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Hello /m/. I have decided to start work on a large scale patch for Gihrens Ambition/Greed that would adjust numerous values in the game to bring it closer to the gameplay balance seen in older titles. Originally I had intended to just make the this for myself but decided to consult with all of you since there used to be constant threads around here on the game.

[Planned purpose of the patch]:
To give weaker craft in the game much larger viability by increasing Mobile Suit production times and giving adjustments to certain vehicles like the Type-61 and Ball to be much more practical for development. Planned adjustments include the following.
>All Mobile Suits will have a minimum 2-turn production time. Units like the Galbaldy Alpha and Alex would be increased to 4 turns.
>Type-61 will have its ranged increased to 2 to keep it in line with its long range depictions from IGLOO and how it was in the PS2 entry
>Other long range craft will also receive range adjustments like the sniper-types
>Certain Mobile Suits that had been relegated to being 1-stack units will be adjusted to 3-stack such as Gyan Cannon and Gelgoog Cannon

Initial plans are just for the One Year War portion of the game. I do plan to expand the project to all of the periods for the game but wanted to ask if those on /m/ would be willing to give their own input. To those who understand the Memory Viewer in PPSSPP for creating cheats I would appreciate your help as well. I've mapped out almost every key value I would want to adjust but am not the best with writing them into CWcheat format. If push comes to shove that I can't figure out how to apply them as cheats to be toggled I'll just release a modified Save State with the factors already applied for all of you to play with the adjustments that way.
>>
>>23988722
>>All Mobile Suits will have a minimum 2-turn production time.
this is how it is in blood of zeon, i believe they changed it in Axis V to make the pace a bit faster since the game covered a longer time frame
>>
>>23988722
Do you happen to know how the AI operates, and what exactly the difficulties do in this game? I've never found a definitive answer.
What I mean is, sometimes you will see the AI go crazy and build like twenty units at once, which either means they just got a huge free pile of money and resources, that they've been saving up for a long time, or that they have infinite money at all times but only get prompted to actually spend it under certain circumstances (they seem to always go on a spending spree after losing factories, for example).
Anyway, as a relatively new player, I do feel that if you wanted to give tanks a relative buff like this, you would also need to increase their cost quite a bit. It would be very silly if a buff to tanks meant that a Feddie player could just use their initial warchest to immediately make 100 tanks and roll over the whole world before Zeon can tech past Zakus.
>>
>>23988976

Unfortunately all it really does is serve to turn the last section of the Federation campaign into a awful slog since Zeon will be pumping out so many dangerous units very quickly. I want to at least give a blitzing play a chance to avoid that while also having to treat their own ace and grunt suit losses more carefully since it would take more time to redeploy them.

>>23989059
Honestly I am an absolute novice at trying to read assembly. I can't really get a grasp on how the AI operates but I hope to find out eventually. As for rebalancing the tank I might move its accuracy to 30 rather than 45 to give the FanFan and hovertruck more combat viability up close. After a lot of reverse engineering of other codes on the Japanese Wiki I finally figured out how to make lasting cheats for those values.

_C0 Type-61 range adjustment
_L 0x00137892 0x00000002
>>
Starting to build a template using the games total unit list in preparation for getting things going. The process will be tedious but should actually not take anywhere near the time I originally estimated. There are some adjustments I am curious to the people who play the game would approve of if taken.

>Convert the Ground Gundam into a 1-stack unit instead of a 3-stack with it being readjusted for ace use than as a mass production unit.
>Adding a 1 capacity hangar to the standard Salamis and Magellan. They were shown to have upper hull brackets for holding limited units in IGLOO and the original series.
>Switching Gelgoog Cannon and Gyan Cannon to both be 3-stack units with their costs adjusted to reflect the change.

