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Crimson Skies cheats / Crimson Skies hints / Crimson Skies faqs / Crimson Skies solutions



Crimson Skies cheat codes

Hexedit the status.dat file in the savegame folder. Find the name of the plane,
then using the first character of the plane name as a reference, add 30 to the
offset (e.g. 1130 ---> 1160). The following string is the number of hardpoints
on
the chosen airplane. Each value takes up four bytes.

03 00 00 00 01 00 00 00 means 3 hardpoints on the left wing, 1 on the right.
Edit
as you wish.

Then add 70 to the initial offset (1130 ---> 11A0). That's the armor level of
the
plane. E.g.

0A 00 00 00 0A 00 00 00 0A 00 00 00 0A 00 00 00

That means 10 armor on each slot. Change it all to FF to be invulnerable to just
about anything but crashes.

----------
Well, I've made a few "advancements" in those hex addresses, I've been able to
figure out the general "rule of thumb" for finding and editing a plane's
hardpoints or armoring. Luckily, this goes for both the individual plane's files
in the Planes folder and the Status.dat file for single player campaigns. The
first step is to find the hex address of the first character in the plane's
name.
Let's just say for example's sake that it's 1234. The hardpoints are
located starting 48 "spots" beyond that (in the example, it would be at 1282.)
The next eight values are the hardpoint assignments, but only the first and
fifth are used. So if you had a plane with two hardpoints on either wing, this
address would look like:
02 00 00 00 02 00 00 00
I haven't really bothered to mess around with seeing whether or not more than
four hardpoints on a given wing are possible, given that I have a slow processor
as it is, so Crimson Skies is slow and crash-y on it's own, much less stacked on
top of messing around with its basic physics. ;) As for the armor, follow the
same process as above, only instead of moving ahead 48 values, move 112 instead.
(ie 1346). The next sixteen values are armor, ordered much in the same way. So
if
your plane had 10 armor points on the nose, tail, and both wings, it would look
like this:
0A 00 00 00 0A 00 00 00 0A 00 00 00 0A 00 00 00
And while I'm not sure if the respective "00"'s are dealt with, taking those
used
values (the 0A's in this case) and altering them in any way is possible. I've
found that changing all of these to ff (the max value, 255) is /quite/ fun, it
makes your plane virtually indestructable save for a high-speed, head-on
collision with the ground or a zep. Can you say "playing chicken?" In all
honesty, I've found that with these two components, you can design a powerful
plane by building it with a strong motor and as many guns as it can hold, but
keeping it free of armor and hardpoints, then hex editing it immediately
afterwards and maxing out its armor and rocket capacity. I've been able to
design
terrors like a virtually invincible Balmoral with four .70's available to the
pilot, two more .70s to each turreteen, and all eight hardpoints functional and
firing




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