Units Datasheet

Discussion of hacking, editing and developments in Advance Wars games.
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Xenesis
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Units Datasheet

Post by Xenesis » Thu Sep 15, 2005 5:34 pm

Information for editing units:
Fighter data begins at 5D6070
Fighter datasheet example
C508 D608
DA08 007 0A00 0909 0204 0101 6301 0000
0000 0000 0204 1005 0101 0000 0000 0000
0000 0000 0000 0000 0000 3764 0064 6400
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
7C57 5D08 9C57 5D08
Line 1:
C508 D608
Blue= Unit name (shown in airport, base, port when building).
Red = Primary weapon name (Index Number)

Line 2:
DA08 D007 0A00 0909 0204 0101 6301 0000
Blue = Price ( This must equal 10% of the total unit price, I.e price for 1HP of this unit)
Red = Movement
Purple = Max ammo
Orange = Vision
Grey = Max fuel
Green = Base range editor, first value is the min range, i.e. for missiles 03. The second value is the max range, (If your unit has a min. range of 1 then it can move and shoot, if not it works like a basic indirect, move OR shoot.)(Further note: You can make an indirect, direct and a direct indirect, they will move/shoot as a real direct/indirect, however this will give this unit the indirect/direct stat changes.) - proven right in my testing.
Yellow = Secondary weapon name (Index number)
Olive = Whether the unit is shown as a direct or indirect when you hold B over it

Line 3:
0000 0000 0204 1005 0101 0000 00{00} 0000
Blue = This is where base damage against other units using primary weapons begins, each hex value represents one unit, I.e the first double 00 represents the base damage of a fighter Vs. infantry, as it is 00 the fighter cannot attack infantry. The unit order used for each hex value is at the end of this post.

{} - This value is used twice, once as attack vs MD tanks and secondly as vs inventions.

Red : The movement type. Change it to:
00, for infantry
01, for mech
02, for tread
03, for tires
04, for air
05, for ship
06, Lander
(Note: this edit will also change where units can be placed in design maps.)

Purple = Unit class (Direct, Indirect and transport, are not classes they are determined by range...)
00, for soldier
01, land unit
02, Air unit
03, copter
04, sea unit
The rest I don't know, yet needs much more further testing...
(Note: Changes CO's unit stats screen as well as in battle stats!)

Green = Transport capabilities Pointer:
0000 0000, none
B863 5D08, Normal APC (Mech/infantry 1 capacity)
F463 5D08, T-copter style
3064 5D08, Lander style (Dual capacity, any land unit, can only load/unload on shoals)
6C64 5D08, Cruiser style (Copters in anywhere, out anywhere.)
(NOTE: these do not make the unit have any transport boosts though.)
Explanation on how the transport list pointed to works below.

Orange = Where unit is deployed from!
04 = Base
10 = Airport
20 = Port
Line 4:
0000 0000 0000 0000 0000 3764 0064 6400
All of this is base primary weapon damage for fighters. For example the 37 is base damage Vs other fighters (37 = 55% damage).

Cyan = AI Unit Handling (How the AI manages this unit)
01 - Foot Soldier
02 - Transport (Foot Soldier)
03 - Unknown (But Coded For)
04 - Indirect
05 - Direct
06 - Transport (Ground Units)

Line 5:
0000 0000 0000 00{00} 0000 0000 0000 0000
Blue = Primary weapon base attack
Red = Secondary Weapon base attack
{} - See primary weapon note
Orange = The base damage for the primary weapon Vs. Dived subs

Line 6:
0000 0000 0000 0000 0000 0000 0000 0000
Blue = Secondary weapon base attack stats
Orange = Base damage for secondary weapon Vs. dived subs.

Line 7:
7C57 5D08 9C57 5D08
Red = Pointer to do with what terrain this unit gets re-supplied and healed on. (explained further down.)
Blue = Pointer to the daily fuel consumption for ths unit. (explained at the bottom)

After this the next unit data starts...

Unit list for stats editing:
Infantry, Mechs, Md Tanks, Glitchy, Tanks, Recons, APC, Neotanks, Glitchy, Artillery, Rockets, Glitchy, Glitchy, AAs, Missiles,Fighters, Bombers, Glitchy, Battle Copters, T- Copters, Battleships, Cruisers, Landers, Subs, Dived subs

