
EYE OF THE BEHOLDER ][ SAVE GAME FORMAT
 

The game is a little old, EOB 3 being out and everything, but I thought 
I'd release this document anyway. There must still be some people stuck 
or still playing the second one!

First of all, backup the save game that you are going to modify. If you 
make a mistake it is often hard to track where you made the error so a 
backup is always a good idea.

You'll need to have a basic knowledge of a hex editor, one that I find 
the best is the Xtree Gold Hex editor. Much of editing the save game 
will be trial and error. I can't tell you specifically where certain 
things can be found that you might like to change because it simply 
isn't the same every time, you'll just have to experiment.

The save games for Eye of the Beholder 2 each take up one file 
eg: eobdata0.sav for the first save game. So if you wanted to edit the 
first save game, load eobdata0.sav into your hex editor.

Each heading is in order of where it appears in a save game....


                           -=<> Predator <>=-
                                05/07/93

Statistics
----------

Immediately following each of the characters names are the statistics 
such as Strength, Intelligence, Dexterity, etc. These can be modified 
when you create your characters, so there is no real need to edit them. 
The only reason to is if you have lost points for some reason or if you 
want to raise your hitpoints to level much higher than your level 
allows. Each statistic has two bytes, one for the current ability (if 
it has been temporarily altered by spells, etc), and the other for the 
usual value. 18 (the maximum), is the byte 12 in hex, so modify all of 
the stats so that they read 12. You can also try 13 which will give you 
19 in your abilities but this may sometimes give unpredictable results. 
If your character is a fighter (or multi-classed fighter), the strength 
statistic will also have two more bytes for the percentage strength. 
Changing these to 64 hex (100 decimal) will give you 100 percentage 
strength.

Hit Points
----------
Following the ability statistics is the characters hitpoints. This has 
two bytes, one for the characters presently maximum hit points, and the 
other for the current hit points (if the character has been hit, etc). I 
think the first one is the maximum, though aren't too sure. It doesn't 
really matter anyway, just change both to EF hex and you will have 239 
hit points out of 239. You can raise it to FF (255 hp) but it will cause 
unpredictable results if you then go up a level and gain more 
hit-points.

Faces and levels
----------------
About a line from the statistics and hit-points, there are a series of 
three bytes which determine the face of the character (that appears in
the game), and the current level of the character. The value of the 
bytes might be around 04 5F 07 when you first begin the game.

   04         5F       07
1st byte  2nd byte  3rd byte

The first byte is the face that will appear for the character. Modifying 
this will change what the character looks like during the game. Values 
for this range from 00 up to 35. Values 00 up to 19 are for male 
characters, values 1A to around 29 are for female characters, and around 
2A to 34 are for NPC characters (which you usually can't have as a face, 
but can if you edit them). Changing this byte to 35 will give you no 
face at all, just a blank window. If you were wondering, YES, you can 
have a male face for a female character or vise-versa, though why you 
would want to I don't know! Here are some of the faces that I think look 
the best, you can try experimenting with other values if you like for 
the other faces...

Male faces:
01 - Old guy with white beard
02 - Youngish man with blonde hair, blue hood
04 - Male Elf with black beard (looks good)
06 - Mage with long white beard, looks a bit like Gandalf!
07 - Scruffy haired fighter or thief
0B - Cleric fighter. Black hair, black moustache

Female faces:
1D - Elf with long red hair
1E - Fighter with eye patch, long brown hair
23 - Blonde haired human

NPC faces:
2D - Knight with helmet, red plume
2E - Female Elf with long blone hair
2F - Female Mage with long blonde hair
32 - Dwarf with horned helmet

I am unsure what the second byte does, it seems to be the same in all of 
my characters but different in other people's parties (but still the 
same for each character), changing it appears to have no effect. You 
should probably just leave it alone, unless you are really eager to find 
out what it does!

The third byte in the series controls what level your character is on. 
Boosting this up to around 12 (0C hex) is about all that you will need. 
If the character is multi-classed, following the first byte will be the 
levels for the other classes. You can change these to raise the level of 
the characters other classes.

Experience points
-----------------
Shortly following the faces and levels is the amount of experience 
points. This value takes up three bytes. It is in reverse order so if 
the character had 69016 XP (10 0D 98 in hex), the three bytes would
be 98 0D 01 (hex). It is not essential that you modify the XP when you 
modify your character's level, though is probably recommended (eg: for 
when you go up another level in the game it may cause unpredicatable 
results).

Items
-----

This will probably be the most useful thing that you can play with and 
will allow you to give your characters whatever items that they might 
get during the game. The items are several lines after the name, 
experience, statistics, etc and after a few meaningless bytes. 

