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- PACIFIC WAR AIRCRAFT HEX-EDITING DATA 5-20-93
-
- PURPOSE: The information provided enables users to change aircraft data
- using DOS Debug. Suggestions are also provided on how to create new aircraft
- and impliment their production.
-
- WARNING: Make backup copies of all files being altered. Use of this infor-
- mation is at your own risk. I assume no responsibility for modifications
- which you make to your files. SSI neither supports nor appreciates
- hex-editing of their program files, so don't ask them for help.
-
- LOCATION OF DATA: Aircraft data is found in the following files:
- SAVE?. OBC41. OBC42. OBSOL. OBPHIL. and OBMARI.
-
- ADDRESSES OF DATA:
-
- A/C NAME
- D ADDRESSES->
- U A
- M R V
- A A A
- N C B I
- U A R I L
- T R E N L A L A C P
- Y O V N O N I B O O START OF
- P L E O A G T L S O AIRCRAFT
- E E R N D E Y E T L NAME
-
- F2A C145 C1A9 C20D C271 C2D5 C339 C39D C401 C466-7 BBDA
- F4F C146 C1AA C20E C272 C2D6 C33A C39E C402 C468-9 BBE8
- F2M C147 C1AB C20F C273 C2D7 C33B C39F C403 C46A-B BBF6
- F4U C148 C1AC C210 C274 C2D8 C33C C3A0 C404 C46C-D BC04
- F6F C149 C1AD C211 C275 C2D9 C33D C3A1 C405 C46E-F BC12
- GLADTR C14A C1AE C212 C276 C2DA C33E C3A2 C406 C470-1 BC20
- FULMAR C14B C1AF C213 C277 C2DB C33F C3A3 C407 C472-3 BC2E
- SEAFIR C14C C1B0 C214 C278 C2DC C340 C3A4 C408 C474-5 BC3A
- SB2U C14D C1B1 C215 C279 C2DD C341 C3A5 C409 C476-7 BC4A
- SBD C14E C1B2 C216 C27A C2DE C342 C3A6 C40A C478-9 BC58
- SB2C C14F C1B3 C217 C27B C2DF C343 C3A7 C40B C47A-B BC66
- TBD C150 C1B4 C218 C27C C2E0 C344 C3A8 C40C C47C-D BC74
- TBF C151 C1B5 C219 C27D C2E1 C345 C3A9 C40D C47E-F BC84
- TBM C152 C1B6 C21A C27E C2E2 C346 C3AA C40E C480-1 BC90
- SWDFSH C153 C1B7 C21B C27F C2E3 C347 C3AB C40F C482-3 BC9E
- ALBCRE C154 C1B8 C21C C280 C2E4 C348 C3AC C410 C484-5 BCAC
- BRRCDA C155 C1B9 C21D C281 C2E5 C349 C3AD C411 C486-7 BCBA
- FIRFLY C156 C1BA C21E C282 C2E6 C34A C3AE C412 C488-9 BCC8
- P-36 C157 C1BB C21F C283 C2E7 C34B C3AF C413 C48A-B BCD6
- P-39 C158 C1BC C220 C284 C2E8 C34C C3B0 C414 C48C-D BCE4
- P-40 C159 C1BD C221 C285 C2E9 C34D C3B1 C415 C48E-F BCF4
- P-38F C15A C1BE C222 C286 C2EA C34E C3B2 C416 C490-1 BD00
- P-38J C15B C1BF C223 C287 C2EB C34F C3B3 C417 C492-3 BD0E
- P-47 C15C C1C0 C224 C288 C2EC C350 C3B4 C418 C494-5 BD1C