There done, any error or anything missed please tell me, and I'll edit it. As we uncover more things I'll update it.
rimdev wrote:Infantry: 5D5B10
Mechs: 5d5B64 (C?)
Md Tanks: 5D5BC8
Glitchy: 5D5C24
Tanks: 5D5C88
Recons: 5D5CDC (4?)
APC: 5D5D38
Neotanks: 5D5D94
Glitchy: 5D5DF8
Artillery: 5D5E54
Rockets: 5D5EA8
Glitchy: 5D5F04
Glitchy: 5D5F68
AAs: 5D5FC4
Missiles: 5D6018
Fighters: 5D6074
Bombers: 5D60d0
Glitchy: 5D612C
Battle Copters: 5D6190
T- Copters: 5D61E4
Battleships: 5D6240
Cruisers: 5D629C (5D62A0?)
Landers: 5D62F8
Subs: 5D6354

These may be off so be careful what you touch your best bet is to look for what you regocnise in the unit Ie, Max fuel and ammo, then work from there.
Transport lists:
In the datasheet is a pointer pointing to a unit's transport capability. Well if you go the where the APC's transport pointer points to you'll see this:

0100 0101 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 00
00 0001 0000 0101
0100 0100 0101 0101 0101 0101 0100 0100
0000 0000 0000 0000 0000
0000

Orange: Capacity, this will only work correctly up to 2. Any higher and extra units will just disappear.
Red: The unit list as in the misc. lists, 00 for cannot pick up, 01 for can.
Blue: The terain list as in the list topic tells the game at which terain the unit can drop of it's contents, 00 can't drop off here, 01 can.

Fuel Consumption:
If you follow the pointer you'll find it points to some very useful values, dail fuel consumption. It's basically a string of 32 bytes each one representing the fuel burnt on each terrain, the terrain list is in the same order as in the misc. lists topic.

Healing and supplying:
Follow the pointer and again you'll find a string of 32 bytes, each representing 1 type of terrain, but before you cry TRIBAL REPAIRS this will only work for buildings, that would heal/supply normally.

As usual 00, doesn't heal here. 01+ does.
Last edited by Xenesis on Thu Feb 23, 2006 8:29 pm, edited 2 times in total.

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Post by Mr Dev » Sat Sep 24, 2005 6:14 pm

Maybe that needs a tad re-phrasing now, It's scary my post from Xen! :lol:

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legoman727
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Post by legoman727 » Mon Sep 26, 2005 4:30 am

What are the adresses for Cruiser and B-Copter data? I want to beef them up.
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Post by x0_000 » Mon Sep 26, 2005 4:34 am

More importantly (for me), where's the address for the Neotank?

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Post by Mr Dev » Mon Sep 26, 2005 5:15 am

Infantry: 5D5B10
Mechs: 5d5B64 (C?)
Md Tanks: 5D5BC8
Glitchy: 5D5C24
Tanks: 5D5C88
Recons: 5D5CDC (4?)
APC: 5D5D38
Neotanks: 5D5D94
Glitchy: 5D5DF8
Artillery: 5D5E54
Rockets: 5D5EA8
Glitchy: 5D5F04
Glitchy: 5D5F68
AAs: 5D5FC4
Missiles: 5D6018
Fighters: 5D6074
Bombers: 5D60d0
Glitchy: 5D612C
Battle Copters: 5D6190
T- Copters: 5D61E4
Battleships: 5D6240
Cruisers: 5D629C (5D62A0?)
Landers: 5D62F8
Subs: 5D6354

These may be off so be careful what you touch your best bet is to look for what you regocnise in the unit Ie, Max fuel and ammo, then work from there.

I also sense something very fishy here, I need to investigate further for now...

Unless Xen or OOW have any leads? :shock:
Last edited by Mr Dev on Sat Oct 15, 2005 5:35 am, edited 1 time in total.

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legoman727
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Post by legoman727 » Mon Sep 26, 2005 5:54 am

Awesome.

My B-copters now do 33% to Cruisers, and Cruisers do 85% to Fighters and Bombers.
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Xenesis
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Post by Xenesis » Mon Sep 26, 2005 1:36 pm

You know, altering the Glitchy units means we might be able to add units...

I should experiment with this..
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legoman727
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Post by legoman727 » Mon Sep 26, 2005 10:43 pm

O_O

I can't wait till we find out about what the coding for the DS units do.

And has anyone figured out how the sub dives?
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Post by Mr Dev » Tue Sep 27, 2005 2:04 am

Xen I already tried it works unitil it's graphics are involved, for it to work fully we must cahnge other unit properties, because glitchies even have purchase locations but do not appear in the corresponding base etc...

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Kireato

Post by Kireato » Tue Sep 27, 2005 2:12 am

Wait, rimdev... What works?
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Post by Mr Dev » Tue Sep 27, 2005 2:24 am

Inputting units, but the only way I managed to get them to work is with Sensei's drop powers...

