|
| By Lasse
Jensen - Version 1.01a. Last Updated
02 February 2002 * - with thanks to Erik Tan,
Graeme Carter and Luis Guzmán for additional information and/or
corrections. |
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|
There is a actually a 4th savegame
format, the Network/multiplayer savegame, called *.MSV.
Unfortunately PGII does not recognize this format anymore, but it is
defined in the execute file. Probably the 10000 byte 'unknown'
section found in all savegames, which is currently just fill with
garbage, is reserved for this
purpose. |
| The Scenario
(SCN) file |
|
Unlike the savegame formats,
this just contains the needed game data to start a game. This also
results in that you don't have the same options as in savegames.
Even in the 5 data sections far from everything is workable as in
the same section in a savegame. Many bit & bytes are taken
directly from other external files, like equipment, regardless of
what you enter in the bytes, in order to create the savegame file
when you save the game.
Even thug it is a lot more
difficult to make really wrong settings, do to much of the data is
taken externally, you can still do! You can actually create settings
that work in one savegame but not in others, like single vs. PBEM
games. |
| The
Campaign Savegame (CSV) file |
|
The format show above is a bit
misleading. A savegame consisted of two Parts, everything you see
above is repeated two times, but not all data section are repeated
in both! Confused?
Well a complete savegame
consist of the current stats, that is the first part, - always on
top of the file. The second part is the stat before the current
turn. If you look at the data section for a campaign savegame, you
will see the two last data sections named 'section 2 header' and
'replay'. The 'section 2 header' is ONLY found in the first part of
the savegame NOT the second part, understandable enough since this
section describes the 2nd part of the savegame! The 'replay' section
is found at the bottom of Part 2 of the savegame, and thus is NOT
included in any of the two parts, but is a independent section, that
actually describes the different between the two parts of the
savegame. Part two + the 'replay' should be the Part one
stats.
Now just to confuse you a bit
more. This two parts + the replay, is repeated again again for every
turn played in the current scenario. This is why campaign savegames
can be quite large at times, in the Mb of data. Its just turns store
on top of each other. The newest turn always being on
top.
Every time you start a new
scenario in the campaign all the turns from the previous scenario
are discarded. So a campaign savegame only contains turns from the
current scenario that is being played.
The replay data can no more be
accessed from inside the game, this is for the VCR function that was
disabled in last minute. |
| The Single
Savegame (SAV) file |
|
The format show above is a bit
misleading. A savegame consisted of two Parts, everything you see
above is repeated two times, but not all data section are repeated
in both! Confused?
Well a complete savegame
consist of the current stats, that is the first part, - always on
top of the file. The second part is the stat before the current
turn. If you look at the data section for a single savegame, you
will see the two last data sections named 'section 2 header' and
'replay'. The 'section 2 header' is ONLY found in the first part of
the savegame NOT the second part, understandable enough since this
section describes the 2nd part of the savegame! The 'replay' section
is found at the bottom of Part 2 of the savegame, and thus is NOT
included in any of the two parts, but is a independent section, that
actually describes the different between the two parts of the
savegame. Part two + the 'replay' should be the Part one
stats.
Now just to confuse you a bit
more. This two parts + the replay, is repeated again again for every
turn played in the current scenario. This is why single savegames
can be quite large at times, in the Mb of data. Its just turns store
on top of each other. The newest turn always being on
top.
The replay data can no more be
accessed from inside the game, this is for the VCR function that was
disabled in last minute. |
| The Play By EMail (EML)
file |
|
This savegame is particle
sensitive to wrong setting from the original scenario its created
from. Some settings in scenario can crash the PBEM savegame during
replay, where in other savegames such setting will go
unnoticed.
The format show above is a bit
misleading. A savegame consisted of two Parts, everything you see
above is repeated two times, but not all data section are repeated
in both! Confused?
Well a complete savegame
consist of the current stats, that is the first part, - always on
top of the file. The second part is the stat before the current
turn. If you look at the data section for a PBEM savegame, you will
see the two last data sections named 'section 2 header' and
'replay'. The 'section 2 header' is ONLY found in the first part of
the savegame NOT the second part, understandable enough since this
section describes the 2nd part of the savegame! The 'replay' section
is found at the bottom of Part 2 of the savegame, and thus is NOT
included in any of the two parts, but is a independent section, that
actually describes the different between the two parts of the
savegame. Part two + the 'replay' should be the Part one
stats.
Normally PBEM savegame consist
ONLY of these two section. Different turns are NOT stored on top of
each other. ONLY the current and the last turn is stored. However
there is a bug in PBEM, where the file suddenly begins to grow turn
for turn. this is caused by the fact that different version CANNOT
play against each other. IF two different versions play against each
other, like v1.00 vs. v1.02 each version will include its own two
Parts, just putting them on top of each other. This also results in
the 'replay of your own previous turn', where, if you replay the
turn, see you own previous turn replay, instead of the correct
current turn of the enemy. The correct replay IS in the savegame,
but because each version reads from its own stored Parts, it replays
your own replay.
NEVER play against each other
with different version, not only is there rule changes from version
to version, but also this weird replay thing will happen. If a PBEM
savegame grows over 100K you got such a case.
Also unlike the other savegame
the replay section is viewable from in-game, by using the replay
bottom. |
| Scenario Data |
| Number of bytes |
Read as |
Useable values |
Explanation |
| 1 |
Byte |
0h=Show 1h=Don't Show 2h-FFh=Show |
Scenario Selection. This byte
determinate if a single scenario shows up in the scenario select
list in the game. This is basically for hiding campaign scenarios,
that are not meant to be played as single scenario. A scenario with
this set is fully workable in a campaign, but does not show up as a
single scenario. |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 2 |
Word |
Entry
number |
Scenario name in game. This
ref. to the *.TXT file with the same name as the *.SCN file. Its
the entry number in this text file to display on the "turn panel" as
scenario name. This does NOT change the name of the scenario in the
scenario select list, as its always the first name in the same text
file that is used. |
| 1 |
Byte |
0h=fair 1h=overcast 2h=rain 3h=snow |
Atmospheric conditions. This is
only a guideline on how the weather conditions is going to be. Ex 3h
(snow) will mean that it is more likely to snow them the others.