- P-51 C15D C1C1 C225 C289 C2ED C351 C3B5 C419 C496-7 BD2A
- * * * * * * * * * * *
- CA-3 C15F C1C3 C227 C28B C2EF C353 C3B7 C41B C49A-B BD46
- CA-12 C160 C1C4 C228 C28C C2F0 C354 C3B8 C41C C49C-D BD54
- HURRI C161 C1C5 C229 C28D C2F1 C355 C3B9 C41D C49E-F BD62
- SPIT C162 C1C6 C22A C28E C2F2 C356 C3BA C41E C4A0-1 BD70
- BEAFTR C163 C1C7 C22B C28F C2F3 C357 C3BB C41F C4A2-3 BD7E
- BLNHM C164 C1C8 C22C C290 C2F4 C358 C3BC C420 C4A4-5 BD8C
- BEFORT C165 C1C9 C22D C291 C2F5 C359 C3BD C421 C4A6-7 BD9A
- WIMPEY C166 C1CA C22E C292 C2F6 C35A C3BE C422 C4A8-9 BDA8
- VLDBST C167 C1CB C22F C293 C2F7 C35B C3BF C423 C4AA-B BDB6
- VNGNCE C168 C1CC C230 C294 C2F8 C35C C3C0 C424 C4AC-D BDC4
- B-18 C169 C1CD C231 C295 C2F9 C35D C3C1 C425 C4AE-F BDD2
- A-20 C16A C1CE C232 C296 C2FA C35E C3C2 C426 C4B0-1 BDE0
- A-26 C16B C1CF C233 C297 C2FB C35F C3C3 C427 C4B2-3 BDEE
- B-25 C16C C1D0 C234 C298 C2FC C360 C3C4 C428 C4B4-5 BDFC
- B-26 C16D C1D1 C235 C299 C2FD C361 C3C5 C429 C4B6-7 BE0A
- B-17 C16E C1D2 C236 C29A C2FE C362 C3C6 C42A C4B8-9 BE18
- B-24 C16F C1D3 C237 C29B C2FF C363 C3C7 C42B C4BA-B BE26
- B-29 C170 C1D4 C238 C29C C300 C364 C3C8 C42C C4BC-D BE34
- SDRLND C171 C1D5 C239 C29D C301 C365 C3C9 C42D C4BE-F BE42
- HUDSON C172 C1D6 C23A C29E C302 C366 C3CA C42E C4C0-1 BE50
- PBY C173 C1D7 C23B C29F C303 C367 C3CB C42F C4C2-3 BE5E
- C-47 C174 C1D8 C23C C2A0 C304 C368 C3CC C430 C4C4-5 BE6C
- DH-84 C175 C1D9 C23D C2A1 C305 C369 C3CD C431 C4C6-7 BE7A
- BLN IF C176 C1DA C23E C2A2 C306 C36A C3CE C432 C4C8-9 BE88
- MOSQTO C177 C1DB C23F C2A3 C307 C36B C3CF C433 C4CA-B BE96
- P-61 C178 C1DC C240 C2A4 C308 C36C C3D0 C434 C4CC-D BEA4
- MARTIN C179 C1DD C241 C2A5 C309 C36D C3D1 C435 C4CE-F BEB2
- * * * * * * * * * * *
- A5M C181 C1E5 C249 C2AD C311 C375 C3D9 C43D C4DE-F BF22
- A6M2 C182 C1E6 C24A C2AE C312 C376 C3DA C43E C4E0-1 BF30
- A6M5 C183 C1E7 C24B C2AF C313 C377 C3DB C43F C4E2-3 BF3E
- A6M8 C184 C1E8 C24C C2B0 C314 C378 C3DC C440 C4E4-5 BF4C
- D3A C185 C1E9 C24D C2B1 C315 C379 C3DD C441 C4E6-7 BF5A
- D4Y C186 C1EA C24E C2B2 C316 C37A C3DE C442 C4E8-9 BF68
- B5N C187 C1EB C24F C2B3 C317 C37B C3DF C443 C4EA-B BF76
- B6N C188 C1EC C250 C2B4 C318 C37C C3E0 C444 C4EC-D BF84
- B7A C189 C1ED C251 C2B5 C319 C37D C3E1 C445 C4EE-F BF92
- KI27 C18A C1EE C252 C2B6 C31A C37E C3E2 C446 C4F0-1 BFA0
