsets 25D0-25DC (13 bytes)
    -Alphanumeric string
    -Range: String

Your character's name actually starts at offset 25D0, even though the first
text you see is at offset 25D3. These three extra spaces (hex value 20) are
there to align the name to the center when viewing it. You can edit these blank
spaces however you want.

[6-6] Inventory slots
    -Offsets 25DE-25E5 (8 bytes)
    -Combination values
    -Range: 00-32 for each byte

These values control what you have in your inventory, obviously. The order of
the bytes are (this is a attempt at an ASCII drawing of the 8-slot inventory
box at the pause screen):

          XXXX  XXXX
    25DE  XXXX  XXXX  25DF
          XXXX  XXXX

          XXXX  XXXX
    25E0  XXXX  XXXX  25E1
          XXXX  XXXX

          XXXX  XXXX
    25E2  XXXX  XXXX  25E3
          XXXX  XXXX

          XXXX  XXXX
    25E4  XXXX  XXXX  25E5
          XXXX  XXXX

If you couldn't understand the funky diagram above, don't worry. The pattern
goes: First offset, left slot on first row. Second offset, right slot on first
row. Third offset, left slot on second row, and so on. Here goes the listings:

    00- Nothing               19- Flame Dart SF
    01- Streetline Special    1A- Flame Bolt SF
    02- Model 101T LP         1B- Hellblast SF
    03- American L36 LP       1C- Invisibility SF
    04- Security 500 LP       1D- Sleep SF
    05- Warhawk HP            1E- Stink SF
    06- Max-Power HP          1F- Super Barrier SF
    07- Predator HP           20- Mana Zap SF
    08- AK-97 SMG             21- Mana Blast SF
    09- HK227-S SMG           22- Mana Storm SF
    0A- Mach 22 SMG           23- Rockskin SF
    0B- Allegiance Shotgun    24- Heal Wounds SF
    0C- Roomsweeper Shotgun   25- Confusion SF
    0D- Frag Grenade          26- Barrier SF
    0E- Scatter Grenade       27- Protection Talisman
    0F- Concussion Grenade    28- Combat Sense Spell Lock
    10- Medkit                29- Rat Totem
    11- Stim Patch            2A- Gator Totem
    12- Trauma Patch          2B- Bear Totem
    13- Fetish                2C- Armor Vest
    14- Maglock Passkey       2D- Armor Clothing
    15- Electronic Kit        2E- Armor Jacket
    16- Smart Goggles         2F- Vest With Plates
    17- Enchanted Dagger      30- Lined Duster
    18- Power Focus           31- Light Combat Armor
               32- Heavy Combat Armor
(SF = Spell Focus)

I have no idea what the Enchanted Dagger does. It was probably left out
somehow, I don't know. Values after 32 are spells and garbage stuff, which
appear to do nothing.

A small note before changing these values... I haven't found what determines
whether or not something in your inventory is equipped or not. It could be
controlled by some of the values below, but I haven't tested it fully.
Therefore, it might be a wise idea to unequip all your equipped items before
changing the items in your inventory.

[6-7] Inventory slot modifiers
    -Offsets 25E6-25ED (8 bytes)
    -Numerical or combination values
    -Range: 00-32 for each byte

The modifier values determine 1 of 3 things, depending on what kind of item it
is. Either it's the amount you have left of that item (grenades, medkits), the
rating of the item (maglock passkeys, talismans) or what kind of accessories it
has on it (guns only).

For items with quantities or ratings just use a normal number. Values that go
over the item's limit haven't been tested. For gun accessories, use this table:

Use decimal:
    No accessories-    Add 0
    Smartlink-         Add 1
    Silencer-          Add 2
    Sound Suppressor-  Add 4
    Laser Sighting-    Add 8
    Gas Vent II-       Add 16
    Gas Vent III-      Add 32
Add total values for the accessory/accessories you want and convert to hex
before entering the value. Yes, it IS possible for shotguns to have silencers.
Below, are some common configurations and their hex values:

    Smartlink, Silencer- 03
    Laser Sighting, Silencer- 0A
    Smartlink, Sound Suppressor, Gas Vent III- 25
    Laser Sighting, Sound Suppressor, Gas Vent III- 2C

[6-8] Current armor in use
    -Offset 25EE
    -Combination value
    -Range: 00-07

Just like the current weapon in use value, this one determines which armor you
are currently wearing. Although not tested thoroughly, but would be the most
likely case, you do not need the armor you are wearing in your inventory. The
game will continue to think you have that armor on until you try to equip a new
one.