Some latitudes does not allow all kind of weather. Ex it is
pointless to set snow in Africa, as the game will not do
it. |
| 1 |
Byte |
0h=Africa 1h=S-europa 2h=N-europa 3h=E-europa |
Atmospheric latitude. SSI
themselves used South-Europe for USA scenarios, however if you make
a Alaska scenario, its probably better to use
North-Europe. |
| 2 |
Word |
1h-31h |
Date day. If outside range,
the date will not be displayed. |
| 2 |
Word |
1h-12h |
Date month. If outside range,
the date will not be displayed. |
| 2 |
Word |
Any
value |
Date year. 1900+ number
entered. In order to get per-1900 years you will have to let the
counter "rollover", which it will do when 1900+number is over 65535
(the max a word can hold). It rollover to zero if the value is F894h
or higher. But the game will not display years from 0-1600, however
years 1601-65535 will be displayed just fine. |
| 1 |
Byte |
Any
value |
Turns for brilliant victory.
Note in case of more than 40 turns weird and unintended prestige
allocation will happen. Read allocation
of turn prestige in Player data. |
| 1 |
Byte |
Any
value |
Turns for victory. Note in
case of more than 40 turns weird and unintended prestige allocation
will happen. Read allocation
of turn prestige in Player data. |
| 1 |
Byte |
Any
value |
Turns for tactical victory.
Note in case of more than 40 turns weird and unintended prestige
allocation will happen. Read allocation
of turn prestige in Player data. |
| 1 |
Byte |
? |
Brilliant hex turns (possible
obsolete) |
| 1 |
Byte |
? |
Victory hex turns (possible
obsolete) |
| 1 |
Byte |
? |
Tactical hex turns (possible
obsolete) |
| 1 |
Byte |
Any
value |
Turns per Day. Number of turns
to proceed before the date changes one day. |
| 1 |
Byte |
0h=dry 1h=frozen |
Ground conditions. Has
influence on units capability to move is different
terrains. |
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| Player Data |
| This
data is repeated 4 times, for the 4 players in the
game. |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 1 |
Byte |
00h-1Fh |
Main Country. This is the main country of
the player. This is also the byte that decide how many players is in
the game at start of a scenario. If this value is zero the player is
not in the game. See appendix for country
listing. |
| 1 |
Byte |
00h-1Fh |
Minor Country 1. See appendix
for country listing. |
| 1 |
Byte |
00h-1Fh |
Minor Country 2. See appendix
for country listing. |
| 1 |
Byte |
00h-1Fh |
Minor Country 3. See appendix
for country listing. |
| 1 |
Byte |
00h-1Fh |
Minor Country 4. See appendix for country listing. |
| 1 |
Byte |
0h=defensive 1h=aggressive |
Attack Stance. This is for the AI. Note a
bug is present here. If all 4 minor countries is used, the "Attack
Stance" byte will be interpreted as 5th minor country and at the
same time work as normal "Attack stance", resulting in the "Austria"
will be a 5th country, as "Austria" has the country code
1h. |
| 1 |
Byte |
Any |
Air transporter available.
Number of transporter available on Airfields hexes. |
| 1 |
Byte |
Any |
Ship transporter available.
Number of transporters available on port hexes. |
| 2 |
Word |
Max 64h
(100) |
Number of units. This value should not be
messed with, unless you know exactly what you are doing. This is the
number of current units for this player. |
| 2 |
Word |
Max 64h
(100) |
Number of units. This value
should not be messed with, unless you know exactly what you are
doing. This is the number of additional units placed on the map when
using the PGII editor. Any additional editing will add this number
to the one on top and a new number of additional units will be added
here. The two number of units can combined not exceed 100 for one
Player. Note in v1.00 of Panzer General II this number is only
75. |
| 2 |
Word |
? |
AI Arrival (possible
obsolete) |
| 2 |
Word |
? |
AI Bucket (possible
obsolete) |
| 1 |
Byte |
0h=side 1
(Axis) 1h=side 2 (Allied) |
Side. The
side of this player. |
| 30 |
Word |
Any
value |
Turn Prestige |
| 10 |
Word |
Any
value |
Turn prestige. In the retail
version (all versions) these 10 byte also work as turn prestige. If
a scenario is more than 40 turns long any following data in the file
will be interpreted as prestige allocation, which they are not meant
too, resulting is weird prestige allocations. Further more these 10
byte is in the precode version NOT assigned as turn prestige, but
different things, like experience level of replacement etc... Things
that are sadly no more found in the retail
version. |
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| Hex Map Data |
The
hex map is 45x40 in size, thug the playing size may be much smaller.
The upper left corner is (0,0) and the lower right is
(44,39) The largest map supply by SSI is 44x39
(0,0)(43,38). The MAP is divided into rows and columns. Each row is
45x6 byte big, 45 hexes each 6 byte big. The are 40 columns. If a
MAP is smaller the the 45 row (All SSI maps are) the rest bytes is
left unused. |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 1 |
Bit selecting
Byte |
- Bit1-5
- See appendix for countries
Bit6-8=Player
- 00h =non
01h =Player1 02h =
Player2 03h = Player3 04h = Player4 05h = Player5 (not
used) 06h = Player6 (not used) 07h = Player7 (not
used) |
Ownership of Hex. What Player
and what flag is displayed on this hex. Note the flag does not have
to be one of the country assigned to the player. |
| 1 |
Bit selecting
Byte |
No bit
set=non bit1=player1 bit2=player2 bit3=player3 bit4=player4 bit5-8=Unit
supply zone. |
Supply hex. Unit Supply zone is something unused, it is just a
value the SSI editor set on that hex if a unit is close to the hex
or on the hex. Possible some leftover from some advanced supply
rules or Zone of Control, that is no more used. Bit5 is set on every
hex within a unit sight range. Bit6-7-8 seams to be random
set. |
| 1 |
Bit selecting
Byte |
No bit
set=no bit1=no effect bit2=Axis Brilliant victory bit3=Axis
Victory bit4=Axis Tactical victory bit5=Allied Brilliant
victory bit6=Allied Victory bit7=Allied Tactical
victory bit8=no effect |
Victory hex. Again here is
leftover from some advanced victory system. There is no more
different in victory types on hexes. Possible used in conjunction
with the hex
victory found in Scenario data. SSI uses in there scenarios
2h:Axis Brilliant victory (2) and 0Fh:Allied
Brilliant victory(16). The SSI Editor
used default OEh:All Axis victory (14) and 70h:All Allied victory
(112).
