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Right now there is only one guide that I have to offer. I've included only instructions for editing single player maps, changing units and artifacts. I can't stress this point enough. Don't use hex edited maps on Bungie.net! Never! Okay, now that that's clear. On to the Hex editing guide.


A Myth Map Hex Editing Guide
by Achmed

Hex editing is a way of altering a game. Map editors do it, only they link to the code with buttons, making the process faster, and less mistake prone. Before I begin there are two things that you must agree on:

1) You will NOT edit multiplayer maps for use on Bungie.net unless Bungie themselves announce that you may. I am serious about this. If you start playing hex edited maps on Bungie.net they could and probably will do everything from deleting your account, to not allowing map editors to be made AND shutting down Bungie.net.

2) I am not responsible for anything that may happen to your computer, or your copy of Myth while doing this.

By reading the following, in part or in whole you accept these things.

Now, let's get started. I myself have never had any problems other than the map I have edited not working. But if you really screw up, I'm sure there is something that you can do to harm your OS or Myth. To begin editing, you'll need a few things.

1) A FULL copy of Myth: The Fallen Lords
2) A Hex editor
3) This guide
4) The offsets and definition codes on the rescources page

Hex editors are easy to find. The one I use is called HEdit. It expires in 30 days, but by then they'll probably have a map editor completed, so it doesn't matter. While you wait for your Hex editor to download, make a copy of the "tags.gor" file in your "myth\tags\" directory. This will be the file we edit. The tags.gor file contains all the single player maps. Just to be sure you don't edit multiplayer, I won't tell you where they are.

Once you have backed up the tags.gor, and installed the hex editor, open the hex editor and load the tags.gor file. If you are not familiar with a hex editor, there are three parts (this is for HEdit, not necessarily for any other hex editor). On the left are the "offsets". They act as guides for finding specific lines of code. In the middle, you'll find the actual hexidecimal code. You won't really need to worry about that. On the right, is the code converted into asci characters. This is what you'll be changing.

The tags.gor file is actually pretty large. It's about 8 million characters. A good portion of which are blank. As I said, it contains all the single player maps, including the secret one. The only thing that hex editing can do for you at this point is replace things in the maps like units, artifacts, terrain, buildings, weather conditions, etc. In all, I have about 2,025 of the codes. Everything I know about. Anyway, all you have to do to change the unit types, or artifacts in the game is replace the four-letter code with something else. For instance. Say you wanted to change all the villagers into trow on Crow's Bridge. The code will look something like this:

...vicb...
...chsm...
...amka...
...amri...

The code for villager is "vicb". The codes for trow is "trbs", "trrh", and "trsg". Different codes are the same unit, but a different color, or perhaps some slight variation in skill. Simply type the trow code over the villager code so it looks like this:

...trbs...
...chsm...
...amka...
...amri...


Well that's all there is to hex editing, as far as just swapping unit types, and artifacts. Keep in mind artifacts can only be swapped with other artifacts. I am working on a guide that will explain how to edit other things, like the affiliation of units, the number of units, and the starting location.

- Achmed

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