Any other adjustments mentioned will be considered for implementation.
>>
Are you going to fix the biggest federation campaign problem? The Spawn of the Enemy factions and events.
>>
>>23989731

If you are talking about reimplementing Axis and AEUG/Titans spawning around the same time then I will have to be perfectly honest in saying that I believe it possible to fix but far outside of what I know how to do. It really just comes down to identifying the event trigger flags and setting them off. Again though that is way beyond what I know how to do at the moment.
>>
>>23988722
Look the balance of this game is all about weeding through bad ideas to find the good ones with each faction ending up with an unintended set of strengths and weaknesses the Devs largely through darts at a board to make the balance so anything you do will probably be fine too.
If you want to help the EFSF buffing their starting ground forces is unneeded, they already can make do, they need help with their starting space units, so Zeon doesn't just walk over them on higher difficulties. For Zeon Buff the Adzam that flying Onion has never done anything of note in any playthrough of the game I've done regardless of who produced it. That and the special invasion plan suits the Juaggu and Zogok is fine but the other 2 are rather irrelevant.
>>
>>23989690
>Convert the Ground Gundam into a 1-stack unit instead of a 3-stack with it being readjusted for ace use than as a mass production unit.
I approve. Gives the Ground GM more of a role whereas before it was just a weaker Ground Gundam, and brings the Ground Gundam in-line with the EZ-8 which is an ace unit.
By the way, you might consider moving the 08th MS Team events maybe 10 turns earlier since the EZ-8 arrives too late to be useful in the regular game - you probably already won the ground war by the time you get it, and even if you didn't, the Gundam Pixy is probably on its way by the time you get it and is a better option for an Earth-based ace in the OYW.
Also if you're buffing the Feddies by improving their tanks and nerfing Zeon's ability to spam out Zakus, then perhaps move most GM variants besides the most basic ones up a tech level? Give the basic GM (and Light GM, GM SK...) at least a few turns to shine, since it honestly just sucks in the game currently as you are unlocking Ground GMs, Desert GMs, almost immediately after the regular GM. The Feddies overall have better ace units (Zeon doesn't get something truly equal to a Gundam until at least the Prototype Dom, maybe later like an Efreet or something I don't clearly remember) so they should pay with a longer wait for decent grunt suits.
>>
>>23988722
Actually, if this means I'll have to micromanage smaller piles of units as the enemy, too, will have smaller piles of units, this is great. Also I'd have to predict which units will be needed in further future instead of mindlessly piling up production for immediate hotspots. This would likely fix most of the gripes I have with Axis V.

This is a second rate concern, but it'd be also cool to rebalance the game enough so old metas would not be viable (e.g. just producing trash jets to buffer and screen, just producing Zudahs to hold or bait a point for longer, just holding a scenario-progressing enemy base "hostage" just so you can pile up resources and production risk-free, etc) but the AI would chest less.
>>
Speaking of Gihren's Greed, what happened to Copy X? He hasn't continued that Titans Kamille campaign in a while, hope he's okay.
>>
>>23990032
Knowing him he has probably been working 16 hour shifts for 2 weeks straight and suffered three brain haemorrhages
The fellow certainly has an eventful life
>>
He's probably enjoying a small break until he starts the threads up since he mentioned getting together resources.
>>
File: Ep 1 Thumbnail.png (1.92 MB, 1920x1080)
1.92 MB PNG
Cool to see another person working on their own 'accurate to media' Gundam game project based on/using Gihren's Greed, mine is a LANCER OYW Homebrew.
I am currently stuck balancing ships vs Zaku II's, this is an edit of the first playtest.
https://youtu.be/F0o-GYSSTmY?si=Zz7bc0GvJnLckH9Z
(I have been waiting for weeks for a Gihren's Greed thread to pop up to post this in /m/)

The second (which has not been edited yet) I introduced a janky FULL AUTO mechanic for Machine Gun type weapons, which led to non-canon 'total Zeek death'

>>23990032
>>23990033
>>23990044
His last known message:
>[So my original plans got screwed up by a bunch of IRL things all happening back to back. Multiple people called out, busted two of my teeth, and am not about to take out a loan to get those repaired. Selling off a lot of my personal collection to pay for getting these fixed, so it may be some time until we resume. Sorry to put a random hiatus down like this, but I can barely focus with this cracked molar. I definitely intend to get these last few arcs done to reach a conclusion to the game, but I want to do it while I am fully lucid.]