It is required that a victory hex is
placed on a hex own by a player of the other side. If no such hexes
exist, a side will win by taking ANY kind of hex from the other
side. |
| 1 |
Bit selecting
Byte |
No bit
set=no bit1=Hex Prestige. bit2=no
effect bit3=Player1 bit4=Player2 bit5=Player3 bit6=Player4 bit7=no
effect bit8=no effect |
Deployment hex. The "hex prestige" is if the hex gives
prestige. This bit is set if the hex is taken by the other side,
indicating that the hex has now give prestige and cant do it again.
If you set this upfront, the hex will not give prestige at
all.
If a unit stands, at start, on a hex with
the deployment flag set it becomes a core unit. This is only true if
the scenario is played thug a campaign, not if its played as a
single scenario. And again this is only true if the scenario is the
first in the campaign. All units standing on deployment hex in ALL
other scenarios in the campaign, are ignored. The are not displayed
and the do NOT become part of the game. |
| 2 |
Word |
Entry
number |
Name. Link to the Text
describing the hex. This ref to a *.TXT file with the same name as
the *.SCN file. Entry number in the text
file. |
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| General Map
Data |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 20 |
Null terminated
string |
Char |
Map name. This is the name of
the map file used for this scenario |
| 20 |
Null terminated
string |
Char |
Scenario intro TXT filename.
This is the name of the text file for the scenario carrying the text
you read when you press on a scenario in the game. |
| 1 |
Byte |
0h=SSI
(gray) 1h=user (Blue) |
Scenario type. Blue scenario
used *.ply for text file with the intro text. Gray uses *.txt
files. |
| 99 |
Byte |
? |
Unused. |
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| Unit Data |
| In all savegame types the Unit data is started of by 2 byte
(read as a word), which is the number of units in unit data. These
two bytes are NOT found in a scenario. The following breakdown is
continued for every unit in the game. Even thug the SSI editor
allows a max of 332 units to be placed on the map, it should be
counted on as many as 400 units, as the max per player is 100 and 4
players. |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 1 |
Bit selecting
byte |
Bit1 :
? Bit2 : ? Bit3 : Is an Auxiliary unit Bit4 : ? (for most
units) Bit5 : Used "re-supply" action Bit6 : Used "move"
action Bit7 : Used "fire" action Bit8 : Used "support fire"
action |
Unit Status 1.
All units is default core units. Its only
when bit3 is set it becomes a aux unit. So you don't set core units,
you set aux units! In campaign scenarios any unit standing on
deployment hexes in the first scenario get this bit removed, and
thus is a core unit. In single scenarios and PBEM all unit get the
bit3 set, and thus are all auxiliary units.
Bit4 (8) is normal, if not always, set on
all core units in a campaign,- that goes for start core, bought
units during the campaign as well as prototypes. But it seams not to
be needed as, as said units are default core unit, and setting zero
bits also produces a core unit. Auxiliary units normal have this set
also and bit3. I don't currently know the point of bit4
Bit5 (16) is set on a unit at various
times. A unit with this set is automatically unable to move any further, but can still attack. This is why when you take
re-supply or reinforcements both bit5 and bit7 get set or else you
would still be able to shoot. If a unit uses both its 'move' and
'fire' action, this also automatically gets set. If any of bit5-6-7
gets set you can no more take re-supply nor
reinforcements.
Bit8 (128) is for units that can support
fire, like fighters. If this is set a fighter has done its support
fire and can no more do it. If a fighter gets the 'Skilled Interceptor' leader this never get set, thus it can do any number of
support actions. The 'overwatch' leader also used this
bit. |
| 1 |
Bit selecting
Byte |
Bit1 :
? Bit2 : Name source 2 Bit3 : Name source 1 Bit4 : Count
against prestige Bit5 : Not count against prestige Bit6 : All
units Bit7 : All units Bit8 : ? |
Unit status 2.
Bit2 (2) this bit indicate if the name
has been changed during a turn. If bit2 gets set at the same time as
bit3 (which it should not), it will 'win' the battle. The bit ref.
to the internal Name
table 2 -
Note if no internal Name
table 2 exist,
such as in a scenario file, the game will write (null) on the unit.
If such a unit get its name changed in the game, ALL units with bit2
set, get changed to the new name. This is also the case if Unit
name entry ref. to an entry that is not in the Name
table 2
Bit3 (4) is handled a bit different
depending if its a scenario or a savegame. In case of a scenario
this bit selects the name for the unit to come from the text
file going with the scenario. In case of a savegame the external
text file with the same name as the scenario has been converted into
Name
table 1, and
thereby it now ref to the internal Name
table 1 and not
the external text file anymore - which contains the same
names.
If neither bit2 nor bit3 is set the Unit
name entry is also set out of function and the name is set
according to the Unit
appearance code, not Unit code.
Bit4 (8) is set on Core units you buy
during a campaign and indicates that the unit DO count against the
victory prestige allocation for the scenario.
Bit5 (16) is set on Core unit you have
from the start ONLY in a campaign (that is the very first scenario)
and indicates that the unit DO NOT count against the victory
prestige allocation for the scenario.
Neither bit4 nor bit5 is set on auxiliary
unit. If both are set, which is the case for prototype units, bit5
'wins' the battle. Bit4-5 is an easy way of finding which
units are Normal core (buy), start core and prototype
unit.
Bit6-7. Not sure what this means, but all
units have these two set, and they should be set. The game can
actually crash or lockup if you view a unit that does not have both
set. Occasional only one of them are set?