    00- No Armor
    01- Armor Vest
    02- Armor Clothing
    03- Armor Jacket
    04- Vest With Plates
    05- Lined Duster
    06- Light Combat Armor
    07- Heavy Combat Armor

Values after seem to have no effect.

[6-9] Attribute ratings (8 attributes)
    -Offsets 25EF-25F7 (excluding 25F5) and 2606
    -Numerical values
    -Range: 00-FF

The exact offsets for these values are as follows:

    25EF Body Attribute
    25F0 Quickness Attribute
    25F1 Strength Attribute
    25F2 Charisma Attribute
    25F3 Intelligence Attribute
    25F4 Willpower Attribute
    25F5 Unknown
    25F6 Essence Attribute (Whole number)
    2606 Essence Rating (Decimal number)
    25F7 Magic Attribute

The essence whole number is the number on the left of the rating (the 5 in 5.2
or the 3 in 3.9, for example). The decimal value is the one to the right (the
6 in 4.6 or the 9 in 5.9, for example). Why they are 16 bytes apart, I have no
idea. In reality, it's possible to give your character stats well above the
limit the game intended you to have. As far as I can see, it works; just beware
of setting some stats, like strength and magic, too high. This is because, when
going to check your success rating for your weapon or spell, the bar will go
off the charts, occasionally wrapping around the screen multiple times.

[6-10] Skill ratings (12 skills}
    -Offsets 25F8-2604 (excluding 25FE)
    -Numerical values
    -Range: 00-FF

The exact offsets for these values are as follows:

    25F8 Sorcery Rating
    25F9 Firearms Rating
    25FA Firearms (Pistols) Rating
    25FB Firearms (SMGs) Rating
    25FC Firearms (Shotguns) Rating
    25FD Melee Combat Rating
    25FE Unknown
    25FF Throwing Rating
    2600 Biotech Rating
    2601 Computer Rating
    2602 Electronics Rating
    2603 Reputation Rating
    2604 Negotiation Rating

Just like above, the values for these can go over 12 (or 13 in some cases).

[6-11] Karma
    -Offset 2605
    -Numerical value
    -Range: 00-FF

It's your karma, what more can I say. If you set it to 255 (FF), make sure you
don't gain a point or else it will reset itself to 0.

[6-12] Cyberdeck presence flag
    -Offset 2607
    -Combination value (flag)
    -Range: 00 or 01

This value determines whether or not you have a Cyberdeck or not. In the game,
this value is set to 1 after you pickup your brother's stuff. You can change
what Cyberdeck you have in subsection 6-17.

[6-13] Installed Cyberware
    -Offsets 2608 and 2609
    -Combination values
    -Range: 00-64 and 00-128

These values also use a table in which you add decimal values to produce
certain combinations. Just add along the numbers and convert to hex afterwards.

Offset 2608 list-

    None                     Add 0
    Muscle Replacement (4)   Add 1
    Dermal Plating (1)       Add 2
    Dermal Plating (2)       Add 4
    Dermal Plating (3)       Add 8
    Wired Reflexes (1)       Add 16
    Wired Reflexes (2)       Add 32
    Wired Reflexes (3)       Add 64

Full Cyberware from this list- 49 hex.

Offset 2609 list-

    Datajack                 Add 1
    CyberEyes                Add 2
    Hand Razors              Add 4
    Spurs                    Add 8
    Smartlink                Add 16
    Muscle Replacement (1)   Add 32
    Muscle Replacement (2)   Add 64
    Muscle Replacement (3)   Add 128

Full Cyberware from this list (minus level 3 Muscle Replacement)- 1B hex.
To replace the Spurs with Hand Razors instead, use 17 hex.