Items take the form of two bytes: a major item signfier (which can be 
any hex value) and a secondary signifier which is usually low (00 or 
01). The major signifier specifies which object it is and I'm not too 
sure what the secondary signifier is, it might effect how much of the 
object you have, or how much left, etc. The secondary signifier will 
usually be pretty low (00 or 01) and 1F 00 will be a different object
to 1F 01 (so the secondary signifier can also effect the type of 
object). Places where there is no current object is filled with nothing 
characters (00 hex). There are duplicates of many of the objects and 
many of them are duds, or things that crash the game. If the game 
crashes while playing with the object, try editing it out and placing it 
somewhere else. If it still continues to crash, the object is probably 
not a proper one. Objects are in the following order: main hand, 
secondary hand, 14 backpack items (which go from left to right from the 
top right down to the bottom) and then the items which can be placed on 
your body, eg: armour, boots, helmets, daggers, etc. The best way to 
create an object is to edit over another one, OR place it in your 
backpack and then place it on the appropriate part of your body. Trying 
to place a helmet directly into the helmet space is very time consuming 
and there is no real need when you can just move it there from your 
backpack anyway. 

Here is a list of the major items of the game with a secondary byte of 
01 and useful things and equipment. It is by no means a complete list 
(because I haven't got all month to find out and copy down all of the 
objects!), but it should be useful. If you are after a item that isn't 
listed, experiment, you can only crash the game after all :-)!

Some of these items may need to be identified to see what value they are 
exactly.....

Armour items:

B2 01 - Chain mail +1
B3 01 - Shield +1
45 01 - Shield (blue)
1F 01 - Golden Plate mail +3
43 01 - Banded armour
47 01 - Dark elf helmet
49 01 - Bracers of protection +3
70 01 - Drow shield +3
44 01 - Drow boots
46 01 - Plate mail

Miscellaneous:

B5 01 - Iron rations
B8 01 - Khelben's coin
1E 01 - Paladin's holy symbol
20 01 - Mage spell-book
C3 01 - Cleric's symbol
22 01 - Magic dust
4A 01 - Amulet
4B 01 - Glass sphere (are several more too - casts a fireball)
01 01 - Blue gem
02 01 - Green gem
03 01 - Red gem
04 01 - Tropelet Seed (are several more)
AB 01 - Crimson Ring?? (stuffs up game sometimes)
24 01 - Complete set of elf bones (can raise them to gain NPC)
31 01 - Mantis idol

Wands:

16 01 - Wand of magic missile
29 01 - Wand of lightning bolt

Magical Scrolls:

00 01 - Mage scroll of improved identify
5A 01 - Mage scroll of disintergrate
74 01 - Mage scroll of fireball
15 01 - Mage scroll of lightning
19 01 - Cleric scroll of raise dead
25 01 - Mage scroll of invisibility
2C 01 - Mage scroll of blur
2D 01 - Mage scroll of dispel magic

Potions:

B6 01 - Potion of extra healing
34 01 - Potion of cure potion
13 01 - Potion of vitality

Keys:

5B 01 - Darkmoon key #1
5C 01 - Darkmoon key #2
5D 01 - Darkmoon key #3
5E 01 - Darkmoon key #4

17 01 - Copper key
2F 01 - Copper key (different)
32 01 - Copper key (different again)
2B 01 - Mantis key

Common weapons:

75 01 - Mace
B4 01 - Longsword
C5 00 - Other long sword
10 01 - Two handed sword
6A 01 - Staff
6B 01 - Dagger
4F 01 - Arrow
C0 01 - Shield
21 01 - Lock picks
28 01 - Axe
35 01 - Polearm
36 01 - Short sword

Magical or special weapons:

4E 01 - Drow bow
6F 01 - Crystal hammer +2
41 01 - Short sword (curved) +3
42 01 - Pole Arm ("leech") (is actually cursed I think!)
86 00 - Short Sword ("sting") +3

The rest
--------
After all of the characters and there items, there is a large chunk of 
data which probably controls what you have done, where you are on a 
level, which level you are on and the monster(s) current hit points. 
Playing with this just about always stuffs up the game, so it is best to 
leave it as it is and let the game worry about it. This information 
usually takes the form of several lines bytes, and is pretty much 
impossible to figure out. You can try playing with it but I doubt it 
will get you anywhere.

----


I'll be looking at the save game format for Eye of the Beholder 3 next, 
expect a document similar to this one in about a week or so....


Where to catch the Predator!
----------------------------
If you have any queries or have any trouble I can be reached at the 
following as Gordon Craick:

Internet: pred@cloud.apana.org.au

Soundblaster games in the SBC NET (via echo mail)
Clarinet games message area

BBS:

Cloud Nine                      +61-3 803-6954
The Communications Barrier      +61-3 585-1112
Audiophiles Paradise            +61-3 587-5804
                                +61-3 587-4174
and probably more!

