What I am saying though is, these memory strings are static, which means it seems to me like editing these values would be very easily doable in a trainer form. Let me give you an example
00 00 80 16 00 xx = Armor
So for a 'trainer' All you would have to do is set it up so it has two fields for editing armor
Current Armor Value = xx
Desired Armor Value = xx
We'll use numbers for an example here.
Current Armor Value = 6
Desired Armor Value = 10000
The program reads this as...
Current Armor Value = 00 00 80 16 00 06
Desired Armor Value = 00 00 80 16 00 10 27
Applying this would apply to all pieces that match the criteria. Voila, done you have an item editing trainer. I just lack the ability or the know how to make this automated.
They could start out by testing the easiest of the stats to mod. Armor and Shields.
Then they can play with augments, as they discover what does what. These guys are smart enough to poke around in the hex and figure it out...
Feel free to check it out, if you understand how to manipulate hex values you can pretty much make your own custom items.
The maximum allowed value for shields (total) is 40000... if anything puts you over this you will regen at a negative rate and it will drain the rest of your shields off instead of recovering.
Speed +XX%: 00 00 80 23 XX
Armor +XX: 00 00 C0 16 00 XX
Total Armor +XX%: 00 00 00 40 17 XX
Shield Penetration +XX%: 00 00 00 1D XX
They all need to be checked first, natch.
but just wondering is there any work on actually building an alpha trainer incorporating all this data?