JA2 Demo Hexing

Hex Tricks: For all "Jagged Alliance 2" addicts, here are a few tricks for the German demo to help bridge the long wait until the release of "Jagged Alliance 2."

To do this, you'll need a hex editor.

Important: Before you begin, you should definitely make backup copies of your save-games. A single wrongly placed pair of numbers and your save game is gone—frustrating if that happens with your last mercenary!

And here's how to proceed:

  • Open the corresponding save game
    (in my example, a newly started game)
  • Find the mercenary you want to edit
    (in my example, Ivan – offset 0001D090)
  • Find the item you want to edit and then follow the procedure shown in the example:

Ivan is holding an AK‑47 in his hand. The value for an AK‑47 is 19, so you search for the following number sequence:

1900 0100 6402 1E00 5C00 64

19 Represents the AK‑47

01 Quantity (one AK‑47)

64 Condition of the object(s) (64 = 100%)
02 For this weapon, the type of ammunition (armor‑piercing = red). Best not to change this value!

1E Indicates that the magazine contains 30 rounds

5C Specifies the type of magazine (5.45mm magazine)

64 Must remain here, otherwise you'll get a kind of jamming effect

If we want to give Ivan a Commando Colt instead of his AK‑47, we change 1900 0100 6402 1E00 5C00 64 to

0C00 0100 64 02 1E00 5E00

0C Represents the Commando Colt
5E Specifies the type of magazine (5.56mm magazine)

If Ivan isn't satisfied with his new rifle, then we'll equip the Commando Colt with an additional…

Laser pointer and a scope

0C00 0100 64 02 1E00 5E00 64
F100 D000 0000 0000 6464 0000
F1 Represents the laser pointer

D0 Represents the scope

The two instances of 64 mean that both items are at 100% condition.
At all the underlined positions, you can attach items.
For each item, a condition value (64) must be entered at the marked positions (shown in bold).
The "01" for a single item is omitted here.

If we want to give Ivan two hand grenades instead of a rifle, it looks like this:

8700 0200 6464

87 Represents a hand grenade
02 Quantity (two hand grenades)
64 and
64 Condition of both grenades (100%)

For a LAW, it looks like this: 3300 0100 6400 0100 0000 6400

Before saving, if you have—for example—three magazines in one pocket, you should place each one into a different pocket. This way, there are more items available that you can then convert.

WARNING: Be careful not to turn a grenade that is stored in a small pocket into a rifle (which theoretically wouldn't fit there), as the program may occasionally crash because of this.

And now here is the list of items (valid also for the English version):

Pistols

Weapon Suitable Ammunition
01 Glock17 49 9mm
02 Glock18 49 9mm
03 Beretta 92F 49 9mm
04 Beretta92R 49 9mm
05 .38 Colt 4E .38 speed loader
06 Barracuda 58 .357 speed loader
07 Desert Eagle 59 .357 magazine
08 .45 Colt 52 .45 magazine

Submachine Guns

Weapon Suitable Ammunition
09 H&K MP5K 4A 9mm SMG magazine
10 Type 85 61 7.62mm WP magazine
0A Mac-10 53 .45 SMG magazine
0E AKS-74 5C 5.45mm magazine

Assault Rifles

Weapon Suitable Ammunition
11 SKS 61 7.62mm WP magazine
14 Steyr AUG 5E 5.56mm magazine
15 H&K G41 5E 5.56mm magazine
16 Ruger Mini-14 5E 5.56mm magazine
17 C-7 / M16-A2 5E 5.56mm magazine
18 Fa-Mas 5E 5.56mm magazine
19 AK-47 5C 5.45mm magazine
1A AKM 61 7.62mm magazine
0B Thompson M1A1 53 .45 SMG magazine
1B M14 65 7.62 NATO magazine
0C Commando Colt 5E 5.56mm magazine
0D H&K MP53 5E 5.56mm magazine
1D G3 65 7.62 NATO magazine
1E H&K G11 67 4.7mm magazine

Sniper Rifles

Weapon Suitable Ammunition
12 Dragunov 60 7.62mm WP magazine
13 M24 64 7.62mm NATO magazine

Light Machine Guns

Weapon Suitable Ammunition
23 RPK-74 5C 5.56mm magazine
24 H&K21 65 7.62mm magazine
22 FN Minimi / M-249 5E 5.56mm magazine