- KI43I C18B C1EF C253 C2B7 C31B C37F C3E3 C447 C4F2-3 BFAE
- KI44 C18C C1F0 C254 C2B8 C31C C380 C3E4 C448 C4F4-5 BFBC
- KI61 C18D C1F1 C255 C2B9 C31D C381 C3E5 C449 C4F6-7 BFCA
- KI84 C18E C1F2 C256 C2BA C31E C382 C3E6 C44A C4F8-9 BFD8
- NIK2 C18F C1F3 C257 C2BB C31F C383 C3E7 C44B C4FA-B BFE6
- J2M C190 C1F4 C258 C2BC C320 C384 C3E8 C44C C4FC-D BFF4
- KI45 C191 C1F5 C259 C2BD C321 C385 C3E9 C44D C4FE-F C002
- J1N1 C192 C1F6 C25A C2BE C322 C386 C3EA C44E C500-1 C010
- KI102 C193 C1F7 C25B C2BF C323 C387 C3EB C44F C502-3 C01E
- KI43II C194 C1F8 C25C C2C0 C324 C388 C3EC C450 C504-5 C02C
- KI32 C195 C1F9 C25D C2C1 C325 C389 C3ED C451 C506-7 C03A
- KI51 C196 C1FA C25E C2C2 C326 C38A C3EE C452 C508-9 C048
- KI48 C197 C1FB C25F C2C3 C327 C38B C3EF C453 C50A-B C056
- KI21 C198 C1FC C260 C2C4 C328 C38C C3F0 C454 C50C-D C064
- KI49 C199 C1FD C261 C2C5 C329 C38D C3F1 C455 C50E-F C072
- KI67 C19A C1FE C262 C2C6 C32A C38E C3F2 C456 C510-1 C080
- G3M C19B C1FF C263 C2C7 C32B C38F C3F3 C457 C512-3 C08E
- G4M C19C C200 C264 C2C8 C32C C390 C3F4 C458 C514-5 C09C
- P1Y C19D C201 C265 C2C9 C32D C391 C3F5 C459 C516-7 C0AA
- * * * * * * * * * * *
- KI46 C1A2 C206 C26A C2CE C332 C396 C3FA C45E C520-1 C0F0
- H6K C1A3 C207 C26B C2CF C333 C397 C3FB C45F C522-3 C0FE
- H8K C1A4 C208 C26C C2D0 C334 C398 C3FC C460 C524-5 C10C
- KI54 C1A5 C209 C26D C2D1 C335 C399 C3FD C461 C526-7 C11A
- KI57 C1A6 C210 C26E C2D2 C336 C39A C3FE C462 C528-9 C128
-
- DEFINITION OF DATA:
-
- ROLE: (IN HEX) 00 FIGHTER
- 01 FIGHTER-BOMBER
- 02 DIVE-BOMBER PLUG THESE VALUES INTO LISTED
- 03 TORPEDO-BOMBER ADDRESS TO CHANGE A/C ROLES
- 04 TACTICAL BOMBER
- 05 HEAVY BOMBER
- 06 TRANSPORT
- 07 PATROL
-
- MANUEVER
- CANNON
- LOAD CONVERT DESIRED VALUE INTO HEX AND PLUG IT INTO
- RANGE CORRESPONDING ADDRESS
- DURABILITY
- COST
-
- AVAILABILITY: VALUES IN THESE LOCATIONS (AFTER BEING CONVERTED TO DECIMAL)
- ARE THE NUMBER OF WEEKS FROM JANUARY 1, 1942
- BEFORE THE AIRCRAFT IS AVAILABLE FOR PRODUCTION.
- EXAMPLE: P-51 AVAILABILTY ADDRESS C3B5 HAS A VALUE OF 84
- WHICH IS 130 DECIMAL. 130 WEEKS DIVIDED BY 52 = 2 YEARS
- 26 WEEKS FROM JAN '42 MAKES THE P-51 AVAILABLE IN JUNE '44.
-
- A VALUE OF 00 INDICATES A/C IS AVAILABLE IN DECEMBER '41.
-
-
- POOL: INDICATES NUMBER OF AIRCRAFT REPLACEMENTS AVAILABLE. ANNOTATION
- INDICATES TWO ADDRESSES IN HIGH BIT - LOW BIT FORMAT ie IN OBC41.
