Save editing
by, Joseph Peter

You load the multi.bin file with a hex editor. To create the file you just choose a level and save it out before actually playing the game. The game data starts at position $768 or $1768 $2768 etc.. I only deal in HEX not decimal for such things.

Each item in the game is 5 bytes. And the 1st 5 bytes are the Level info I think.
Each 5 bytes after that is a single object and its characteristics.

pos0 is the X axis co-ordinate in the map. Each X is 1 square and not the usual pixel position.

pos1 is the Y axix

pos2 is the type of object

pos3 is flags to tell who it belongs to.

pos3 flags low bits 00 means player 1, 01 is player 2 GREEN, 02 is player 3 YELLOW, 03 is player 4 RED.
pos3 flags low bits 04-07 are special alternate colors that you can select for the players.

pos3 flags high bits 08 means Character move is done. 00 means Move still left, 08 means move done. 40 means UNmovable object. 20 means an item inside the factory. (havent figured all this out yet)

Pos4 is the number of Lives left and Experience level of the object. 07 means Full life. 70 means Fully experiened (pretty easy, higher means better and more)

Pos2 Objects are Values from 00 to 3F. So they must be using 40 and 80 bits for something else.

00 being the mines.
01 falcon
02 eagle
03 hunter
04 grizzley
05 polar
06 bison
07 slagger
08 titan
09 giant
0a lenet
0b hadrian
0c octopus
0d rabbit
0e lynx
0f seeker
10 hawkey
11 atlas
12 charlie
13 killroy
14 panther
15 mule
16 pelican
17 dragon
18 goose
19 hornet
1a nextor
1b turtle
1c firefox
1d thunder
1e piranha
1f seagull
20 storm
21 dolphin
22 galaxy aircraft carrier
23 vulcan
24 shark
25 whale
26 invader
27 sealion
28 factory
29 factory
2a factory
2b urchine sea mine
2c orcer
2d flytrap
2e typhoon
2f warhawk
30 bussard
31 hellcat
32 mustang
33 havok
34 door-2-factory
35 factory.... extra objects not used in current game
36 factory
37 factory
38 factory
39
3a
3b
3c
3d
3e
3f
So replacing a 01 in the map with an 03 will convert your falcon to a hunter...

I figured out the Save format for the file, so now I can design level charasteristics if I want. Which is different from Level design since you can not change the map. Only the items in the level itself. So you can change an insignificant item to something significant.

All you do to use the new Level charasteristics is to copy the file into c:\nectaris\maps\multi.bin, replacing the old save file multi.bin with the new one and load the saved game. So each file could hold 21 new levels/cheats but I made it into single small files.

Joe made these for us to try out.  All are maps from the Pacifica campaign

multi.bomber
multi.cheese
multi.finger
multi.seamap
multi.street

Rename the files to *.bin and replace it in the directory.

The max number of items in a level is around 240 total including all enemies and friends. There seems to be a couple of extra unused items in the game which are not used or usable because they ran out of bits. Its a heavily compact game.

Although some tough levels like AIRPOT can be beatten using stealh and cunning, other levels seems beyond winnable without cheating. (I know what he's talking about here, could not beat that level for shit, had to skip it after a few weeks of trying to beat it with different strategies, Mike)