            Eye of the Beholder II - The Legend of Darkmoon

                              Cheat Sheet

           by the Silver Rainmaker (mloux@rm42.ucc.uconn.edu)
 
    This information contained below will tell you how you can modify
your characters through the use of binary manipulation. It will NOT tell
you how to win the game, nor is it a hint file. If hints are desired,
email me at mloux@rm42.ucc.uconn.edu or buy the hint book.
  
     Also, take note:  The details within this document have been tested
and found valid on IBM/MS-DOS compatible machines ONLY!  I cannot vouch
for the validity of these notes on any other type of machine.  Those of
you with other machines (Amiga, Mac, etc.) are welcome to try it, but
don't come crying to me if it doesn't work.
  
     Now, in Eye of the Beholder I, there was one save file and one
only.  Now I am pretty sure the info contained herein WILL work on Eye
of the Beholder I save files, in fact it was another cheat file like
this one that made me try it on Eye II, but I say again, no promises.
At any rate, in Eye of the Beholder II, there are several slots in which
you can save your game, each with so many characters in which you can
give it an individual name.  At any rate, where in Eye I there was one
save file, named EOBDATA.SAV, there are several in Eye II, one for each
save slot, to be exact.  These files have the names EOBDATAx.SAV, where
x is a number 0 through 6, I believe.  At any rate, the number on the
end corresponds to the distance from the top slot in the game. Therefore
the highest up will be EOBDATA0.SAV, the next one EOBDATA1.SAV, and so
on, until the last one.
  
     Therefore, you must figure out which file contains the data you
want to alter, and then make a backup copy of it.  You don't have to,
but if you mess up, and there is no data to restore, then you're stuck
with it.  I thought I would warn you in advance, so you don't do
anything stupid.  Now, you can either edit the backup file or the save
file, it doesn't really matter. I edit my save file directly, namely
because it saves time.  If you edit the backup file, then you have to
rename the original save file to a backup, then copy the backup file to
the save file original name (Eye II WON'T know to look for BOB.SAV),
then run Eye II.  It's easier to just edit the save file directly,
copying from the backup file in case you screw up.  You might want to
make several backup files, at different stages of the editing spree, in
case you only want to back up one small step, rather than start over
again.  But you should be able to figure out this stuff from common
sense, so I will get to the point.

     Now, you will need a hex editor of some kind.  I use Diskedit
myself, because it's nice and easy to use, and it supports a mouse.  Oh
yes, DISKEDIT is a part of Norton Utilities, and the version I use is
6.01.  Very nice, but I am sure PC tools has something as well, and
there are probably half a million editors out there in shareware land or
by less known companies.  Any recommendations should be sent to
mloux@rm42.ucc.uconn.edu for newer versions of this text file.

     OK, let's start fiddling.  Execute your editor and open the file in
question.  With most hex editors, there will be a series of two-digit
hex codes to the left, and the ASCII equivalent to the right.  It should
look vaguely like the following:
 
 3D 3D 3E 45 61 74 20 6D  - 65 3C 3D 3D 00 00 00 00   ==>Eat me<==....
 00 00 00 00 00 01 49 72  - 6F 6E 41 73 73 00 00 00   ......IronAss...
 00 13 13 64 64 12 12 12  - 12 11 11 13 13 10 10 7F   ...dd..........
 00 7F 00 FF 00 06 00 02  - 19 35 09 00 00 C4 EF 03   ........5......
 00 88 0D 01 00 88 0D 01  - 00 64 1E 87 79 00 00 00   .........d..y...
 00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................
 00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................
 00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................
 00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................
 00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................
 00 00 00 00 00 00 00 00  - 00 00 00 00 00 00 00 00   ................
 
     Now, notice that most of the characters that are represented by hex
numbers other than 00 do not show up.  No need to really worry about
that.  As long as they are there on the hex side, you're ok.
  
     First of all, notice the first line.  This represents roughly the
title that appears in the save slot.  This will most likely be in all
capitals (I have already done some editing with this file, as you will
see).  Eye II automatically throws everything in caps, so the only way
to get them otherwise is to do it yourself here.
  
     I will stress now that you want to do most of your editing on the
hex side.  Hopefully your editor allows you to edit in either hex or
decimal areas.  For names and such you can edit on the text side, but
for the most part you want to play with the hex numbers.
 
     After the name, on the second line you will see the name of your
first character (that is, the character in the upper left hand corner of
your six.  The next character would be in the upper right hand corner,
then the center ones, left to right, and finally the bottom ones, left
to right).  This always starts with the hex character 01, so leave the
character to the left of the name alone.  Now, the name can take up 11
spaces, although I have never tested that.  It might be wise to leave a
byte free between the name and the abilities, which come next.  You can
type in the name any way you want, but make sure the characters not
taken up by the name are left as 00.
  
