Difference between revisions of "Options file (first generation)/Research"
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(Created page with "{{ParentArticle|Options file (first generation)}} Current research for the WormsDC team file format conducted by Squirminator2k. == Things we know == * WormsDC option fi...") |
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{{ParentArticle|[[Options file (first generation)]]}} | {{ParentArticle|[[Options file (first generation)]]}} | ||
− | + | <pre> | |
+ | OPTION FILE RESEARCH | ||
− | + | // the "DEFAULT.OPT" file has "WRM2OPTN" in the first 7 bytes. Options created by v1.05 instead have "WRM2OPT2". | |
− | + | // "DEFAULT.OPT" has a different value at byte 0x1d compared to a new option file created using default settings. | |
− | + | // Value for "DEFAULT.OPT" is 4c. | |
+ | // Value for a saved Option set is 00. | ||
+ | // Disabling the MUSIC changes 0x9c from 14 to 1c, and 0xb6 from fe to ff. | ||
+ | // Enabling ARTILLERY mode changes 0x9c from 14 to 54, 0xb6 from ff to fe. | ||
+ | |||
+ | OPTIONS - GAME OPTIONS - PAGE 1 | ||
− | == | + | 0x08 = Worm Placement 00 = teams 01 = random |
− | + | 0x09 = Turn Time 00 = infinite 0a = 10sec 14 = 20sec 1e = 30sec | |
+ | 28 = 40sec 32 = 40sec 32 = 50sec 3c = 60sec | ||
+ | 0x0a = Round Time 00 = infinite 05 = 5min 0a = 10min 0f = 15min | ||
+ | 14 = 20min 19 = 25min 1e = 30min | ||
+ | 0x0c = Rounds to Win 01 = 1 rnd 02 = 2 rnds | ||
+ | 0x0b = Training Time 00 = infinite 01 = 1min 02 = 2min 03 = 3min | ||
+ | 04 = 4min 05 = 5min | ||
− | === | + | // Worms and WormsDC both support the Amiga CD32 gamepad, and also support multiple controllers. |
− | + | // THis means you can have two separate mouses plugged in and in use, or two gamepads. | |
− | + | ||
− | + | 0x1d = controller type 00 = mouse + keyboard 01 = CD32 joypad | |
+ | 0x0d = No. of controllers 01 = 1 controller 02 = 2 controllers | ||
+ | |||
+ | 0x0e = Wind 00 = off 01 = on | ||
+ | 0x0f = Caverns 00 = off 01 = on | ||
+ | 0x10 = WormCam 00 = off 01 = on | ||
+ | |||
+ | |||
+ | OPTIONS - GAME OPTIONS - PAGE 2 | ||
+ | |||
+ | 0x11 = Continue on Land 00 = off 01 = on | ||
+ | |||
+ | // The "Mine Type" setting has four variables = "Limited/Random", "Wide/Random", "Limited", and "Wide". | ||
+ | // "Range" determines how sensitive the mines are (i.e. how close a Worm can get before they detonate.) | ||
+ | // A mine with a Wide range behaves like a mine in W1. | ||
+ | // "Random" determines whether the mine will always do ~50 damage, or vary the potential damage. | ||
+ | // Depending on the setting, these two values are changed: | ||
+ | |||
+ | 0x12 = Mine range (Wide/Ltd) 08 = Limited 10 = Wide | ||