- THE F2A STARTS WITH 200 AIRCRAFT IN RESERVE. ADDRESS C466 AND C467
- READ C8 00 RESPECTIVILY. REVERSE THE ORDER AND PUT TOGETHER TO READ
- 00C8 OR 200.
-
- HOW TO EDIT USING DEBUG:
-
- 1. I do not recommend editing the order of battle files, so if you want to
- edit data, start the scenario you want to play with the BOTH HUMAN option
- and saveA (or whatever save letter you want). Perform desired editing and
- start saved gamed playing whatever side you want. For the following examples
- I assume you have utilised saveA.
-
- 2. Ensure DEBUG is in the currently path or copy DEBUG.EXE directly into
- your Pacific War directory.
-
- 3. Go into your Pacific War directory and type debug saveA <return>
- at the > prompt. You'll get a new prompt ( - ) confirming you are in DEBUG.
-
- 4. Determine the address of the data you wish to change from the table above
- and type e followed by the address at the - prompt and <return>. The address
- and the current byte value will be displayed. (looks like XXXX:yyyy zz. where
- XXXX can be ignored, yyyy is the address, and zz. is the hex value at that
- address) Type in the new byte value you want following the period (.)
- and <return>.
-
- 5. At the - prompt, type w <return> to save the new value to your saveA file.
-
- 6. Type quit and <return> to get out of debug.
-
- 7. See your DOS manual for a more detailed explanation of the use of DEBUG.
-
- EXAMPLE: You want to decrease the range of the G4M Betty from 9 to 6 so that
- units so equipped will only attack targets within range of escorting A6M2
- Zero fighters (which have a range of 6). The table shows that the byte
- controlling the G4M range is C32C. The editing process could look like
- this:
-
- c:>path=c:\dos <return>
- c:>cd\PACWAR <return>
- c:PACWAR>
- c:PACWAR>debug savea <return> (start debug)
- -e c32c <return> (tells debug to edit HEX c32c)
- 0A82:C32C 09. (type 06, the new range, following the 09. so the whole
- line will look like: 0A82:C32C 09.06 and <return>)
- -w <return> (tells debug to saves edit to disk)
- WRITING XXXX BYTES (this is displayed as debug writes the new data to disk)
- -quit <return> (if you want to get out of debug)
- c:PACWAR> (debug returns you to your PW directory)
-
- Clear as mud, eh? Note that multiple edit (e) commands can be performed
- before saving (w). And of course all values must be in hex.
-
-
- CREATING NEW AIRCRAFT
-
- A limited number of new aircraft types can be created by editing not only the
- performance data but also by editing the existing aircraft name into a new
- aircraft name and by coverting existing factories to this new type. The
- reason the number is limited is because the process requires using existing
- aircraft "space" in the data array. Using the"space" eliminates the existing
- aircraft, so one must be sure that no aircraft data and name being edited are
- currently in use. If they are, they will become the new aircraft. Example:
- You want to bring the F8F Bearcat into production. If you edit the FM2 Wildcat
- data to that of the F8F, all FM2 units instantly become F8F's.
-
- This is further complicated by the program's automatic upgrading of air units
- and factories. If you choose to use the F2A Buffalo "space" for the F8F, the
- program will automatically "upgrade" the factories and the air units
- to F4F Wildcats. Of course, if you are using ALT-N with version 1.x10 or 1.1
- you don't have to contend with this. On the other hand, it means you have to
- have human control of the other sides factories, too.
-
- The way around this is only to use what I call dead-end aircraft types
- for conversion. These are the aircraft factories and types which the
- program will not upgrade. There are plenty to use for the Allies. The
- Japanese are much more limited. These are most of the dead-end aircraft types
- I have found and would consider using:
-
- ALLIED JAPANESE
-
- Blenheim IF Ki-43 II
- B18 J1N1
- Martin 139 Ki-51 *Indicates can be used
- Ca-12 Ki-57 for carrier-based a/c
- Vildebeast B6N*~
- FM2* A6M5*~ ~Indicates dependent on
- Barracuda* Ki-61~ factory location
- Firefly*
- Seafire*
- Spitfire
-
- Of course, high performance late-war aircraft which are the end product of
- continued factory upgrade (P-38J, P-47, P-51, Ki-84, Ki-102, B7A, etc) could
- be used, but implimentation would be unrealistic because of their being in use.