     Next come the abilities of your character, in the order Strength,
Percentage, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
These all take up two bytes apiece, and I assume the first byte is
current score, and the second byte is maximum score.  Whatever the case,
make sure they are the same.  The numbers are in hex, so an 18 would be
represented by 12, 19 by 13, and so on.  Don't edit in the text side
here, because you are dealing with byte values, not actual numbers. You
won't see an 18 in the text, just the character with the value 18d or
12h (a control character in ASCII.  19d, or 13h, is the Carriage
Return).  Oh, by the way, the percentage is also in hex, but since 2 hex
digits will give you a number as large as 255, you can represent
anything from 1 to 100.  So, 64h is the equivalent of 100d.  Might as
well jack them all of the way up if you're going to cheat.  Now, this
only works for fighters.  If you do this to a mage, the game will ignore
it.

     The abilities all take up 14 bytes right after the name. Next is
the hit point value, also in hex, a null byte (00), and then the hit
point value again, followed by another null byte (00).  Once again, I'm
guessing, but I think you have current hit points followed by maximum
hit points (for injuries and such). Note the null byte following each.
I assume so this is in case you reach a hit point total of 256 or
higher, which could be feasable in Eye of the Beholder III.  What will
happen is the second byte, now null, will be used as the higher byte,
much the way you add a 1 to the left end of a number, like when 99 goes
to 100.  More on this later, when we deal with the experience.

     Next, there are two bytes, one that might be high up, like FC or
so, followed by one that should be null (00).  I don't know what
function these perform, but they seem to be way up there for NPC's and
low for your generated characters.
  
     Next is a series of four bytes that are useful only if you really
want to completely change your character:

     The first byte is the Race and Sex, with even numbers being male,
and odd being female.  Thus, 00 and 01 are human male and human female,
respectively.  Likewise, the elves take up 02 and 03, the half-elves
have 04 and 05, the dwarves 06 and 07, the gnomes 08 and 09, and the
halflings finish it off with 0A and 0B.

     The next byte following that is pretty important.  It states the
class of your character.  I don't know all of them, but I have deduced
that 00 is fighter, 01 ranger, 02 paladin, 03 mage, 04 cleric, and 05 is
thief.  The multi-classed also have a single digit, with 06 going to
fighter/cleric, 07 fighter/thief, and so on.  I don't know all of them,
but Amber, the mage/thief on the priets level, is 0A.  So you should be
able to deduce the rest through experimenting, and I will most likely
have more complete results in the next version of this file.

     The next byte is the alignment of the character, with 00 as lawful
good, 01 neutral good, 02 chaotic good, and so on, ending up with 08 as
chaotic evil.
  
     The next byte you really shouldn't tangle with unless you want to
change the character's appearance.  This byte selects the portrait used
on the screen.  I don't know which is which, but each portrait probably
has its own two-digit hex code.  Try different numbers and see what you
come up with (hell, you might come up with the head of a monster!).  I
do know that the NPC's all have portrait numbers high up, around FE and
FF or so.  Most likely the character portraits are all down in the 00 to
30 range.

     The byte after that doesn't seem to do much, at least not that I
can figure out, so I leave it alone.
  
     The next three bytes detail the character's level.  You probably
don't want to toy with these, as they will only be temporary (once the
experience points reach the turning point of a certain level, they will
put the character in that level, even if the level byte says he's three
levels higher).  Each byte represents the level in hex.  Most characters
will only have one of the three bytes used, unless they are
multi-classed (yeah, one for each class, as three classes is the max you
can have).

     Then after those three bytes is the experience for each class,
which takes up four bytes apiece.  Now, this is where it gets really
tricky.  The best way to compute these guys is to have a really good
knowledge of hex, or to use a calculator that can readily convert
between hex and decimal.  I use an HP 28S myself.
  
     Now, this is tough.  Take the four bytes, let's use an example from
one of my files.  Calandra (not shown above in the sample text) has an
experience value here of C4 1E 05 00.  Now, the right most byte is the
highest byte.  To figure out the decimal value, feed in the hex value
byte by byte, starting with the right.  So, you would punch 00 05 1E C4
into your hex calculator (in hex mode, silly) and convert to decimal.
This will result in Calandra having an experience point value of 335,556
experience points, putting her at level 9.  Now, if you want to have
Calandra go up a level, the best thing to do is not to give her enough
points to make her level 10.  Rather, you want to put her at just ONE
point below the next level, that way when she kills a monster next (or
anyone in the party does), she will gain enough to go up automatically.
That way her hit points are updated, as well as the levels, in the save
file.  Otherwise, you will confuse the program, and while you may have
enough experience, you will probably not get a level increase, because
the actual point boundary was never CROSSED, but avoided entirely.  I
really hope I am making sense.
  