+ | 0x13 = Mine damage - random 00 = no 01 = yes | ||
+ | |||
+ | 0x14 = Stockpiling 00 = off 01 = on 02 = anti | ||
+ | 0x15 = Airstrike Delay 00 = off 01 = 1 02 = 2 03 = 3 | ||
+ | 0x16 = Homing Delay 00 = off 01 = 1 02 = 2 03 = 3 | ||
+ | 0x17 = Teleport Delay 00 = off 01 = 1 02 = 2 03 = 3 | ||
+ | 0x18 = Rope in Air 00 = off 01 = 1 02 = 2 03 = 3 04 = 4 05 = 5 06 = 6 07 = 7 08 = 8 09 = 9 0a = infinite | ||
+ | 0x19 = Action Replay 00 = manual 01 = auto | ||
+ | |||
+ | 0x1a = Speech 00 = limited 01 = all | ||
+ | 0x1b = Worm Naming 00 = normal 01 = number 02 = initial | ||
+ | |||
+ | |||
+ | OPTIONS - WEAPONS | ||
+ | |||
+ | // Weapons are split across three pages - Ammo, Damage, and Crate Likelihood. | ||
+ | // I've opted to simplify the presentation of this information to group relevant options together. | ||
+ | |||
+ | Damage value table // {DAMAGE VALUE} = {hex value}, e.g. "60 = 3c" means "60 damage = hex value 3c" | ||
+ | |||
+ | 05 = 05 10 = 0a 15 = 0f 20 = 14 25 = 19 | ||
+ | 30 = 1e 35 = 23 40 = 28 45 = 2d 50 = 32 | ||
+ | 55 = 37 60 = 3c 65 = 41 70 = 46 75 = 4b | ||
+ | 80 = 50 85 = 55 90 = 5a 95 = 5f 100 = 64 | ||
+ | SFL = 69 BFL = 6e | ||
+ | |||
+ | // "SFL" = small flame (Petrol Bomb size) | ||
+ | // "BFL" = big flame (Air Strike size) | ||
+ | |||
+ | Crate value table // 0 stars = no chance 1 star = low chance 2 stars = high chance 3 stars = high chance | ||
+ | |||
+ | 00 = 0 stars 01 = 1 star 02 = 2 stars 04 = 3 stars | ||
+ | |||
+ | Ammo value table // Some weapons have alternate values, such as simply ON or OFF. | ||
+ | |||
+ | 00 = 0 01 = 1 02 = 2 03 = 3 04 = 4 05 = 5 06 = 6 07 = 7 08 = 8 09 = 9 0a = infinite | ||
+ | |||
+ | |||
+ | BAZOOKA | ||
+ | 0x22 = damage | ||
+ | 0x23 = crate | ||
+ | 0x24 = ammo | ||
+ | |||
+ | HOMING MISSILE | ||
+ | 0x25 = damage | ||
+ | 0x26 = crate | ||
+ | 0x27 = ammo | ||
+ | |||
+ | GRENADE | ||
+ | 0x28 = damage | ||
+ | 0x29 = crate | ||
+ | 0x2a = ammo | ||
+ | |||
+ | CLUSTER BOMB | ||
+ | 0x2b = damage | ||
+ | 0x2c = crate | ||
+ | 0x2d = ammo | ||
+ | |||
+ | GRENADE LAUNCHER | ||
+ | 0x2e = damage | ||
+ | 0x2f = crate | ||
+ | 0x30 = ammo | ||
+ | |||
+ | SHOTGUN | ||
+ | 0x31 = damage | ||
+ | 0x32 = crate | ||
+ | 0x33 = ammo | ||
+ | |||
+ | UZI | ||
+ | 0x34 = damage | ||
+ | 0x35 = crate | ||
+ | 0x36 = ammo | ||
+ | |||
+ | HANDGUN | ||
+ | 0x37 = damage | ||
+ | 0x38 = crate | ||
+ | 0x39 = ammo | ||
+ | |||
+ | FIRE PUNCH | ||
+ | 0x3a = damage | ||
+ | 0x3b = crate | ||
+ | 0x3c = ammo | ||
+ | |||
+ | DRAGONBALL | ||
+ | 0x3d = damage | ||
+ | 0x3e = crate | ||
+ | 0x3f = ammo | ||
+ | |||
+ | DYNAMITE | ||
+ | 0x40 = damage | ||
+ | 0x41 = crate | ||
+ | 0x42 = ammo | ||
+ | |||
+ | SHEEP | ||