Becasue even if you give them a location to be built from they do not appear, there must be some other information elsewhere, and I want to know what's up with the irregularities in the unit offsets... :(

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Imano Ob
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Post by Imano Ob » Tue Sep 27, 2005 2:36 am

o_O

I've stuck FF on the deployment place value for the Fighter and I could build it on ports, bases and airports... 21 gave me ports and bases, but no airports...
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Post by Mr Dev » Tue Sep 27, 2005 2:44 am

Thanks, yes that is giving me Ideas I realised that some units had different values, orders perhaps?

FF that is one bastard of a hack!

Xen can update, maybe you could research more andd find important values.

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Imano Ob
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Post by Imano Ob » Tue Sep 27, 2005 2:49 am

I know that FF gives the Fighter defensive cover, for some reason... I'll see what happens with other values...
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Post by Mr Dev » Tue Sep 27, 2005 2:52 am

WTF? You mean some star defense?

That could be handy for, *Ahem* Lash <_<

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Imano Ob
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Post by Imano Ob » Tue Sep 27, 2005 3:10 am

*Is done testing*

Apparently, from 01 to 0F, bases only. 10 is for airport only. 11 to 1F is airport and base. 20 is ports. From 21 to 2F, port and base. 30 is airport and port. 31 and up is base, airport and port. I'm pretty sure about those, but there might be something wrong. Also, defensive cover seems to be determined from where the unit can be built, as 10 was the only value that terrain didn't provide defensive cover. Oh, and 00 should be quite obvious on what it does...
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Post by Mr Dev » Tue Sep 27, 2005 3:13 am

Your work is very much appreachiated! :)

I found nothing more... so far...

Do you mean that if it can be built from base it will get terrain cover, Ie, 2 on woods? - even a plane?

It does how lazy are IS, oh my GOD! 4 defense for bombers!

Image
Before

Image
During battle

Sweetness on a stick!

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Post by GaroNinja » Tue Sep 27, 2005 5:04 am

That's odd, I would have assumed that having the movement type copter or plane would case the unit to not gain defensive stars, not being build from an airport. Very interesting...

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Guest

Post by Guest » Tue Sep 27, 2005 11:07 am

LOL

So basically where you're built enables terrain stars...

Do fighters get terrain stars from reefs when they cannot be built from Ports, but they can be deployed from bases and airports?

Where sea unit able to get land terrain stars when they had movement cost on land?

Blah, I'm possibly seeing too far, but that's a weird way to program it in...
Hehehe...

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Post by GaroNinja » Tue Sep 27, 2005 11:13 am

Anonymous wrote:LOL

So basically where you're built enables terrain stars...

Do fighters get terrain stars from reefs when they cannot be built from Ports, but they can be deployed from bases and airports?

Where sea unit able to get land terrain stars when they had movement cost on land?

Blah, I'm possibly seeing too far, but that's a weird way to program it in...
Hehehe...
I'm guessing that units built from ports or bases will get terrain stars from any terrain (as they both, for example, will get stars on ports.) I don't see why IS would bother differentiating Sea terrain stars from land terrain stars, but then again, I don't see why they'd do the whole built from airports thing either.

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Post by Mr Dev » Tue Sep 27, 2005 7:49 pm

They are lazy, thats all I know...

Hmmm, more experimentation tonight.... :)

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Post by Oracle of Wuffing » Wed Sep 28, 2005 3:14 am

GaroNinja wrote: I'm guessing that units built from ports or bases will get terrain stars from any terrain (as they both, for example, will get stars on ports.) I don't see why IS would bother differentiating Sea terrain stars from land terrain stars, but then again, I don't see why they'd do the whole built from airports thing either.
Wait... @_@ Did we ever find out what tells a unit how to consume fuel?
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Post by Mr Dev » Wed Sep 28, 2005 3:25 am

No we haven't checked on this...

Thinking of IS it could also be where it is built or what it's unit class is, thinking of IS probably unit class, will you check or I?

I have spare time...


Checked unit class: NO
Movement Type: NO
Where built from: NO
:cry: I don't know where to look next...

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Kireato

Post by Kireato » Wed Sep 28, 2005 5:33 am

Actually fuel is linked to movement from all I know...

All units have movement cost and movement cost affect units in 2 ways: decrease fuel accordingly, decrease the movement points value.

The movement points value is reset every turn end. Fuel can be reset with an APC or over some properties.

As for fuel burning, I believe we've got a particular value on line 3 which needs checking! But it's probably around.
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Post by Mr Dev » Wed Sep 28, 2005 6:26 am

Fuel is burnt in the sam way for movement for all units is it not... I want to know about what type of background terrain and whether it travels in a group. These are probably wherever unit sprite pointers are!

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legoman727
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Post by legoman727 » Wed Sep 28, 2005 6:37 am

The thing I want to figure out is Subs.

