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.