+ | 0x43 = damage | ||
+ | 0x44 = crate | ||
+ | 0x45 = ammo | ||
+ | |||
+ | AIR STRIKE | ||
+ | 0x46 = damage // SFL and BFL only SFL = 69 BFL = 6e | ||
+ | 0x47 = crate | ||
+ | 0x48 = ammo | ||
+ | |||
+ | PETROL BOMB | ||
+ | 0x49 = damage | ||
+ | 0x4a = crate | ||
+ | 0x4b = ammo | ||
+ | |||
+ | TELEPORT | ||
+ | 0x4c = damage // not used | ||
+ | 0x4d = crate | ||
+ | 0x4e = ammo | ||
+ | |||
+ | BLOW TORCH | ||
+ | 0x4f = damage | ||
+ | 0x50 = crate | ||
+ | 0x51 = ammo | ||
+ | |||
+ | DRILL | ||
+ | 0x52 = damage | ||
+ | 0x53 = crate | ||
+ | 0x54 = ammo | ||
+ | |||
+ | MINE | ||
+ | 0x55 = damage | ||
+ | 0x56 = crate | ||
+ | 0x57 = ammo | ||
+ | |||
+ | NINJA ROPE | ||
+ | 0x58 = damage // not used | ||
+ | 0x59 = crate | ||
+ | 0x5a = ammo | ||
+ | |||
+ | BUNGEE | ||
+ | 0x5b = damage // not used | ||
+ | 0x5c = crate | ||
+ | 0x5d = ammo | ||
+ | |||
+ | GIRDERS | ||
+ | 0x5e = damage // not used | ||
+ | 0x5f = crate | ||
+ | 0x60 = ammo | ||
+ | |||
+ | KAMIKAZE | ||
+ | 0x61 = damage | ||
+ | 0x62 = crate | ||
+ | 0x63 = ammo // Alternate values 00 = off 0a = on | ||
+ | |||
+ | HOMING PIGEON | ||
+ | 0x64 = damage | ||
+ | 0x65 = crate | ||
+ | 0x66 = ammo | ||
+ | |||
+ | MAD COWS | ||
+ | 0x67 = damage | ||
+ | 0x68 = crate | ||
+ | 0x69 = ammo | ||
+ | |||
+ | BANANA BOMB | ||
+ | 0x6a = damage | ||
+ | 0x6b = crate | ||
+ | 0x6c = ammo | ||
+ | |||
+ | HOLY HAND GRENADE | ||
+ | 0x6d = damage | ||
+ | 0x6e = crate | ||
+ | 0x6f = ammo | ||
+ | |||
+ | MINIGUN | ||
+ | 0x70 = damage | ||
+ | 0x71 = crate | ||
+ | 0x72 = ammo | ||
+ | |||
+ | BASEBALL BAT | ||
+ | 0x73 = damage | ||
+ | 0x74 = crate | ||
+ | 0x75 = ammo | ||
+ | |||
+ | SUPER SHEEP | ||
+ | 0x76 = damage | ||
+ | 0x77 = crate | ||
+ | 0x78 = ammo | ||
+ | |||
+ | SHEEP-ON-A-ROPE | ||
+ | 0x79 = damage | ||
+ | 0x7a = crate | ||
+ | 0x7b = ammo | ||
+ | |||
+ | |||
+ | SHEEP STRIKE | ||
+ | 0x7c = damage | ||
+ | 0x7d = crate | ||
+ | 0x7e = ammo | ||
+ | |||
+ | OLD WOMAN | ||
+ | 0x7f = damage | ||
+ | 0x80 = crate | ||
+ | 0x81 = ammo | ||
+ | |||
+ | PRICELESS MING VASE | ||
+ | 0x82 = damage | ||
+ | 0x83 = crate | ||
+ | 0x84 = ammo | ||
+ | |||
+ | |||
+ | POSTAL STRIKE | ||
+ | 0x85 = damage | ||
+ | 0x86 = crate | ||
+ | 0x87 = ammo | ||
+ | |||
+ | NUKE | ||
+ | 0x88 = damage | ||
+ | 0x89 = crate | ||
+ | 0x8a = ammo | ||
+ | |||
+ | CONCRETE DONKEY | ||
+ | 0x8b = damage | ||
+ | 0x8c = crate | ||
+ | 0x8d = ammo | ||
+ | |||
+ | 0x90 = Prod 00 = off 0a = on | ||
+ | 0x97 = Map mine quantity 00-08 = 0-8 mines | ||
+ | |||
+ | 0x91 = Crate Damage | ||
+ | 0x94 = "Bye-Bye" Damage | ||
+ | |||
+ | 0x1c = Crate Likelihood 00 = no crates 08 = few crates 04 = medium crates 02 = frequent crates | ||