A slight bug or maybe done intentional, as SSI may have thought that they get
there name changed anyway. Core units, a player has from the
start, that is costumer named from the start - is set as name
changed units. They should in theory be set with bit3-5-6-7, but
they are set with bit2-5-6-7 and the name is included in Name
table 2,- as
well as Name
table 1. |
| 1 |
Byte |
? |
Unknown. |
| 1 |
Byte |
? |
Unknown. |
| 1 |
Byte |
? |
Unknown. |
| 1 |
Byte |
? |
Unknown. |
| 2 |
Word |
? |
Unknown. |
| 2 |
Word |
Any
value |
Unit name entry. This is the entry number
in the table from where the unit names comes. Please read Unit
status 2 for further details. |
| 2 |
Word |
00h-2Ch |
X coordinates. Hex row. This
number should not be higher than 44, as this is the max number of
rows in the game. The game will play find with higher values, but
will crash instant if you try to go to the unit. |
| 2 |
Word |
00h-27h |
Y coordinates. Hex column.
This number should not be higher than 39, as this is the max number
of column in the game. The game will play find with higher values,
but will crash instant if you try to go to the unit. |
| 2 |
Word |
Max
331 |
Total unit number count. Yes
this is weird number. This is the maximum number allowed to place on
the map by the SSI editor. Even thug the max number of units per
player is 100, and thereby the overall max should be 400, never the
less it is 332. Note in v1.00 the max number per player is 75, and
thereby the max overall number 300. Anyway this number should match
all players Number
of units put together. Starting from 0 to max 331. |
| 2 |
Word |
Max
99 |
Player unit count. This number should
be the same as Number
of units found in Player data. Max 100 per player. Starting from
zero to max 99. |
| 2 |
Word |
Value from
Efile |
Unit code. This is the
unit. If the value is not found in the equipment file, PGII shows
the bridging icon. |
| 2 |
Word |
Value from
Efile |
Transport type. The equipment
code of the assigned transporter, if any, which appearance a unit
will change to if the transporter is capable of moving longer then
the unit. Please note air- and sea transporters is NOT assigned
transporters, but simply stat and look changes of a unit. Look "unit
appearance" just below. |
| 2 |
Word |
Value from
Efile |
Unit appearance. This is how the unit
appear on the map, and which stats it has. Normal this should be
zero for any unit or you will/can end up with some weird cases. This
is meant for units in sea- and air- transporters. The value will
then be the air- or sea- transport code, that way the unit will
appear as a transporter with the stats of a transport, but ones
unloaded it uses the stat and appearance of the normal unit code.
This is because air- and sea- transp. is not a assigned transporter
like a normal land transporter, but rather a different appearance of
the unit. |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
Any
value |
Experience level. This does
nothing other than hold current running experience total. Will run
over to zero at 65535. |
| 2 |
Word |
Value from
Efile |
Unit mount code. Unit mount
code should almost always be the same as the unit code. This is the
code a unit un-mount to by the beginning of a new turn. This is in
order to find "its way back" from transporter mode, which the unit
will change to if the assigned "transport type" is capable to move
longer. In case of Air- and sea-transporters this code should be the
same as the unit appearance code or
the you will have weird mount/un-mount as the unit
moves. |
| 1 |
Byte |
00h-0Fh |
Leader index. This is the link to the
leaders for this unit, store in the "Leader data" in a savegame. As
there can only be 15 leader per player (there is only room for 15),
setting a number higher than 15 will not do you any
good. |
| 1 |
Byte |
Any
value |
Leader chance. Every time the
experience bar is increased (up to 5 ) there is a random chance of
getting a leader. The odds for this start at 10%. This is because
the routine generates a random number between 0 and 100 and compares
it with [10+ leader chance']. If the random number is less, then you
get a leader. When you first start, leader chance' is zero, and so
the chance is 10%. However if you DON'T get a leader this time, the
routine generates another random number between 0 and 10, ADDS it to
the old value in "leader chance" and puts this new value in "leader
chance"! So the next time you try for a leader, the odds have
increased a bit in your favor. This means that if you DEFINITELY
want a unit to have a leader on the next experience bar increase,
put a 90 into "leader chance". This makes the odds 90 + 10 =
100%!!!! Could be useful for those scenario/campaign designers who
place units with 199 experience as a trap for the unwary player. Any
value over 90 will also generate a leader ever time. |
| 1 |
Byte |
00h-FFh |
Experience level
indicator(bars). A number higher then 5 will not show more then 5
blocks (there is no more graphic for this), but is will work as a
higher experience. A 255 bar unit is virtual indestructible.
Automatically this will not go higher then 5 by the game, but manual
you can set it higher. |
| 1 |
Byte |
00h=Unit not
in game 01h=not deployed 02h=deployed |
Unit deployment. This is the
status of the unit, in terms of deployment. The "Unit not in game"
is set in campaign games. A scenario, in a campaign, that has units
standing on deployment hexes at start of the scenario (except the
very first scenario in the campaign), the units gets a zero set, and
vanish from the game. This is how you can use scenarios as single
and in campaigns where some units are in the single version and not
when play thug the campaign. "Deployed" and "not deployed" is just
if the unit is on the map or in the deployment zone (the pull up
bar) |
| 1 |
Byte |
00h=player1 01h=player2 02h=player3 03h=player4 |
Player. The Player this unit
belongs too. Should not be changes as a lot of other values
need to be correct too, in order to shift player. |
| 1 |
Byte |
0h=Axis 1h=Allies |
Side. The side this unit
belongs too. |
| 1 |
Byte |
Set countries
in Efile. |
Country. Country displayed on
the unit. Can only be changes within the boundaries of owner
countries in the Equipment file. |
| 1 |
Byte |
Any
value |
Lasting Suppression. This is
the Current number of strength point that is suppressed as LASTING
suppression. |
| 1 |
Byte |
Max
14h |
Current strength. This is the current
strength of a unit, can be over (over strength) or under
(casualties) the original strength. Thug you can set this value as
high 255 in some cases, it depend very much on what unit it is (core
or aux) and what side it is from. The problem is the graphic
used to display the strength point. When PGII runs out of graphic to
display it will crash the game. Each side and type has its own
graphic, with 1-15 is numbers and additional 5 icons for 16-20 in
strength. If you go higher it will run into graphic used by other
units and high enough run completely out of graphic, which crashes
the game. |
| 1 |
Byte |
Any
value |
Remaining Movement range.