- IMPORTANT: only existing carrier-based aircraft can be used to make new
- carrier planes. Whether a plane can be carrier-based seems to be controlled
- by its position in the Data Array. Note the first 18 Allied a/c types and the
- first 9 Japanese aircraft types are CV-based.
-
- Also note that I haven't figured out how to change the plane symbology yet.
- Thus if you make a new fighter using a bomber's space in the array the game
- symbology will look like the bomber you replaced (remember the a/c role is
- what controls how a unit acts)
-
- PROCESS SUMMARY:
- 1. Determine which dead-end plane you are going to edit over. Make sure
- none are currently assigned to existing air units and no factories are
- producing them. New CV based A/C must use CV type dead-end palnes.
- 2. Calculate performance data of the new a/c and convert to hex.
- 3. Edit over the existing a/c's name with the new a/c's name.
- 4. Zero out the old a/c's pool (no cheating by coverting old into new)
- 5. Edit the new planes data over the old data. (if you want to put a/c into
- immediate production, set availability value to 00)
- 6. Go back into the game and convert existing factories to the new type, wait
- for the tool-up delay, and when production starts and the pool builds, convert
- existing units to the new type.
-
-
- OVERWRITING OLD AIRCRAFT NAMES:
-
- This is real easy if you are using a hex-editor like Norton DISKEDIT (just use
- the FIND command), but can be done with a little effort using DEBUG. To the
- right of the the POOL address in the a/c data, I have listed the 1st byte of
- the aircraft's name. Start debug normally for the file you are altering and
- at the - prompt type d XXXX <return> where XXXX is the listed 1st name byte
- address. You will see a dump of the file showing the hex values and the ascii
- symbology you can read to the right. Determine each old name letters' hex
- address, covert the new names letters to hex and use the "e" command to edit
- the file as described above.
-
- Example: Edit FM2 Wildcat to F8F Bearcat
-
- c:pacwar>debug savea <return>
- -d BBF6 <return> (the following will be displayed:
-
- XXXX:BBF0 46 4d - 32 20 57 69 6c 64 63 61 cat.".FM2 Wildca
- XXXX:BC00 74 00 fc 16 46 34 55 20 - 43 6f 72 73 61 69 72 00 t.".F4U Corsair.
-
- use the 'e' command to edit each individual byte of "FM2 Wildcat" After
- enter the the first replacement value, use <space bar> instead of <return>
- and DEBUG will move you to the next byte to edit. What you will end up with
- will look like this:
- -e BBF6 <return>
- XXXX:BBF6 46.46 4d.38 32.46 20.20 57.42 69.65 6c.61 64.72 63.63 61.61
- XXXX:BBc0 74.74 <return>
-
- Be sure to save with "w". Use the dump "d" to see the results:
- -d bbf6
- XXXX:BBf0 46 38 - 46 20 42 65 61 72 63 61 cat.".F8F Bearca
- XXXX:BC00 74 00 FC 16 46 34 55 20 - 43 6F 72 73 61 69 72 00 t.".F4U Corsair.
-
- This example was easy because the name lengths are the same. If the name you
- put in is shorter, you have to add filler. The first filler after the a/c
- name is 00. The filler prior to the next name is 16 (hex). For in-between,
- work backwords from the 16, filling back up to the 00 with whatever is needed.
- What is used for "what is needed?" The longest filler I spotted was following
- Hudson 00 15 a4 0f f9 fc 16. Note the 00 and the 16. And of course, the
- name use cannot be longer than 14 characters, in which case no filler would
- be needed. Also note that spaces between word in the name are always 20 (Hex)
-
- After doing the name, the role, manuever, cannon, load, etc is easy - just
- edit the addresses in the table for the FM2. How 'hot' you decide to make
- the planes is up to you.