Going above the maximum gives multiple instances of some Cyberware, but
overrides any others afterwards. For example, 4A gives you Dermal Plating (1),
Dermal Plating (3) and Wired Reflexes (3) but only gives you a +1 bonus to Body
(from Dermal Plating).

[6-14] Race and Archetype
    -Offsets 2612 (Race) and 2613 (Archetype)
    -Combination values
    -Ranges: 00-05 (Races) and 00-03 (Archetypes)

Different races in the game have different limits for their attributes. If you
want a different approach at the game and wish to, for example, change your
race to a Troll or Elf, then this is the place to do it. I've included the
race bonuses and penalties to their maximum attributes. A Troll, for example,
can have a maximum of 11 to body (without Cyberware), but can only have a max
of 4 to intelligence among other things.

Races (offset 2612):

    00- Human: Normal
    01- Elf: +1 Quickness, +2 Charisma
    02- Dwarf: +1 Body, -1 Quickness, +2 Strength, +1 Willpower
    03- Orc: +3 Body, +2 Strength, -1 Charisma, -1 Intelligence
    04- Troll: +5 Body, -1 Quickness, +4 Strength, -2 Charisma,
        -2 Intelligence, -1 Willpower
    05- Mage: No limits

I left the 'mage race' in because it apparently doesn't have any limits to how
high you can improve your attributes though the use of karma.

Archetypes (offset 2613):

    00- Shaman
    01- Mage
    02- Samurai
    03- Decker

As far as I can see, the only thing that is affected by your archetype is
whether or not you can use magic. I also didn't see any differences between
a Mage or a Shaman. It's probably used in the game so you can see certain
people use totems. Or something like that...

[6-15] Shadowrunners' spell books
    -Offsets 11E73-11F17 (with some unused bytes in between)
    -Combination and numerical values
    -Ranges: varies

Only characters that can, or have the potential to, cast spells can have
spell books. That means no Winston Marrs or Ilene Two-Fists casting high level
Hellblasts ;)

    11E73           Ricky Spell count
    11E74 - 11E8F   Ricky Spells/Spell levels

    11E95           Trent Spell count
    11E96 - 11EB1   Trent Spells/Spell levels

    11EB7           Walking Bear Spell count
    11EB8 - 11ED3   Walking Bear Spells/Spell levels

    11ED9           Freya Spell count
    11EDA - 11EF5   Freya Spells/Spell levels

    11EFB           Joshua Spell count
    11EFC - 11F17   Joshua Spells/Spell levels

The spell count value determines how many spells you have learned (the game
assumes you always have at least 1 spell so, 00 = 1 spell and 0D = 14 spells).
Spells are 2 bytes each. The first byte is the actual spell and the second is
the spell level.

    00- Flame Dart
    01- Flame Bolt
    02- Hellblast
    03- Invisibility
    04- Sleep
    05- Stink
    06- Super Barrier
    07- Mana Zap
    08- Mana Blast
    09- Mana Storm
    0A- Rockskin
    0B- Heal Wounds
    0C- Confusion
    0D- Barrier

So, if you wanted a level 4 Rockskin for Joshua, you would put a value of 00 in
11EFB (1 spell) and put a value of 0A04 for offsets 11EFC and 11EFD.

[6-16] Cyberdeck stats and programs
    -Offsets 12036-12041 (Stats), 12043 (Brand) and 12044-1204F (Programs)
    -Combination and numerical values
    -Ranges: varies

The first range of offsets hold the basic stats of your Cyberdeck. Things like
MPCP rating, Load I/O speed, attribute ratings, etc.

    12036            Cyberdeck MPCP Rating
    12037            Cyberdeck Hardening Rating
    12038 - 12039    Cyberdeck Memory (Doesn't follow LSB/MSB rules like Nuyen)
    1203A - 1203B    Cyberdeck Storage (Same as above)
    1203C            Cyberdeck Load I/O Speed
    1203D            Cyberdeck Response
    1203E            Cyberdeck Body Rating
    1203F            Cyberdeck Evasion Rating
    12040            Cyberdeck Masking Rating
    12041            Cyberdeck Sensor Rating
    12043            Cyberdeck Brand

        00- Cyber Shack PCD-500
        01- Fuchi Cyber-5
        02- Sega CTY-360
        03- Fuchi Cyber-7
        04- Fairlight Excalibur
        FF- Allegiance Alpha

The next batch of offsets hold the info on your actual programs.