Current remaining movement points for this turn. Will be reset to
the set movement range for this unit type in the equipment
file, by the end of every turn. |
| 1 |
Byte |
Any
value |
Remaining Fuel. Current
remaining fuel points. Ones this number goes under the value set for
this unit type in the equipment file, the re-supply bottom will
light up. A unit can max re-supply to the value from the Equipment
file. |
| 1 |
Byte |
Any
value |
Doublet ammunition count.
Remaining ammunition in double the amount. The reason for this is
the ”Fire Discipline” leader. Thug the readme says is uses ammo at
half rate, it actually uses it at a 1:1 rate, its all the other
units that uses it a double rate, thus the double ammunition count.
This can result in the last desperate shoot from artillery (but not
only artillery), because when the ammunition counter in the game
says the unit has 0 it can in fact have both 0 and 1. It’s often
seen in the desert, because it has harsh re-supply rules, resulting
in un-even re-supply. More than one unit beside a re-supplying unit
also results in un-even re-supply, so it can happen in every
map. |
| 1 |
Byte |
Any
value |
Entrenchment. The entrenchment
value of a unit. |
| 1 |
Byte |
Unit Class
value |
Entrenchment ticks/counts.
Number of counts for next Entrenchment increase. The is actually
duel functioning. When a certain number of counts has been reached,
corresponding to the number of turns a units has stood still on a
hex,- which are different from class to class and terrain in
question, this increases the entrenchment of the unit. This is the
byte found just about. The count is in two's, like 2-4-6...... If
you increase this number really high, so it contains several count
circles it will increase the
entrenchment of the unit by the more then a one
increase. |
| 1 |
Byte |
? |
Unknown |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
? |
Unknown |
| 1 |
Byte |
Any
value |
Hits. Number of hits this unit
has sustained by enemy units. For every hit 2 point is taken of the
units defensive values. Defensive values cannot go into negative, so
after this number have taken away all the units defensive values,
increasing it further will not do any good. |
| 2 |
Word |
00h=6 a
clock 04h=3 a clock 08h=12 a clock 0Ch=9 a clock |
Unit direction. 0h-0Fh counter
clockwise. Please note the game WILL crash if you enter a value
higher the 0Fh here. Only 4 positions are show here, but you can use
all values between 00h and 0Fh. |
| 1 |
Byte |
0h=on
map 1h-FFh=turns to arrival |
Arrive as reinforcement. They
arrive at the XY set above. "On Map" can both mean the unit is on
the nap or in the deployment zone, e.g. not yet
deployed. |
| 1 |
Byte |
Max
14h |
Original strength. This is the
max strength you can reinforce to if you have prestige and current
strength is under original strength. Read Current
strength for details. WILL crash the game is set too
high! |
| 1 |
Byte |
Any
value |
Air defense destroyed. Number
destroyed. |
| 1 |
Byte |
Any
value |
Anti Tanks destroyed. Number
destroyed. |
| 1 |
Byte |
Any
value |
Artillery destroyed. Number
destroyed. |
| 1 |
Byte |
Any
value |
Infantry destroyed. Number
destroyed. |
| 1 |
Byte |
Any
value |
Recon destroyed. Number
destroyed. |
| 1 |
Byte |
Any
value |
Tanks destroyed. Number
destroyed. |
| 1 |
Byte |
Any
value |
Fighter destroyed. Number
destroyed. |
| 1 |
Byte |
Any
value |
Bomber destroyed. Number
destroyed. |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
Back to top
| Name Table 1 |
| This
contents everything from the TXT file, with the same name as the
used scenario file. Everything from this file is included,
regardless of any hex or unit actually uses the name. There is no
fixed size for every entry, but every entry has a sort of
header. |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 2 |
Word |
Any
value |
Number of entries. This is the
number of name entries in this table. Do to not know how many
entries are in the table, everything after the black line is
repeated for every name. |
| |
|
|
|
| 2 |
Word |
Any
value |
Entry number. |
| 2 |
Word |
Max
20 |
Length of entry. The game
allows no more than 20 char for the name thus lenght can max be
20. |
| xx |
Array |
char |
Name. |
Back to top
| Name Table 2 |
| This
contents names of unit that get changed during a game. There is no
fixed size for every entry, but every entry has a sort of
header. |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 2 |
Word |
Any
value |
Number of entries. This is the
number of name entries in this table. Do to not know how many
entries are in the table, everything after the black line is
repeated for every name. |
| |
|
|
|
| 2 |
Word |
Any
value |
Entry number. |
| 2 |
Word |
Max
20 |
Length of entry. The game
allows no more than 20 char for the name thus lenght can max be
20. |
| xx |
Array |
char |
Name. |
Back to top
| Leader Data |
| There is room for max 15 per player, making a total of 60
leader in one game where all 4 players are in. The data for player
one is first than player two........ |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 1 |
Byte |
00h=Slot not
used 01h=Slot used |
Leader slot status. The slot
can/will still be used even if its set to zero, as long as Leader
index links to it. |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 2 |
Word |
Any
value |
Name entry. This ref. to an
entry in the external file 'names.txt' |
| 1 |
Byte |
01h-22h |
Random leader attribute. This
value should really only be in the range 08h-22h, as the ones before
are they class leaders. But they do work here also. See Leader
appendix for the different leaders |
| 1 |
Byte |
01h-22h |
Class leader attribute. This
value should really only be in the range 01h-08h, as the range after
are they random leaders. But they do work here also. See Leader
appendix for the different leaders |
Back to top
| Setup Data |
| From
here is the current basic setup data read at the start of each
turn. |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
00h=Play 01h=Don't play. |
Replay Status. Since replay is only available in PBEM games it
apply only to the *.EMLfile. If you put a 01h here the replay will
not play at all, even thug it is available. |
| 2 |
Word |
Any
value |
Current turn. This is the
number of turns that has passed. |
| 2 |
Word |
00h=fair 01h=overcast 02h=rain 03h=snow |
Atmospheric conditions. It is
from here the current weather is taken, as it can change every turn.