Shotguns

Weapon Suitable Ammunition
1F Remington M870 6C 12-gauge shotgun shells
20 Spas-15 6C 12-gauge magazine
21 CAWS 6D CAWS magazine

Weapon Accessories

Item Suitable Attachment
F1 Laser Pointer D1 Bipod
D0 Scope F4 Duckbill
CF Silencer -

Melee Weapons

Code Weapon
25 Combat Knife
26 Throwing Knife
3E Bloody Throwing Knife
36 Machete
27 Stone

Grenade and Rocket Launchers

33 LAW
32 Portable Grenade Launcher (40mm)
28 Grenade Launcher (40mm)

Grenades

Weapon Suitable Ammunition
84 Tear Gas 94 40mm Tear Gas Grenade
85 Mustard Gas 95 40mm Stun Grenade
86 Mini Grenade 96 40mm Smoke Grenade
87 Hand Grenade 97 Smoke Grenade
93 40mm Grenade -

Explosives:

8E C-4
8A HMX
B8 C-1
8D Landmine
91 Plastic Explosive Charge
89 TNT
90 Tripwire with Alarm Mine
8F Tripwire with Flare Mine

Accessories for Explosives:

DF Detonator
F2 Remote Detonator
D7 Metal Detector

Helmets

B0 Steel Helmet
B1 Kevlar Helmet
B2 Reinforced Kevlar Helmet (C18)
B3 Coated Kevlar Helmet
B4 Spectra Helmet
B5 Reinforced Spectra Helmet
B6 Coated Spectra Helmet

Vests

A1 Flak Jacket
A2 Reinforced Flak Jacket
A3 Coated Flak Jacket
A4 Kevlar Vest
A5 Reinforced Kevlar Vest
A6 Coated Kevlar Vest
A7 Spectra Vest
A8 Reinforced Spectra Vest
A9 Coated Spectra Vest

Protective Pants:

AA Kevlar Leggings
AB Reinforced Kevlar Leggings
AC Coated Kevlar Leggings
AD Spectra Leggings
AE Reinforced Kevlar Leggings
AF Coated Kevlar Leggings

Medical:

C9 First Aid Kit
CA Medical Kit

Aids:

EB Regeneration Booster
DE Energy Booster

Tools:

CB Toolbox
DA Crowbar
CC Lock picking Tool
F3 Wire Cutter

Face Protection, etc.:

D4 Glasses
D3 Night Vision Device
D5 Gas Mask
D2 Directional Microphone

Drinks:

F5 Alcohol
FF Wine
D6 Canteen

Other Useful Items:

CD Camouflage Kit
DB Money
C2 T-Shirt
92 Glow Stick
D8 C-18

Useless Items:

F7 Used LAW
F0 Ownership

Other useless items, such as "Spit of the Monster Queen" (30) and the M224 Mortar (29, ammunition 8C) which does not work—and of which there are masses—are not included in my list.

A little further down, below the section for your own mercenaries, is the section for the enemies. These can not only be equipped as you like, but also dressed up in style:

You simply swap Green-pants with Red-pants. This can also be done with hair and skin color.

Health and more:

0064 6400 0000 5A5F 5753 0423 5C0F 0E37 . d d . . . Z _ W S . # \ . . 7

0000 1C00 4900 7600 6100 6E00 0000 0000 . . . . I .v. a . n . . . . .

0000 0000 0000 0000 0101 000E 0000 0020 . . . . . . . . . . . . . . . .

B244 00C0 2D44 0020 B244 00C0 2D44 AE2B . D . . � D . .D . . � D . +

AE2B 0600 0000 0000 0000 0000 0100 0000 . + . . . . . . . . . . . . . .

FF00 017D FE00 0100 0000 0000 0000 0000 . . . } . . . . . . . . . . . . .

In the first line you will find the mercenary's health and abilities. In the line below is the name, which can also be changed if needed (don't forget the dots between the letters!!!).

One last tip:

Anyone who just wants to quickly edit their mercenaries should download the editor by Guybrush Threepwood (the link can be found on this page). However, you will have to accept a few small errors when using it. If you want to be more precise, you can always do it with the hex editor.


I hope this can extend the fun of the demo.

For questions:

Email: andreas.trafojer@rolmail.net

(but please not for every little thing!)

Have fun

Andreas Trafojer