    Cyberdeck Combat program versions:
        12044- Attack
        12045- Slow
        12046- Degrade
        12047- Rebound

    Cyberdeck Defense program versions:
        12048- Medic
        12049- Shield
        1204A- Smoke
        1204B- Mirrors

    Cyberdeck Mask/Sense program version
        1204C- Sleaze
        1204D- Deception
        1204E- Relocate
        1204F- Analyze

Just enter a decimal value in each offset to get that version.

[6-17] Cyberdeck data files
    -Offsets: 12055-12063
    -Combination and numerical values
    -Ranges: varies

Why the data file info goes from slot 5 to slot 1, I have no idea. The Data file
type determines the name of the file that appears in your Cyberdeck's storage.
It has no effect on the worth, or size of the file. Why did I include it? No
clue. I guess because I thought this section would be incomplete without it :)
The size is a numerical value of 0-255 (or it might be 1-255) that determines
the data file size, in game units, of the file. It also influences the value
of the file to a fixer (see below). Finally, the value is a multiplier that
also determines the final worth of the file to a fixer, like Roscoe.

    12055- Data file 5 Type
    12056- Data file 5 Size
    12057- Data file 5 Value

    12058- Data file 4 Type
    12059- Data file 4 Size
    1205A- Data file 4 Value

    1205B- Data file 3 Type
    1205C- Data file 3 Size
    1205D- Data file 3 Value

    1205E- Data file 2 Type
    1205F- Data file 2 Size
    12060- Data file 2 Value

    12061- Data file 1 Type  
    12062- Data file 1 Size
    12063- Data file 1 Value

Data file Types-

    00- Back-up files               23- Sales information
    01- Archived files              24- Public relations
    02- Canceled accounts          25- Customer files
    03- History data                26- Advertising info
    04- Canceled passwords         27- Marketing report
    05- System usage report         28- Entertainment data
    06- System activity             29- Educational data
    07- Access request log          2A- BTL data
    08- E-mail data                 2B- Experimental data
    09- Routing requests            2C- Toxic data
    0A- Bank acct. numbers          2D- Bank acct. numbers
    0B- Corporate profile           2E- Corporate account
    0C- Personnel dossiers          2F- Local accounts
    0D- Employee scheduling         30- Security expenses
    0E- Client information          31- Capital expidenture
    0F- Project records             32- Long range goals
    10- Open project data           33- Shadowrun information
    11- Project expense report      34- Strike Team orders
    12- Project requisition         35- Blackmail Information
    13- Project utilities           36- Prototype blueprint
    14- Security records            37- Domestic law
    15- Contact dossiers            38- International law
    16- Surveillance data            39- Tribal law
    17- Equipment permits           3A- Pending lawsuits
    18- Lone Star reports           3B- Contact dossiers
    19- Archived files              3C- Current inmates
    1A- Project folders             3D- Previous inmates
    1B- Closed projects             3E- Psychiatric reports
    1C- Project expense report      3F- Parole files
    1D- Failed prototypes           40- Contact dossiers
    1E- Competitor profiles         41- Open case files
    1F- Competitor products         42- Closed case files
    20- Competitor marketing        43- Equipment permits
    21- Competitor security         44- Outstanding warrants
    22- Competitor budgets          45- Unsolved cases

Anything above 80 tells the game there is no file there. The game uses FF for
this.

HOW DATAFILES WORK:
Size determines not only the size it takes up in storage, but the multiplier.
Use the Data file value offset to determine the base worth, which in turn is
multiplied by 5. If a value greater than 7F is used for the Data file worth,
then it is considered an encrypted file from a matrix run. Example:

-Offset 12062 contains 4C (decimal value 67), the size of the first Data file.
-Offset 12063 contains 54 (decimal value 84), the value of the first Data file,
 which is multiplied by 5, making the base worth 420.
-The total amount of Nuyen you will get from Roscoe for this file is 420 x 67
 (Data file size x base worth), or 28,140 Nuyen.