The Atmospheric
conditions found in scenario data is only the guideline for the
very first turn. |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
Any
value |
Current prestige for player 1.
This is the currently available prestige to spend for player
one. |
| 2 |
Word |
Any
value |
Current prestige for player 2.
This is the currently available prestige to spend for player
two. |
| 2 |
Word |
Any
value |
Current prestige for player 3.
This is the currently available prestige to spend for player
three. |
| 2 |
Word |
Any
value |
Current prestige for player 4.
This is the currently available prestige to spend for player
four. |
| 2 |
Word |
Any
value |
Prestige modifier setting for
player 1. General note for all players modifier. Even thug
you can set the prestige modifier to anything you want, it should be
noted that current prestige can hold a max of 65535 point and will
then rollover to zero. So if you set the modifier really high, like
50000, current prestige may rollover all the time, thus it really
don't help you much. Keep it under 1000 and it should work
fine. |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
Any
value |
Prestige modifier setting for
player 2. |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
Any
value |
Prestige modifier setting for
player 3. |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
Any
value |
Prestige modifier setting for
player 4. |
| 2 |
Word |
? |
Unknown |
Back to top
| Header Data |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 12 |
Array of
Char |
Char |
ID string. You can write
anything here, as the game does not actually use it. The last
version used on the savegame will with its ID. The ID string ref. to
a ' report.txt' created by SSI, which traces are internal in the
execute file.
Current versions of Panzer General II
will write; v1.00 will write "Tue Sep 30 1" (Tue Sep 30 14:12:24
1997) UK+US+German (there is no official French v1.00) v1.01 will
write "Thu Oct 9 1" (Thu Oct 9 16:42:14 1997) French v1.01 will
write "Tue Oct 21 1" (Tue Oct 21 11:13:10 1997)
UK+US+German v1.02 will write "Fri Jan 9 1" (Fri Jan 9 13:41:06
1998) UK+US+German+French |
| 1 |
Byte |
? |
Unknown. Always 0 |
| 1 |
Byte |
? |
Unknown. Always 1 |
| 200 |
Array of
Char |
Char |
The describing text you can
write at the end of turn. |
| 50 |
Array of
Char |
Char |
More describing text. The more
describing text is the same as the 200 byte above, but you are not
allowed to use them. The savegame text box only allows you to
enter 200 byte of text, but there is room for 250 byte. It will
however read and show all 250. |
Back to top
| Game stat Data |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 1 |
Byte |
? |
Unknown. |
| 1 |
Byte |
? |
Unknown. |
| 2 |
Byte |
Unit
number |
Unit Selected. This is the
current unit of the current player that is selected. |
|
This next section is repeated
4 time, for the 4 players |
| 1 |
Byte |
00h=no 01h=yes |
Player is in game. This
decides - alongside the main
country - if this player is in the game. |
| 1 |
Byte |
00h=no 01h=yes |
Player has played his turn.
Every time a player has played his turn a 01h is set here. An
exception to this is the last player, that would be player 2 in a 2
player game, player 3 in a 3 player game ...etc. The last player
never get it set, as the whole thing resets to zero when the last
player has played, indicationg that its the first player turn
again. |
| 1 |
Byte |
00h=Human 01h=AI |
Who is this player. This is initial read of the setting you
make in the scenario select list. For PBEM player 2 automatically
becomes human. In campaign Player 2 automatically becomes the
AI. |
| 1 |
Byte |
00h=Aggressive 01h=defensive |
Players attitude. Initial this is read of the Attack
Stance setting. |
| 1 |
Byte |
00h=Axis 01h=Allied |
Players side. Initial this is read of the Side
setting. |
| 1 |
Byte |
? |
Player
Unknown. |
Back to top
| Player
Dossier |
| Number of bytes |
Read as |
Useable values |
Explanation |
| 50 |
Array
of Char |
Char |
Player name.
Original random selected from 'names.txt', but you can change it
during the game.
Here is the deal; In the game you are
only allowed to write a name of max 20 char, but the game actually
saves back as a 50 char name. It just fills the remaining with 00h.
It will display all 50 char as the name if they are
filled. |
| 42 |
Array
of Char |
Char |
Presumably this is
more name text!. The game does not write back to these bytes, but it
does read them, but its a bit kinky and I cannot be sure its really
meant to be more text, cause the game engine will continue to
display text as long as it does not encounter 00h. Even displaying
the remaining bytes, that's the following bytes, as name text if it
does not encounter a 00h. Maybe it was meant for some other purpose
that was never implanted (or disabled) |
| 4 |
Double
word |
max 2
Billion |
AD Lost. Number of
lost AD units, including Core as well as Auxiliary. |
| 4 |
Double
word |
max 2
Billion |
AT Lost. Number of
lost AT units, including Core as well as Auxiliary. |
| 4 |
Double
word |
max 2
Billion |
ART Lost. Number of
lost ART units, including Core as well as Auxiliary. |
| 4 |
Double
word |
max 2
Billion |
INF Lost. Number of lost INF units, including Core as
well as Auxiliary. |
| 4 |
Double
word |
max 2
Billion |
REC Lost. Number of lost REC units, including Core as
well as Auxiliary. |
| 4 |
Double
word |
max 2
Billion |
TK Lost. Number of lost TK units, including Core as
well as Auxiliary. |
| 4 |
Double
word |
max 2
Billion |
FTR Lost. Number of lost FTR units, including Core as
well as Auxiliary. |
| 4 |
Double
word |
max 2
Billion |
TAC Lost. Number of lost TAC units, including Core as
well as Auxiliary. |
| 4 |
Double
word |
max 2
Billion |
AD Killed. Number of
killed AD units. |
| 4 |
Double
word |
max 2
Billion |
AT Killed. Number of
killed AT units. |
| 4 |
Double
word |
max 2
Billion |
ART Killed. Number
of killed ART units. |
| 4 |
Double
word |
max 2
Billion |
INF Killed. Number of killed INF units. |
| 4 |
Double
word |
max 2
Billion |
REC Killed. Number of killed REC units. |
| 4 |
Double
word |
max 2
Billion |
TK Killed. Number of killed TK units. |
| 4 |
Double
word |
max 2
Billion |
FTR Killed. Number of killed FTR units. |
| 4 |
Double
word |
max 2
Billion |
TAC Killed. Number of killed TAC units. |
| 2 |
Integer |
Max
32767 |
Number of Brilliant
Victories. |
| 2 |
Integer |
Max
32767 |
Number of Normal
Victories. |
| 2 |
Integer |
Max
32767 |
Number of Tactical
Victories. |
| 2 |
Integer |
Max
32767 |
Number of
Loses. |
|
The next part needs a little explanation.
