Z/Z95 cheats

Place gaming and strategy issues for the original "Z" and the Expansion Kit "Z95" here.

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jaime11
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Posts: 2
Joined: 2008-09-18, 15:12

Z/Z95 cheats

Post by jaime11 » 2009-11-08, 19:42

Hello
I have been messing around with Z95 to find that the different qualities about the robots, tanks and guns are stored in the file robots.exp

NB: Before proceeding, make a copy of the file "Robots.exp"

After some empirical analysis with a Hex editor (such as XVI32). I have found that:

When you open the file with this hex editor you find that on the left pane you have hexadecimal values (they go 2 by 2) while on the right pane you have the corresponding real value (where it can be represented). If you resize the XVI32 window to nearly fill up all the screen you can arrange the right pane so that you have in each row the name of each robot alligned (the name of the robot starts at the same column in each row).

Now if you ignore the "00"s, these are the columns where the information is stored:

Psychos 1E 32 1E 32 32 32 07 03 00
Tough 64 28 1E 32 64 28 03 00 00
Sniper 28 78 24 3C 32 78 04 04 00
Pyros 32 50 1E 32 50 50 11 01 00
Laser chap 32 28 22 3C 3C 28 12 01 00

As you can see I have ignored the "Grunt" / "Grunts" rows, there are a couple of them and I didn't have the time to experiment the different "meanings" inside the game for each of them. For robots:


1st column: represents the damage the robots inflicts, higher values, higher damage.
3rd column: I think it represents the building time for the robot, higher values, higher construction time.
4th column: speed of the units, higher values lower speed.
5th column: life of units, higher values more life.
8th column: avatar of robot.


For tanks:

Light Gun 4B 03 3C 0A 00 00
Med Tank 50 07 46 0A 0F 04
Med Rifle 05 02 50 0F 00 00
Missile 28 02 50 0A 00 00
Big Rifle 0A 00 50 0F 00 00
Big Tank 78 01 3C 08 2D 04
Mobile missile 78 04 14 04 00 00
Machine gun 02 00 62 0F 00 00
Light Tank 32 00 50 0C 00 04

1st column: represents the damage the unit inflicts, higher values, higher damage.
3rd column: represents the rate of fire for the unit, higher values, higher rate of fire time (try putting 78 - FF) and check out results.

The way to try the cheats is to change the values increasing or decreasing them and saving the file, then running the game.
Any comments, additions are appreciated, thanks!!
Meeky
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Location: Russia

Re: Z/Z95 cheats

Post by Meeky » 2009-11-08, 20:39

jaime11 wrote:Hello
I have been messing around with Z95 to find that the different qualities about the robots, tanks and guns are stored in the file robots.exp
...
The way to try the cheats is to change the values increasing or decreasing them and saving the file, then running the game.
Any comments, additions are appreciated, thanks!!
Hi, jaime11!
I guess, you should lhave a look at my utility here :roll:
WinZMod - mod for playing Z with high screen resolution
ZEdMod - ZEditor mod allowing to edit single player levels
ZGFX - Utility for extracting Z graphic
ZStats - Small utility for fine-tuning unit statistics
Z-Remake - XNA project on 2D IceCream Engine
jaime11
Grunt
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Posts: 2
Joined: 2008-09-18, 15:12

Re: Z/Z95 cheats

Post by jaime11 » 2009-11-09, 06:28

I'm so dumb... Just after posting the thread I'm thinking someone might have done all this already, I saw a post where the stuff about robots.exp was discussed but hey this application rocks! You are GOD!

Cheers!
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