[6-18] Shadowrun contract information
    -Offsets 12064-1206D
    -Combination and numerical values
    -Ranges: varies

This is the biggest section in the guide because of all the possible
combinations (NOTE: Offset 12064 must be other than FF in order for the
game to show you have a contract):

    12064- Name of the Johnson who contracted the 'Run

        00- Mr. Gunderson
        01- Julius Strouther
        02- Mortimer Reed
        03- Vigore and Jarl
        04- Caleb Brightmore

    12065- Type of Shadowrun contract

        00- Ghoul Bounty
        01- Bodyguard
        02- Courier
        03- Enforcement
        04- Acquisition
        05- Extraction
        06- Matrix Run (See table below for Matrix run combos)

    12066- Run source area: Area to go to (See table below)
    12067- Run source building: Building to go to (See table below)
    12069- Run destination area: Area to go to (See table below)
    1206A- Run destination building: Building to go to (See table below)

Area combinations (offsets 12066-1206A, except 12068):
Different types of runs use these combinations differently but the table can
be used for all runs, source and destination. Format is:

xx- RUN AREA (Place on the map to go when calling a taxi)- Offsets 12066
    (source area) and 12069 (destination area)
    xx- RUN BUILDING (Building in the area that you need to go)- Offsets 12067
        (source building) and 1206A (destination building)

    00- Downtown Seattle
        00- Seattle Gen. Hospital
        01- Icarus Descending
        02- Matchsticks
        03- Gates Undersound
        04- Mitsuhama Computer Technologies
        05- Fuchi's local office
        06- Space Needle
        07- Roscoe the Fixer
        08- OOGA BOOGA BOOGA (I have no idea)

    01- Puyallup Barrens
        00- The Wanderer
        01- Tarislar City Inn
        02- Ares' Corporate Offices
        03- Riannon's
        04- Underground 93
        05- Crime Mall
        06- Dr. Bob's Quickstitch
        07- Tarislar Garden Apartment Complex
        08- OOGA BOOGA BOOGA
        09- Ork Gang

    02- Redmond Barrens
        00- Hollywood Correctional Facilities
        01- Little Chiba
        02- Stoker's Coffin Motel
        03- Shiawase Nuke Plant
        04- Jump House
        05- Jackal's Lantern
        06- Boris' Greenhouse
        07- Rat's Nest
        08- OOGA BOOGA BOOGA
        09- Halloweeners
        0A- OOGA BOOGA BOOGA
        0B- Ares Weapon Emporium

    03- Penumbra District
        00- Club Penumbra
        01- Wylie's Gala Inn
        02- Fuchi Industrial Electronics
        03-  Mitsuhama's local office
        04- Eye Fivers
        05- Big Rhino
        06- Lone Star Security

    04- Council Island
        00- Council Island Inn
        01- Friendship Restaurant
        02- Passport Lodge
        03- Medicine Lodge Hollow
        04- Council Island Hospital
        05- Ork Embassy

    05- Renraku Arcology
        00- OOGA BOOGA BOOGA
        01- Frag Grenade
        02- Wire-Masters
        03- Merlin's Lore
        04- Microtronics
        05- Weapons World
        06- Renraku Offices

    06- AmerIndian Lands
        Has no buildings that can be included in runs, yet it's possible to
        have a run that originates to/from the AmerIndian Lands o_O

    12068- System to hit when on matrix runs OR Name of client to extract or
           escort (See table below)

MATRIX SYSTEMS:

    00- Unlisted- Use for 'A local office...'
    01- Unlisted- Use for 'A corporate branch office...'
    02- Unlisted- Use for 'A small R&D firm...'
    03- Unlisted- Use for 'A new local company...'
    04- Unlisted- Use for 'A local retail business...'
    05- Unlisted- Use for 'A local corporate office...'
    06- Unlisted- Use for 'A local shipping warehouse...'
    07- Aztechnology
    08- Unlisted- Use for 'A legal firm...'
    09- Unlisted- Use for 'A local stuffer shack...'
    0A- Unlisted- Use for 'A local SimSense company...'
    0B- Unlisted- Use for 'A local coffin hotel...'
    0C- Club Penumbra
    0D- Seattle General Hospital
    0E- City Hall- Use for 'The mayor's office...'
    0F- Unlisted- Use for 'A SimSense corporation...'
    10- UCAS Federal Govt.
    11- Gates Undersound
    12- Ito's System
    13- Hollywood Correctional Facilities
    14- Mitsuhama
    15- Renraku
    16- Fuchi
    17- Lone Star
    18- Ares

(NOTE: I used a hypothetical approach to get which 'unlisted' systems are for
which matrix runs, but I never tested them. So, they might be totally random).

ESCORT/EXTRACT CLIENT NAMES:

    00- Mike Nana
    01- John Worley
    02- Ellis Goodson
    03- John Van Anthony
    04- Dok Whitson
    05- Jase Weese
    06- Heinrich Micheals
    07- Billy Gibson
    08- Nero Manser
    09- Alan Turing
    0A- Chris Stout
    0B- Jorge Kish

I decided to include these names, just in case anyone wants to figure out some
easter eggs :)

    1206C - 1206D- Current run contract payment (Doesn't follow LSB/MSB rules,
                   like Nuyen)

RUN POSSIBILITIES-

Ghoul Bounties:
Use SOURCE AREA and SOURCE BUILDING for the community of ghouls target.

Bodyguard/Courier runs:
Use all 4 values for client/package (See below for more information).

Enforcement runs:
Use SOURCE AREA and SOURCE DESTINATION for the target of enforcement.

Acquisition runs:
Use SOURCE AREA and SOURCE DESTINATION for place to acquire the package.

Extraction runs:
Use SOURCE AREA and SOURCE DESTINATION for area and building to pick up your
client.

Matrix runs:
Use SOURCE AREA for the specific detail of the matrix run (affects which
Data store to hit)

    00- ...curious about how good their security system is.
            (Get a high security data file).
    01- ...many informants working for them.
            (Get a list of their security contacts).
    02- ...old file in their archives that I could use.
            (Get a copy of their archived files).
    03- ...planning to kidnap someone.
            (Get into confidential files and get a copy of their Strike Team
            orders).
    04- ...is funding it's own run which may affect a client of mine.
            (Get proof of this activity).
    05- ...has been working on a confidential new utility for cyberdecks.
            (Get a copy of the code).
    06- ...blackmailing a client of mine.
            (Delete that information in their confidential files).
    07- ...has a new director of operations.
            (Get a copy of their personnel record from their management
            data store).
    08- ...scheduling a new band to sponsor their upcoming advertising
        campaign.
            (Get the name of the band and their agent from their marketing
            data store).
    09- ...is rumored to have been beefing up their security.
            (Get a finance file on security expidentures).
    0A- ...is holding an informant of mine. I have set up a team to acquire
        this person.
            (Crash the CPU as a distraction).
    0B- ...has been quite active lately.
            (Get a list of current inmates, probably for Hollywood runs only).
    0C- ...has its mages doing spell research.
            (Get a copy of their project logs).
    0D- ...made me curious lately.
            (Get a copy of their outdated history data).
    0E- ...has been experimenting with revolutionary simsense input devices.
            (Get a copy of the data collected).
    0F- ...supposedly has a new simsense line-up this fall that may threaten
        certain corporations.
            (Get information on this).
    10- ...is threatening me with a trial.
            (Delete the case file).
    11- My client embezzled funds from his employer and caught a wind of a
        surprise audit at week's end.
            )Get into the financial data store and upload a doctored file).
    12- My client was wrongly fired from his job and wants to ruin the
        reputation of his former manager.
            (Upload the bogus file into their management data store).
    13- My client wants his management records updated.
            (Upload the file).
    14- My client wishes to make a power play against his rival but needs you
        to create a diversion.
            (Crash the CPU).

Use SOURCE BUILDING for the specific system to hit (As listed when looking in
the pocket secretary, has no effect on the actual system to run).