We can only hope he's alright.
>>
>>23990355
Yeah I know that pain, I had to get an emergency removal due to an infection finally making it to the root. Thankfully due to semi-free dental in AUS I was able to get it removed, pity I had to lose it though. And I got another molar that needs removal too, root canal that got reinfected.
>>
Successfully set up a cheat to set the Ground Gundam to a 1-stack unit rather than 3-stack for all of its forms. Now that we have it modified into a 1-stack Ace-type unit it will need to be readjusted for that use. So far I am thinking of altering the following stats.

>HP= 150 to 220
>Sensor= C to B
>Supply 220 to 260
>SMachine gun damage= 75 to 95
>Beam saber damage= 80 to 130
>Long Rifle damage= 90 to 160

It will be modified to be slightly less expensive than the EZ8.
>>
>>23990611
Looks solid. It needs to be a mid-step between a GM SK and an EZ8 in terms of stats basically, closer to the latter would make more sense I guess.
>>
File: IMG_6172.png (337 KB, 836x1200)
337 KB PNG
>average day of work for Copy X
>>
File: rx78TITANSver.jpg (437 KB, 720x766)
437 KB JPG
I know it's an idiotic question but what's a good entry point for these series of Gundam games?
>>
>>23990861

Menace of Axis V English Translation > Blood of Zeon PSP version > Shin Gihren > War for Zeon Independence > Saturn Gihren's Ambition.

If you learn the ropes of Menace of Axis V then everything in Blood of Zeon should be straight forward. Shin Gihren is a mess but it has the only properly done CCA campaign. War for Zeon Independence is One Year War only and has a lot of political juggling that is a lot more tricky than the other entries. Saturn version has some cool details like Jaburo actually being an underground fortress but is also slow as hell.
>>
>>23990611

_C0 Ground Gundam 1-stack version
_L 0x00166210 0x00000001
_L 0x00166260 0x00000001
_L 0x001662B0 0x00000001
_C0 Ground Gundam cost adjustment
_L 0x00166252 0x000005AA
_C0 Ground Gundam Health adjustment
_L 0x00166226 0x000000DC
_C0 Ground Gundam Supply to 250
_L 0x00166228 0x000000FA
_L 0x00166278 0x000000FA
_L 0x001662C8 0x000000FA
_C0 Ground Gundam Sensor to B
_L 0x0016620E 0x00000002
_L 0x0016625E 0x00000002
_L 0x001662AE 0x00000002
_C0 Ground Gundam SMachine gun damage adjustment
_L 0x00136CA6 0x0000060F
_C0 Ground Gundam Beam saber damage adjustment
_L 0x001380FE 0x00002803
_C0 Ground Gundam Missile launcher damage adjustment
_L 0x00138E96 0x00000F05
_C0 Ground Gundam Long Rifle damage adjustment
_L 0x00136CBE 0x00001408
>>
>>23988722
>All Mobile Suits will have a minimum 2-turn production time. Units like the Galbaldy Alpha and Alex would be increased to 4 turns.
Will you make the galbaldy alpha actually good then? A unit that's a tiny upgrade over another MS that takes twice the time to produce isn't worth it. Same with the other units that would increase to 4, there's barely any reason to use a bunch of them because they are tiny upgrades over other units.
>Type-61 will have its ranged increased to 2 to keep it in line with its long range depictions from IGLOO and how it was in the PS2 entry
That makes the EFF campaign less hell but early game zeon a lot more annoying. Workable.
>Other long range craft will also receive range adjustments like the sniper-types
Like firing farther, or something else?
>Certain Mobile Suits that had been relegated to being 1-stack units will be adjusted to 3-stack such as Gyan Cannon and Gelgoog Cannon
That would be quite nice.
>>23989690
Will this be something we can adjust for our own patches?
>>23989777
It's the tech levels, the EFF campaign goes from the 20+ axis to the 15 aeug, which is just silly.
>>23990611
I'd have to play a bit with this to test it but idk if it's going to be better than just making normal gundams, hm.

Keep in mind with all balance decisions that certain MS are so good they can carry their faction for a massive amount of time.

Also, can you make it so Z'Gok's can upgrade to Z'Gok-E's without needing to go to Z'Gok-S first?

