Options file (first generation)/Research

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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.

	
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