    00- Aztechnology
    01- Club Penumbra
    02- Seattle Gen. Hospital
    03- Ares
    04- Gates Undersound
    05- Hollywood (Correctional Facilities)
    06- Mitsuhama
    07- Renraku
    08- Fuchi
    09- Lone Star
    0A- Ito's Passcode (Ito's System)
    0B- A local office
    0C- A corporate branch office
    0D- A small R&D firm
    0E- A new local company
    0F- A local retail business
    10- A local corporate office
    11- A local shipping warehouse
    12- A legal firm
    13- A local stuffer shack
    14- A local SimSense company
    15- A local coffin hotel
    16- The Mayor's office
    17- A SimSense corporation
    18- UCAS Federal Government

[6-19] Nuyen
    -Offsets 12076 - 12079
    -Numerical value
    -Range: 00000000-????????

Important note: The value for Nuyen doesn't follow the LSB, MSB rules. In other
words, you don't reverse the positions of the bytes (if you have experience in
hex editing, you'll know what I'm talking about). From what I see, setting this
value too high will make the game think you have less than what is displayed,
possibly even zero. I've only rested the value up to 1 billion Nuyen (3B9ACA00)
but the display is slightly glitched. A value of 999,999,999 (3B9AC9FF) should
be more than sufficient, and is perfectly displayed.

[6-20] Interesting effect...
    -Offset 1207E
    -Numerical value
    -Range: ??-??

While playing around, filling offsets up with junk values, I came across this.
What I *think* it does, is determine where your party members are, or how many
people are following you (companions, person to escort, etc.) or something
along those lines. Although I haven't quite figured it out it appears to do
something interesting when you use a value of 04 or 05. When you press the C
button (whatever keyboard/game pad key you have mapped to the C button, I mean),
well, I can't explain it. Just try it (USE A BACKUP OR JUNK SAVE STATE!). Enter
a value of 04 or 05 in offset 1207E, load your state and then press 'start'.
If you cycle different characters with the C key, you can see the stats, 
attributes and even the Cyberware of certain targets within the map. It might
be useful for those writing a guide and need the stats on different people.

[6-21] Group items
    -Offsets 1209C and 1209D
    -Combination values
    -Range: Varies

The combinations here will allow you to possess any group item (even quest
items) in the game. You can even get the Map Overlay without having to get a
Renraku run. For these tables, add up the decimal values and then convert the
final value into hexadecimal.

1209C Combinations (character items)-
	
Add decimal values!

    00- Nothing
    01- Map Overlay
    02- Package for Current Run
    04- Security Pass
    08- Weapon Permit
    16- Eye-Fiver Ear Cuff
    32- Halloweener Patch
    64- Ork Armband
   127- All items

Then, convert to hex. 7F gets all the above items.

1209D Combinations (quest items)-

Add decimal values!

    01- Prototype Cyber-heart
    02- Indian Lands Visa
    04- Feathered Scale
    08- Hell Hound pelt
    16- Gargoyle Horn
    32- Gift for Lady Gillian
    64- Gift for Red Buffalo Woman
   128- Landmark Map
   255- All items

Then, convert to hex. FF gets all the above items.

[6-22] Cyberdeck passcodes
    -Offsets 120A0 and 120A1
    -Combination values
    -Range: Varies

These are the passcodes stored in your cyberdeck. Whenever you accept a matrix
run to a listed corp, you will permanently get the passcode to that system. If
you don't want to take the time to get runs for all listed systems, this is an
easier way than using the debug code. Just like the group items combinations,
add along the decimal values and then convert to hex.

120A0 Combinations (decimal)-

    00- No passcodes
    01- Renraku
    02- Fuchi
    04- Lone Star
    08- Ito's Passcode

All passcodes from this list: 0F hex.

120A1 Combinations-

    01- Run Passcode
    02- Aztechnology
    04- Club Penumbra
    08- Seattle General Hospital
    16- Ares
    32- Gates Undersound
    64- Hollywood Correctional Facilities
   128- Mitsuhama

All passcodes from this list: FF hex.
All passcodes minus the run passcode: FE hex.

