The file TENKA.SAV
in the SAV folder holds the saved games info. Hex offset
124 begins the data for the saved game in the first save
game slot. This section begins with hex 26 and continues
for 92 bytes. The next 92 bytes are for slot 2, then 92
for slot 3, and so on.
Byte number 13 (decimal)
of this 92 byte section contains the level number. Valid values
for this byte range from hex 00 through hex 24 excluding hex
values 02, 14, 15, 16, 20, and 21. Hex 22, 23, and 24 will play
the three running demos.
A hex 01 entered into
decimal byte 25 will enable the Double Shot weapon. A hex 01
entered into decimal byte 27 will enable the Rapid Fire weapon.
Decimal byte 53 contains the number of shots available for the
Single Shot, Double Shot, and Rapid Fire weapons. Any hex value
of 00 through FF is valid however, if a hex value higher than 63
is entered, the shots will be available, but the readout on the
weapon will be incorrect.
A hex 01 entered into
decimal byte 29 will enable the Single Laser weapon. A hex 01
entered into decimal byte 31 will enable the Double Laser
weapon. A hex 01 entered into decimal byte 33 will enable the
Burst Laser weapon. Decimal byte 57 contains the number of shots
available for the three Laser weapons. Any hex value of 00
through FF is valid however, if a hex value higher than 63 is
entered, the shots will be available, but the readout on the
weapon will be incorrect.
A hex 01 entered into
decimal byte 35 will enable the Missile weapon. A hex 01 entered
into decimal byte 37 will enable the Grenade weapon. A hex 01
entered into decimal byte 39 will enable the Mine weapon.
Decimal byte 61 contains the number of shots available for the
Missile weapon. Decimal byte 63 contains the number of shots
available for the Grenade weapon. Decimal byte 65 contains the
number of shots available for the Mine weapon. Any hex value of
00 through FF is valid however, if a hex value higher than 63 is
entered, the shots will be available, but the readout on the
weapon will be incorrect.