It is 50 byte representing the max 50 scenarios in a campaign. It is
used to display the medal on the dossier screen, and at the same
time you can see in which scenarios the player got which win
(or lose) condition. As the player jumps to different path in
a campaign, as do the settings. So its not necessary in a row the
victory conditions are set, it depends on the path in the campaign.
The dossier will display the first 18 non-03h byte it finds.
Unfortunately it cant display more than that, even thug a campaign
can hold as many as 50 scenarios. |
| 50 |
Byte |
00h=Brilliant 01h=Normal 02h=Tactical 03h=Lose |
Medal's display. All
50 byte is default filled with 03h (lose). This is fully independent
of the Number of different victory conditions set in the above 4 set
of integer. |
Back to top
| Password |
| Well
the passwords is in clear text, so much for the secret of
it! |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 21 |
Null Terminated
String |
Char |
Password for Player 1
|
| 21 |
Null Terminated
String |
Char |
Password for Player 2
|
| 21 |
Null Terminated
String |
Char |
Password for Player 3
|
| 21 |
Null Terminated
String |
Char |
Password for Player 4
|
Back to top
| Section 2 |
| Well
this has to do with the 2nd section
in PBEM game. |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 2 |
Word |
Any
value |
Size of section 2. This is the size of the 2nd section in a
savegame. |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown |
| 1 |
Byte |
? |
Unknown
|
Back to top
| Campaign
Header |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 2 |
Word |
00h-31h |
Current scenario. This number
is the current scenario in the campaign being played.
|
| 21 |
Null terminated
String |
Char |
Campaign file name. The
filename of the campaign being played. |
| 2 |
Word |
? |
Unknown |
| 2 |
Word |
? |
Unknown |
| 50 |
Byte |
00h=Not
played 01h=Played |
Played scenarios. This
represent the 50 possible scenario in a campaign, if they have been
played or not. Used for the 2nd goto option in a *.cam file.
|
| 50 |
Byte |
00h=Brilliant 01h=Normal 02h=Tactical 03h=Lose |
Victory condition.
All 50 byte is default filled with 00h (BV). This represent the 50
possible scenario in a campaign. |
| 20 |
Byte |
? |
Unknown |
| 2 |
Word |
Any
value |
Prototype chance. Current
chance directly in % for a prototype + 20%. The chance start out by
20%, so even if the number is zero you have a minimum of 20% chance
of getting the prototype. Every time you get a BV and do NOT get the
prototype this number increases by 20%. When you do get the
prototype this number goes back to zero, and thus the default
20%.
However it’s not enough
that the chance says you have to have a prototype, there must also
be something available for you to get. A
prototype is assigned from equipment 11 month past the start date of
the next scenario after the one you got the prototype in. Sounds
weird? Ok if you first scenario in the
campaign starts say Aug41, you get the BV, and next scenario you get
to because of the BV start say Dec41, you will get a prototype units
that has an available date ranging from Jan42 to Nov42. You don’t get prototype units that become available in
the same month as the scenario starts. If no
such equipment is available you will get no prototype even if the
counter says 100%. The counter will however stay a 100%, so as soon
as you get another BV and equipment is available you will get a
prototype unit. |
|
The next 500 byte is for
battle Honors of core units. Only core units have battle honors.
This represent max 100 core unit of 5 byte each, ranging from unit
number 0 to 99. That is the Player
unit count number given to a unit. Max 5 battle honors can be
given to each unit. |
| 1 |
Byte |
01h-32h |
Battle honor 1. The number
represent the scenario it was given in. The game will only display
as many of them as the unit has experience
bars, so it does not help to set all 5 of them if the unit does
not have the bars, they will not be displayed. If more BH carry the
same scenario number they will be displayed on the same line. Note
scenario numbers are normally counted in 0-49, while battle honors
number are counted in 1-50. |
| 1 |
Byte |
01h-32h |
Battle honor 2. The number
represent the scenario it was given in. |
| 1 |
Byte |
01h-32h |
Battle honor 3. The number
represent the scenario it was given in. |
| 1 |
Byte |
01h-32h |
Battle honor 4. The number
represent the scenario it was given in. |
| 1 |
Byte |
01h-32h |
Battle honor 5. The number
represent the scenario it was given in.
|
Back to top
| Campaign data |
| This
represent the 50 scenarios possible in a campaign. The room is
reserved regardless of how many scenario actually is in the
campaign. 50 scenario of 200 byte each, is 10000 bytes. Like the medals,
they jump as the player jump in the campaign path. |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 200 |
Array |
Char |
Name of scenario. This is not
the filename, but the in-game name of the scenario. Can be up to 200
char long. Will be truncate at 200 char.
|
Back to top
| Blown Bridge
Index |
| The
ref. to the graphic displayed when a bridge is blown. This is
the BR_xx.shp found in the Panzer2.dat. This is not an overview of
the map, but represent the bytes for the internal Bridge table in
the execute file. The max number of bridges on any of the original
SSI maps is indeed 44, this is why this section is 44 bytes big.