     Now, to make Calandra 10th level, let's bump her up to one point
below 10th level boundaries, which are 500,000 for a fighter.  So, punch
in 499,999 in decimal to your calculator, and convert to hex, which
should give you the value of 00 07 A1 1F. You would then go to the hex
codes (on the left side, of course) and punch them in backwards: 1F A1
07 00.  Note that you are not punching in the ENTIRE number in reverse,
just the bytes.  So if you punched in F1 1A 70 00, you would completly
screw your character up.  In fact, you might find the experience point
value drastically different than what you intended.  Just thought you
should know.  That is what makes it so tricky.  Note that the fourth
digit will probably be unused, unless you have a very high experience
level.  This will most likely be used in Eye of the Beholder III, when
you will probably be level 15 or higher.  Or, because the numbers are
exponential, you might not see it until Eye IV or so (assuming they make
an Eye III and IV.  They are BETTER).

     For those of you who do not have hex calculators, there is a way to
figure out what you want, but it's pretty tricky.  Each hex digit in a
number, like a decimal number, is nothing more than a digit from 0 to 10
(including A through F in hex) multiplied by a power.  For example,
using decimal, 1 is actually 1 times 10 to the power of 0 (which is 1).
10 is actually 1 times 10 to the power of 1 (10) added to 0 times 10 to
the power of 0 (1), resulting in 10.  Therefore, 15 would be 1 times 10
to the power of 1, plus 5 times 10 to the power of 0, resulting in 10 +
5, or 15.  Simple, right?  One hopes so (not only will I tell you how to
cheat at your game, I will have given an introductory course in hex
math.  Wild).

     Now the principle is the same with hex, only you use sixteen as the
base, rather than 10.  So, 01 is 1 times sixteen (or 10 in hex) to the
power of 0 (still 1), 10 is 1 times sixteen to the power of 1 (sixteen)
plus 0 times sixteen to the power of 0, resulting in sixteen (which is
hex 10).  Likewise, 01 00 is two- hundred fifty-six, 10 00 is four
thousand, ninety-six, 01 00 00 is sixty-five thousand, five hundred
thirty-six (I am spelling them out so you won't get the humber systems
confused), and so on.  You will notice that these numbers tend to
resemble computer values in disk or memory size.  That should make
sense.
  
     At any rate, to figure out the value of Calandra's experience, we
would take the number shown in the file, C4 1E 05 00, write it backwards
(sort of), 00 05 1E C4, and then convert it.  00 can be discarded, as
can the first 0 in the next byte. That leaves us with 5 times 16 to the
power of 4 (65536d), plus 1 times 16 to the power of 3 (4096d), plus E
(14d) times 16 to the power of 2 (256d), plus C (12d) times 16 to the
power of 1 (16d), plus 4, which should result in what we had up above,
335,556.  It is a hell of a lot more tedious, and converting back is an
even bigger pain, but if ya have to....

     That covers the experience part.  The rest iis shaky, but I do know
that there is a great deal of space between the abilities, and the
physical posessions on a character.  I can only assume that each item
has it's own two-digit hex code, and the location in the file pertains
to the location on the character's person.  Now obviously there are some
places that will not accept certain items (putting boots on as armor,
and the like), so if you mess with those, you could cause certain items
to disappear.  At any rate, I plan to experiment with that next, and see
what happens.  What I will need to to is compile a list of items and
their respective hex codes, and then list the places in order on the
file.  Most likely they progress logically in the file, much the same as
the characters do.  It's easier on the programmers to promote order,
especially when it comes to debugging.
  
     And finally, there must be a location section, that states where
the characters are in the dungeon, what level, what square, what doors
are open, what monsters have been killed, do they have the mark of
darkmoon, do they have the pieces of talon, have they trapped the
medusas, what doors are open, etc etc etc.  Because this stuff is all
incomplete, I plan to do more research at a later date.  For now, I will
be content with what I have here, and hopefully you all will too.
 
     Any questions, comments, money (just kidding), can be sent to
mloux@rm42.ucc.uconn.edu or INFOSY11@UCONNVM (bitnet).  Or you can write
me at:
 
     Michael J. Loux, Jr.
     46 Tracy Rd.
     Canterbury, CT, 06331
     phone number (203)-546-6395.  
     Work phone (203)-486-1406.  You'll probably get voice mail.
 
     That's it!  I hope this helps you all out!  I enjoyed delving into
the guts of this game, and will probably do so for other games in the
future, now that I know how...
 
                                   -Mike
 
P.S.  I always enjoy feedback, so email me, even if you didn't find this
useful!  I'm always fond of correspondence or conversation, or just
plain hint-swapping.  Like I said before, I DO have a ton of hints, and
am considering writing a hint file for EOB II.  If I get enough requests
for it, I will most likely do so. Take care, and stay cool.

--<eof>