Anyone figured out how they dive?
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Post by Mr Dev » Wed Sep 28, 2005 6:53 am

And how about Inf. capture and APC supply, those don't seem to be affected by these...

I checked in the old forums...

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Post by x0_000 » Wed Sep 28, 2005 11:05 am

rimdev wrote:Your work is very much appreachiated! :)

I found nothing more... so far...

Do you mean that if it can be built from base it will get terrain cover, Ie, 2 on woods? - even a plane?

It does how lazy are IS, oh my GOD! 4 defense for bombers!

Image
Before

Image
During battle

Sweetness on a stick!
LOL, now we can have ground units that don't receive terrain bonuses. Lash will be forever usel-*gets shot*

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Kireato

Post by Kireato » Wed Sep 28, 2005 11:45 pm

Hmm... Rimdev. About how many units show on the screen when attacking. Have you thought of how big the graphics of said unit is? Perhaps it's that simple.
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Post by Mr Dev » Thu Sep 29, 2005 1:30 am

That wouldnt pass my thoughts so easily , IS is lazy afterall, maybe. Did we ever find the battleship, bomber and criser in battle sprites?

We found the base sprites I know....

And did you know there are five different Neotank spries in AWDS?

So we could have different ones... :twisted:

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Post by Mr Dev » Sat Oct 15, 2005 3:52 am

AHA! Something!

Right are Subs supposed to burn any fuel just floating in the sea, undived?

Yes they are, well I replaced a subs data with that of a neo and the sub didn't burn fuel, unless moved...

It could still dive and burned 5 fuel when dived, so that is programmed elswhere...

UBERUPDATE: I have more completeness, I know what one of our unknown values does...

I have updated it in first post...

Wait a sec I need to experiment more first...

UBEREDIT: Nope it's not what I first though it simply says dis-abled or enabled for:

Olive = I'm not sure on this on yet but I think it has somethink to do with the range highlighted when B is pressed over a unit. Have you noticed that when you give a direct unit an indirect range the range 0101 is still highlighted? Well if this is 01 then the units movement/attack range (what is usually highlighted when B is pressed over a direct unit.) is highlighted as well as the units indirect range (if any). Put this to 00 and the range of the weapon is the only thing highlighted when B is pressed over the unit.

Still seems too situational and doesn't affect direct units.. I will research more...

And something to do with activation of secondary weapon...

Hmmm, leave it to me...

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Imano Ob
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Post by Imano Ob » Sat Oct 15, 2005 5:26 am

I've just noticed something... On the base damage part of the data, there is a separate value for dived subs, one address to the right. However, I didn't recognize anything after the sub data...
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Post by Mr Dev » Sat Oct 15, 2005 5:35 am

I was wondering about that, I thought It would be so, thanks :)

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Xenesis
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Post by Xenesis » Mon Dec 05, 2005 4:55 pm

Green = Transport capabilities:
0000 0000, none
B863 5D08, Normal APC (Mech/infantry 1 capacity)
F463 5D08, T-copter style (Any difference?)
3064 5D08, Lander style (Dual capacity, any land unit, can only load/unload on shoals)
0000 B863, APC/Lander Style (Any unit dual capacity drop and load anywhere on land!)
6C64 5D08, Cruiser style (Copters in anywhere, out anywhere.)
(NOTE: these do not make the unit have any transport boosts though.)
These are actually pointers, and lead to a table of some sort. I haven't figured them out yet, though. ;)
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Post by Mr Dev » Mon Dec 05, 2005 7:53 pm

Actually it's insanely simple!

I'll add it!

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Xenesis
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Post by Xenesis » Sat Jan 26, 2008 10:49 pm

Hey guys, guess what I found while holidaying?

That's right, I found the build menu template!

081BA054 = List of what Unit IDs to check Build IDs and what order they're in on the screen. (Format: UID1, UID2, UID3, FF Terminator

It's a list of what Unit IDs the game checks. If you put any of the unused Unit IDs in there, you can add units. :P
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GreenEarth
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Post by GreenEarth » Sun Jan 27, 2008 3:11 pm

I don't understand. Can you explain it in less hex-y form please?

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Xenesis
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Post by Xenesis » Sun Jan 27, 2008 3:49 pm

Not really, no.
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GreenEarth
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Post by GreenEarth » Mon Jan 28, 2008 1:20 pm

Let me see if I can understand. We can add in our own units? But where would we get the stats for them? With the spots noted as Glitchy?

esper-guest

Post by esper-guest » Mon Jan 28, 2008 1:35 pm

^Technically, you could probably add your units in the "glitchy" spots...

I know those spots eventually get filled with AW:DS's new units (Including the "dived sub" spot...), so if you wanted to add those units into AW2, then you could use the glitchy and dived sub spots to do so...

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