Thats map 18. The numbers is simply representation of the way the
graphic is lined up in BR_xx.shp, which again link directly to the
order of X,Y in the execute file bridge table. |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 44 |
Byte |
00h=Ok 01h=Blown |
Blown Bridge.
|
Back to top
| HQ status |
| Number of bytes |
Read as |
Useable
values |
Explanation |
| 1 |
Byte |
00h=In
Scenario 01h=In HQ |
HQ Status. This ref. to where
you currently are. HQ is where you can over strength and upgrade.
ONLY core units can be upgraded or over strength here. Works in all
savegame types. |
Back to top
| Replay |
| This is a very complex section to explain. The section is a
series of action code, near everyone is different in length (byte)
Every action of your unit is recorded. The byte in (xx) is the total
length of that action, including the action code it self. As one can
see this section is a LONG way from complete explored. It's going to
take some time before I am finished with this.
It should be noted that I have found one
bug in this section. If you attack a unit in a transport, where the
units cannot un-mount before the attack, there will be recorded a
mount in the replay as being your unit. Thug I have found that the
game does not crash from this, it seam to be wrong to
me. |
| Number of bytes |
Read as |
Useable values |
Explanation |
| 2 |
Word |
00h
= *Start. (?? byte) 01h = Move. (21 byte) 02h = *End of turn.
(?? byte) 03h = Attack. (27 byte) 04h = *Set Seed. (??
byte) 05h = Mount. (19 byte) 06h = Disembark. (20 byte) 07h
= Embark. (16 byte) 08h = *Supply. (?? byte) 09h = Purchase.
(20 byte) 0Ah = Place. (21 byte) 0Bh = *Pickup. (??
byte) 0Ch = Replacements. (19 byte) 0Dh = *Destroyed. (??
byte) 0Eh = Select. (16 byte) 0Fh = Cancel move. (55
byte) 10h = *Player. (?? byte) 11h = *Scenario. (??
byte) 12h = *Chat. (?? byte) 13h = *Inc counter. (??
byte) 14h = *Resend message. (?? byte) 15h = Sell. (18
byte) 16h = *Swap players. (?? byte) 17h = *Prestige modified.
(?? byte) 18h = *Player quit. (?? byte) 19h = *Time limite.
(?? byte) 1Ah = *Receipt. (?? byte) |
Action code. This
is the primary action code. If example the first word is 01 (move)
than the following 21 byte is the data for the move action,
described below including action code 2).
Actions codes mark with * is not used in
PBEM. These are almost for sure for Network play. Some of them are
probably also used in campaign, but I have not yet work on the
campaign replay |
| 2 |
Word |
03h
= Select & Embark 05h = Sell 06h = Mount 07h =
Disembark & Purchase 08h = Move & Place 0Eh =
Attack |
2nd Action
code |
|
The bytes under each
action |
|
Action code 01h
(Move) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
| 2 |
Word |
00h-2Ch |
New X hex
position |
| 2 |
Word |
00h-27h |
New Y hex
position |
|
Action code 03h
(Attack) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Enemy unit number.
The Enemy unit number as found in the
equipment file, the action involves. |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Result?
|
| 1 |
Byte |
? |
Result?
|
| 1 |
Byte |
? |
Result?
|
| 1 |
Byte |
? |
Result?
|
| 1 |
Byte |
? |
Unknown
|
|
Action code 05h
(Mount) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
|
Action code 06h
(Disembark) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
| 2 |
Word |
00h-2Ch |
New X |
| 2 |
Word |
00h-27h |
New Y |
|
Action code 07h
(Embark) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
|
Action code 09h
(Purchase) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
|
Action code 0Ah
(Place) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
00h-2Ch |
New X hex
position |
| 2 |
Word |
00h-27h |
New X hex
position |
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
| 1 |
Byte |
? |
Unknown
|
|
Action code 0Ch
(Replacement) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
|
Action code 0Eh
(Select) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
|
Action code 0Fh (Cancel
move) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
| 1 |
Byte |
? |
Unknown
|
|
Action code 15h
(Sell) |
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 1 |
Byte |
? |
Unknown
|
| 2 |
Word |
0000h-03E7h |
Unit Number. The
unit number as found in the equipment file. |
| 2 |
Word |
00h-0BF4h |
Prestige for unit.
The Prestige you get for the unit. |
Back to top
| Appendix |
|
Countries |
| Country |
00h
=Non 01h =Austria 02h =Belgium 03h =Bulgaria 04h
=Czechoslovakia 05h =Denmark 06h =Finland 07h
=France 08h =Germany 09h =Greece 0Ah 0=USA 0Bh
=Hungary 0Ch =Turkey 0Dh =Italy 0Eh =Netherlands 0Fh
=Norway 10h =Poland 11h =Portugal 12h =Romania 13h
=Spain 14h =Russia 15h =Sweden 16h =Switzerland 17h
=United Kingdom 18h =Yugoslavia 19h =Nationalist 1Ah
=Republican 1Bh =Unused 1Ch =Unused 1Dh
=Unused 1Eh =Unused 1Fh =Unused |
|
|
Leaders |
| Leaders |
01h =Tenacious
Defense -Infantry 02h =Aggressive Maneuver -Tank 03h =Elite
Recon Veteran -Recon 04h =Tank Killer -AntiTank 05h
=Marksman -Artillery 06h =Mechanized Veteran -AD 07h =Skilled
Interceptor -Fighter 08h =Skilled Assault -Bomber 09h
=Aggressive Attack 0Ah =Determined Defense 0Bh =Battlefield
Intelligence 0Ch =First Strike 0Dh =Resilience 0Eh
=Influence 0Fh =Fire Discipline 10h =Liberator 11h =Alpine
Training 12h =All Weather Combat 13h =Forest Camouflage 14h
=Combat Support 15h =Infiltration Tactics 16h =Aggressive
Maneuver 17h =Skilled Reconnaissance 18h =Reconnaissance
Movement 19h =Skilled Ground Attack 1Ah =Street Fighter 1Bh
=Overwhelming Attack 1Ch =Superior Maneuver 1Dh =Extended
Front 1Eh =Ferocious Defender 1Fh =Overwatch 20h
=Devastating Fire 21h =Bridging 22h =Shock
Tactics
|
|
Back to top
|