+ | |||
+ | |||
+ | // The last page of the Options allows you to toggle the likelihood of each Terrain style being used in the map | ||
+ | // editor (e.g. Forest, Mars, etc.). These settings do not appear to be saved in Option files, as confirmed both | ||
+ | // by opening option files in a hex editor after saving changes, and making changes, saving, and restarting the | ||
+ | // game. | ||
+ | |||
+ | |||
+ | CHEAT STUFF | ||
+ | // 0x9c through 0x9f = also change when certain cheats are enabled. | ||
+ | // Possibly verification? Need to text further. | ||
+ | |||
+ | // The below list of cheats is incomplete. | ||
+ | |||
+ | 0xab = JAMIE fe = enabled ff = disabled // Special Weapons | ||
+ | 0xac = CHORLTON fe = enabled ff = disabled // Secret Weapons) | ||
+ | 0xb5 = ARTILLERY fe = enabled ff = disabled | ||
+ | 0xb6 = MUSIC fe = enabled ff = disabled // enabled by default - typing MUSIC disables the menu music | ||
+ | 0xb2 = BETONG ASNA fe = enabled ff = disabled | ||
+ | 0xb3 = BOING fe = enabled ff = disabled | ||
+ | 0xb6 = GRAVITY fe = enabled ff = disabled // enabled automatically when BETONG ASNA or BOING are used | ||
+ | |||
+ | |||
+ | UNALLOCATED BYTES | ||
+ | |||
+ | // Bytes 0x1e through 0x21 are seemingly unused by any of the game settings. | ||
+ | // It's possible these bytes were related to the CD-ROM (CUCD7) features that were never implemented. | ||
+ | |||
+ | // Bytes 0x92, 0x93, and bytes 0x96 through 0x9b do not currently appear to be used. | ||
+ | |||
+ | </pre> |
Latest revision as of 03:31, 25 August 2023
(Up to Options file (first generation))
OPTION FILE RESEARCH // the "DEFAULT.OPT" file has "WRM2OPTN" in the first 7 bytes. Options created by v1.05 instead have "WRM2OPT2". // "DEFAULT.OPT" has a different value at byte 0x1d compared to a new option file created using default settings. // Value for "DEFAULT.OPT" is 4c. // Value for a saved Option set is 00. // Disabling the MUSIC changes 0x9c from 14 to 1c, and 0xb6 from fe to ff. // Enabling ARTILLERY mode changes 0x9c from 14 to 54, 0xb6 from ff to fe. OPTIONS - GAME OPTIONS - PAGE 1 0x08 = Worm Placement 00 = teams 01 = random 0x09 = Turn Time 00 = infinite 0a = 10sec 14 = 20sec 1e = 30sec 28 = 40sec 32 = 40sec 32 = 50sec 3c = 60sec 0x0a = Round Time 00 = infinite 05 = 5min 0a = 10min 0f = 15min 14 = 20min 19 = 25min 1e = 30min 0x0c = Rounds to Win 01 = 1 rnd 02 = 2 rnds 0x0b = Training Time 00 = infinite 01 = 1min 02 = 2min 03 = 3min 04 = 4min 05 = 5min // Worms and WormsDC both support the Amiga CD32 gamepad, and also support multiple controllers. // THis means you can have two separate mouses plugged in and in use, or two gamepads. 