 
  ͻ
  TEXT               Savegame Editor Construction Kit                 TEXT
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  Theme : How to find values in a savegame ...          date : 03.01.1996 
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                  ( english conversion date : 07-31-96 )

  In most games, the player's options are not bigger than 255, often 
  smaller.So let's emphasize this group of games.

  Let's have an example : 
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  SUPPOSE, you're playing a game where you need lots of keys.But you only
  find few of them, so you want to get more keys creating a little editor.

  You start a new game and possede e.g. 10 keys as start value.Now you 
  save the game immediately.The game will create a savegame.It has to 
  contain the number of your keys, 10.

  Now you move to a door and use a key, so that you finally only own 9 of 
  them.Save again, but in another savegame, do not overwrite the first!

  You can do the same procedure a few times up to 5 savegames, but normally
  for a simple comparison like this, 2-3 savegames are enough.

  Having finished with this, leave the game an start SECK.

  Choose the menu-entry "Choose Savegames" and chose the savegames the game
  has just written to disk.

  Now you can choose any searching technique you like to compare the 
  savegames.In this case, it is obvious to use "automatical value search" .
  (=> documentation)

  You enter 10 as first value.SECK looks for a 10 in the first savegame.
  When it has found one, it looks for a 9 in the second at the same 
  position like the 10 in the first.Is this search also succesfull, 
  it looks for a 8 in the third at this position, and so on.
  When all matches are found, the results are shown in a screen.
  If no matches were found, you could make SECK search for values from 
  9 to 7 instead of 10 to 8. Some programmes store the values in this
  way (they start counting with 0).

  Suppose further, you find to positions in our fictional game that 
  match the search criteria.Write the two positions to a list and save the
  list.Now you use the PATCH function to verify one of them as the correct 
  position.The other position normally won't cause the right effect.
  With the PATCH function, you modify for example the 10 in the first 
  file to a 100 (=$64).
  Now you leave SECK an start the game again.You load the savegames and...
  the game doesn't react any more or the number of keys hasn't changed or 
  something different has changed.So you know, that this wasn't the right
  position.

  You leave the game and start SECK again.Now UNDO your modification in the
  savegame using the UNDO function.

  Reload the list you've saved and delete the incorrect position.Save the
  list again.

  Try to patch the other position with 100 (=$64). (If you receive a lot
  of possible position, you could also chose an exacter searching technique ).
  Leave SECK again, enter the game and load the modified savegame.
  Now the action was succesful : you've got 100 keys.

  Leave the game again, start SECK,load the list and enter a comment
  (perhaps : HERE NUMBER OF KEYS ).This will help you to decide which
  position is the right one while creating editors.

  Now you may choose one of the four editors and create your own 
  savegame - editor for the keys of this game.

  