[6-23] Contacts list
    -Offsets 120A6 and 120A7
    -Combination values
    -Range: varies

These values determine who you have as contacts when using the vid-phone. Just
like the previous two examples, these values use combinations. I didn't bother
working out the combinations, so just use FF for both offsets to have all
contacts.

[6-24] Hired Shadowrunner information

When you hire a shadowrunner, it is also possible to alter his or her's stats.
To accomplish this, simply take the offset of the aspect you wish to change for
your character and add...

    100 hex (256 decimal) to get the offset of the first shadowrunner (second
        character position).
    200 hex (512 decimal) to get the offset of the second shadowrunner (third
        character position).

When you're in your hex editor and have the hex values (not the characters)
displayed in a width of 16 or 32 (or any other factor of 8), they will all be
lined up vertically for easy editing. Take note: Some thing you can't change
when it comes to your fellow 'runners. Things like their cyberdecks (you all
share the same one), group items (shared, too), spells (you can edit their
spells, but there is a separate section for that), etc. Another thing: This
method of editing only applies to the 'runners in your party. If, for whatever
reason, you need to edit a shadowrunner that isn't in your party, you'll have
to hire the runner. There is another way but I won't get into detail.

[6-25] Matrix Run completed flag
    -Offset 12094
    -Combination value
    -Range: Varies

    00- Not completed
    80- Completed

The condition on which a matrix run is completed or not is determined by a
flag, and not whether you have a certain file in your cyberdeck. Think about
matrix runs where you have to upload or delete a certain file. Since matrix
systems aren't mapped at all times, there has to be some way the game knows
you completed a matrix run, that doesn't involve having a certain file in your
cyberdeck, when returning to the johnson to collect your pay.

This also might be the flag that determines if ALL shadowruns are completed or
not. In the situation of ghoul runs, it may also count how many ghouls you've
terminated. I haven't tested this at all so feel free to experiment.

[SECTION 6] FAQs
-----------------
This section will pretty much remain desolate until people send in questions
not covered in this guide. Below you will find questions that I think you may
ask.

Q. I would like to learn more about finding offsets in save games and other
   save game files, like for emulators. Can you recommend any good sites?
A. Well, a general search on google will bring up good results. I didn't learn
   on the internet so I can't suggest a good site.

Q. What the heck is this LSB, MSB thing I've being hearing about?
A. LSB, MSB is a term used to describe how a CPU reads information, which is
   from right (least significant bit) to left (most significant bit). Take the
   number 44,000 for example. In hex, that turns out to ABE0. When the computer
   reads the hex value, it actually reads it as E0AB which translates to
   57,515. Now, you might be asking yourself, if the computer reads the hex
   value from right-to-left, wouldn't it be 0EBA? The answer is no. The CPU
   reads the *BYTES* from left to right and, if you remember, hex bytes are two
   digits each. Anyway, to counter the effect of the CPU reading our values
   incorrectly, we apply LSB, MSB rules to it. All we do is reverse the bytes
   beforehand so the computer, even though we read it backwards, reads it
   correctly. Just split the value into two-digit chunks. If the value has an
   odd number of digits, then add a zero to the front of the value...

      EF21     becomes EF 21
      2D31769C becomes 2D 31 76 9C
      CED      becomes 0CED and then 0C ED

   Then, reverse the positions of the chunks so that the rightmost chunk
   becomes the leftmost, the second rightmost becomes the second, and so on:

      EF 21       becomes 21 EF
      2D 31 76 9C becomes 9C 76 31 2D
      0C ED       becomes ED 0C

   That's all there is to it. We read the value wrong, but the computer will
   reverse it and will come out as we intended it.

   NOTE: We only apply the above rule to values 2 or more bytes big. Also, for
   values that have combinations (non-numerical values, for example), this rule
   is not applied.

Q. Why the heck do I keep hearing about 'reversing the bytes'?
A. See above question.

Sources[]

This page uses content from StrategyWiki. The original article was at Shadowrun (Genesis)/Save State Hacking. The list of authors can be seen in the page history. As with Shadowrun Wiki, the text of StrategyWiki is available under the GNU Free Documentation License.
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