0x1d = controller type 00 = mouse + keyboard 01 = CD32 joypad 0x0d = No. of controllers 01 = 1 controller 02 = 2 controllers 0x0e = Wind 00 = off 01 = on 0x0f = Caverns 00 = off 01 = on 0x10 = WormCam 00 = off 01 = on OPTIONS - GAME OPTIONS - PAGE 2 0x11 = Continue on Land 00 = off 01 = on // The "Mine Type" setting has four variables = "Limited/Random", "Wide/Random", "Limited", and "Wide". // "Range" determines how sensitive the mines are (i.e. how close a Worm can get before they detonate.) // A mine with a Wide range behaves like a mine in W1. // "Random" determines whether the mine will always do ~50 damage, or vary the potential damage. // Depending on the setting, these two values are changed: 0x12 = Mine range (Wide/Ltd) 08 = Limited 10 = Wide 0x13 = Mine damage - random 00 = no 01 = yes 0x14 = Stockpiling 00 = off 01 = on 02 = anti 0x15 = Airstrike Delay 00 = off 01 = 1 02 = 2 03 = 3 0x16 = Homing Delay 00 = off 01 = 1 02 = 2 03 = 3 0x17 = Teleport Delay 00 = off 01 = 1 02 = 2 03 = 3 0x18 = Rope in Air 00 = off 01 = 1 02 = 2 03 = 3 04 = 4 05 = 5 06 = 6 07 = 7 08 = 8 09 = 9 0a = infinite 0x19 = Action Replay 00 = manual 01 = auto 0x1a = Speech 00 = limited 01 = all 0x1b = Worm Naming 00 = normal 01 = number 02 = initial OPTIONS - WEAPONS // Weapons are split across three pages - Ammo, Damage, and Crate Likelihood. // I've opted to simplify the presentation of this information to group relevant options together. Damage value table // {DAMAGE VALUE} = {hex value}, e.g. "60 = 3c" means "60 damage = hex value 3c" 05 = 05 10 = 0a 15 = 0f 20 = 14 25 = 19 30 = 1e 35 = 23 40 = 28 45 = 2d 50 = 32 55 = 37 60 = 3c 65 = 41 70 = 46 75 = 4b 80 = 50 85 = 55 90 = 5a 95 = 5f 100 = 64 SFL = 69 BFL = 6e // "SFL" = small flame (Petrol Bomb size) // "BFL" = big flame (Air Strike size) Crate value table // 0 stars = no chance 1 star = low chance 2 stars = high chance 3 stars = high chance 00 = 0 stars 01 = 1 star 02 = 2 stars 04 = 3 stars Ammo value table // Some weapons have alternate values, such as simply ON or OFF. 00 = 0 01 = 1 02 = 2 03 = 3 04 = 4 05 = 5 06 = 6 07 = 7 08 = 8 09 = 9 0a = infinite BAZOOKA 0x22 = damage 0x23 = crate 0x24 = ammo HOMING MISSILE 0x25 = damage 0x26 = crate 0x27 = ammo GRENADE 0x28 = damage 0x29 = crate 0x2a = ammo CLUSTER BOMB 0x2b = damage 0x2c = crate 0x2d = ammo GRENADE LAUNCHER 0x2e = damage 0x2f = crate 0x30 = ammo SHOTGUN 0x31 = damage 0x32 = crate 0x33 = ammo UZI 0x34 = damage 0x35 = crate 0x36 = ammo HANDGUN 0x37 = damage 0x38 = crate 0x39 = ammo FIRE PUNCH 0x3a = damage 0x3b = crate 0x3c = ammo DRAGONBALL 0x3d = damage 0x3e = crate 0x3f = ammo DYNAMITE 0x40 = damage 0x41 = crate 0x42 = ammo SHEEP 0x43 = damage 0x44 = crate 0x45 = ammo AIR STRIKE 0x46 = damage // SFL and BFL only SFL = 69 BFL = 6e 