-
- My rationale for making changes to the aircraft data array was to make the
- wargame more historical and to give the player more latitude regarding
- actual a/c use and to add new planes for extended wars. For example:
-
- ROLE - The Ki-32 and Ki-51 were designed to be operated from forward airfields
- in support of Army operations. As TAC-BOMBERS they are limited to level 4
- fields -scarce in China. So change their role to 02 (dive-bomber) and they
- can operate out of the small fields. Think that aircraft losses are unreal-
- istically high? Change all fighters (00) to fighter-bombers (01) and cut out
- that extra post-escort fighter sweep. Think that the Beaufighter should have
- been used as a night-fighter like it was in Europe? Change it to a fighter
- and put on night ops.
-
- MANUEVERABILITY - This is an area of great subjectivity, but I feel many
- planes are over or under-rated. For example, the KI-84 was as fast as a P-51
- and more manueverable, I rate it 24. All the A6m and Ki-43 types are too
- close to the better-late war aircraft, so I lower them 1. The F4U is almost
- as fast as a P-47 and definately more manueverable, so rate it a 23 also.
- I could go on, but you see my rational.
-
- CANNON - Upgrade the Ki-44 and Ki-61 to 12 in September 1943 to show actual
- improvements in armanents. Drop the P-39 to 8 to show that the 37mm didn't
- work. Drop the the P-51 to 8 during 1944 to represent the P-51B actually
- used.
-
- LOAD - The Ki-44 wasn't designed to carry bombs: load=00. Tired of Zero's
- attacking TF's only to get blasted by AA while strafing, sling a 250 kg bomb
- (load=06) onto give them a reason for dying.
-
- RANGE - A real problem in PACWAR. Tired of G4M's getting mauled by U.S. CAP
- because they attack without escort? Reduce their range to 4-6, depending on
- the primary escort fighter range. I know, then you cannot attack shipping at
- Guadalcanal from Rabaul like was historically done. It's a compromise until
- Gary changes the .EXE file (if he does). Likewise, maybe the B-25 should
- have a range of 6 so it can attack shipping at Rabaul from Dobodura (Buna)
- like what happened in October 1943. And it is frustrating not to have a CAP
- only command to stop wasteful offensive operations, chopping the range of
- certain planes to 1 can simulate it. Enable the Japanese to use their
- superior CV a/c range by cutting the SBD range to 02 (and it really couldn't
- carry a 1000 lb bomb even that far!).
-
- DURABILITY - Really inaccurate to have the in-line engined P-51 be rated at
- 33 while the heavier and radial-engined F6F and F4U at rated at 26 and 27.
- Drop the P-51 to 28 and increase the F6F and F4U to 30 and 31. The Spitfire
- should also be dropped to 24 and many of the late-war Japanese planes should
- be raised by 4-6 points depending on one's interpretations.
-
- AVAILABILITY - Test some what-if's about better planning by the Japanese.
-
- COST - Help make a shortage of Allied aircraft like there really was. It's
- hard to imagine General Kenney begging for planes based on this game.
- Doubling allied aircraft costs works about right, but does seem rather harsh.
- Compromise: Increase P-38's to 6, all other allied a/c by 1.
-
- These are just a few of the changes I feel make the game more realistic.
- And adding the F7F, F8F, AD-1, P-80, J7W, Kikka, and the Nakajima G10n1
- Fugaku (6 engine heavy bomber designed to bomb the U.S. from Japan) is
- a lot of fun and more realistic in the 1945-1948 time frame.
-
- Let me know of any corrections or new information. I am assembling more
- information which allows editing ALL information in PACWAR - even the
- stuff PWREPORT doesn't allow one to edit. My goal is to produce a 1930's war
- scenario. If anyone is interested or has any suggestions, please let me know.
-
- If anyone would like me to edit a save file for them, I'm willing to help.
- (yeah, I'll make the Shinano and her sister Kii available in 1942 and put
- 100 points of oil resources in Kyushu so you don't have that nagging oil
- shortage problem, and CV-based Kikkas, but no I haven't got any Japanese
- A-bombs, <g>)
-
- Nicholas Bell
- 72162,1667
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