0x47 = crate 0x48 = ammo PETROL BOMB 0x49 = damage 0x4a = crate 0x4b = ammo TELEPORT 0x4c = damage // not used 0x4d = crate 0x4e = ammo BLOW TORCH 0x4f = damage 0x50 = crate 0x51 = ammo DRILL 0x52 = damage 0x53 = crate 0x54 = ammo MINE 0x55 = damage 0x56 = crate 0x57 = ammo NINJA ROPE 0x58 = damage // not used 0x59 = crate 0x5a = ammo BUNGEE 0x5b = damage // not used 0x5c = crate 0x5d = ammo GIRDERS 0x5e = damage // not used 0x5f = crate 0x60 = ammo KAMIKAZE 0x61 = damage 0x62 = crate 0x63 = ammo // Alternate values 00 = off 0a = on HOMING PIGEON 0x64 = damage 0x65 = crate 0x66 = ammo MAD COWS 0x67 = damage 0x68 = crate 0x69 = ammo BANANA BOMB 0x6a = damage 0x6b = crate 0x6c = ammo HOLY HAND GRENADE 0x6d = damage 0x6e = crate 0x6f = ammo MINIGUN 0x70 = damage 0x71 = crate 0x72 = ammo BASEBALL BAT 0x73 = damage 0x74 = crate 0x75 = ammo SUPER SHEEP 0x76 = damage 0x77 = crate 0x78 = ammo SHEEP-ON-A-ROPE 0x79 = damage 0x7a = crate 0x7b = ammo SHEEP STRIKE 0x7c = damage 0x7d = crate 0x7e = ammo OLD WOMAN 0x7f = damage 0x80 = crate 0x81 = ammo PRICELESS MING VASE 0x82 = damage 0x83 = crate 0x84 = ammo POSTAL STRIKE 0x85 = damage 0x86 = crate 0x87 = ammo NUKE 0x88 = damage 0x89 = crate 0x8a = ammo CONCRETE DONKEY 0x8b = damage 0x8c = crate 0x8d = ammo 0x90 = Prod 00 = off 0a = on 0x97 = Map mine quantity 00-08 = 0-8 mines 0x91 = Crate Damage 0x94 = "Bye-Bye" Damage 0x1c = Crate Likelihood 00 = no crates 08 = few crates 04 = medium crates 02 = frequent crates // The last page of the Options allows you to toggle the likelihood of each Terrain style being used in the map // editor (e.g. Forest, Mars, etc.). These settings do not appear to be saved in Option files, as confirmed both // by opening option files in a hex editor after saving changes, and making changes, saving, and restarting the // game. CHEAT STUFF // 0x9c through 0x9f = also change when certain cheats are enabled. // Possibly verification? Need to text further. // The below list of cheats is incomplete. 0xab = JAMIE fe = enabled ff = disabled // Special Weapons 0xac = CHORLTON fe = enabled ff = disabled // Secret Weapons) 0xb5 = ARTILLERY fe = enabled ff = disabled 0xb6 = MUSIC fe = enabled ff = disabled // enabled by default - typing MUSIC disables the menu music 0xb2 = BETONG ASNA fe = enabled ff = disabled 0xb3 = BOING fe = enabled ff = disabled 0xb6 = GRAVITY fe = enabled ff = disabled // enabled automatically when BETONG ASNA or BOING are used UNALLOCATED BYTES // Bytes 0x1e through 0x21 are seemingly unused by any of the game settings. // It's possible these bytes were related to the CD-ROM (CUCD7) features that were never implemented. // Bytes 0x92, 0x93, and bytes 0x96 through 0x9b do not currently appear to be used.