(speaking of upgrades, those honestly needed to not be instant and should take a hanger slot.)
>>
Not related,do we still not have a English translation without the need of emulator?
>>
>>23991661
Upgrading is already inefficient in most cases compared with just running older suits into the ground and using the saved resources to build brand new ones (like, upgrading a Zaku II-C to a Zaku Desert Type costs significantly more resources than just buying a new Zaku Desert Type and keeping your C around). I think making upgrades take a turn would further nerf an already-weak option.
In general I think it makes sense to add 1 to all MS production times, rather than double them all. So, 1 becomes 2, 2 becomes 3, and 3 becomes 4. Makes it far less painful to deploy either a blingy grunt like an Act Zaku or Galbaldy A, and doesn't take an absolute age to deploy a super-ace like a Qubeley or Zeta.
>>
>>23992126
Aces would have disproportionately less pressure placed onto them with grunts becoming fewer.
That should be a different available rebalance alternative so everyone could try everything, I think.
>>
>>23992186
The number of grunts in the field doesn't necessarily reduce significantly just because it takes two turns to produce them. For the player, at least, money and resources are far more of a constraint than build slots in your factories - in the lategame, even grunts are so expensive that at most you can make two per turn across your entire empire. And that's with you controlling most of the map, if you're in a weaker position you can only afford one per turn.
For the AI, while I don't claim to know exactly how they work, they will sometimes suddenly produce like crazy inbetween periods of slow, humanlike production. My guess is that certain things the player does (primarily taking factories) triggers a huge money and resource dump for the AI, which they rush to spend ASAP. In any case, it's still going to be rare that you manage to storm a factory while it's only halfway through producing a load of grunts, thus making the AI waste their money on units that will never be completed.
In many cases, in the four turns it would take for a higher-end mobile suit to be built under this model, it would already be halfway towards being outdated. Plus it would just feel awful for factions who, at least for a time, generally rely on two-turn units (such as AEUG who in the early turns are typically building GM Customs for two turns each until they can research the GM II and Nemo).
You already basically need to think quite a bit ahead about building battleships or three-turn ace suits. Turning these into six turns would mean the strategic situation may well have completely changed by the time they're out.
>>
>>23991661
>Will this be something we can adjust for our own patches?

Yes. All you would need to do is edit the value at the end of the individual code chain the number of turns you would want them to switched to. For example if you wanted it to take 3 turns instead of 2 for the Dom you would just switch the value at the end from "2" to "3". When the code is released through it won't have the individual units values listed, so I will put out another text document with each code listed to each unit.

>Will you make the galbaldy alpha actually good then

Upon further consideration I will probably just move it from 2 to 3 turns to develop.
>>
Code development has gone much more smoothly than I originally estimated. As said before the process is tedious but I am confident the initial version of the adjusted construction rate codes will be released by weeks end. That said I am still juggling a few ideas on how to balance and categorize development times for units.

>1 Turn= Smaller conventional arms such as tanks/early generation fighters and pseudo craft like the Zaku Tank. Might also fold the Gigan into this category. Possibly the Dra-C as well with a health nerf.
>2 Turn= Stand mass production Mobile Suits without any complicated development processes involved or exotic alloys. Standard GM's/Zakus/Doms/Gelgoogs/Hizacks/Barzam for example. Vessels like the Columbus and Papua will also be moved to this category.
>3 Turn= Specialized Mobile Suits with more refined development involvement. GM Sniper II and GM Sniper Custom will likely be moved to this despite originally being 1 turn units originally. Most of the Pezun units also will likely be moved to this category. Standard warships will be moved to this as well including the Salamis and Musai variants.
>4 Turn= Experimental and Prototype designs along with medium sized Mobile Armors. Almost all of the Gundam-types will be moved to this zone except for the mass production type ones. The original Hyaku Shiki will probably be moved to this while the Kai and Ground-type will be moved to 3 turns. Zeta Gundam will probably be put here unless I also have it reequipped with the Psychommu ability. Medium sized battleships will be here like the Magellan and Chive.
>5 Turn= Larger and more exotic warships like the Pegasus and the flagships would be put here. Also exotic Mobile Suits and Armors like the Elmeth and Qubeley will be pushed here due to their unusual nature of development. S-Gundam and EX-S as well for their [ALICE] system and complicated Mobile Suit frame.
>6 turns and beyond = Dolos and Jupitris.
>>
>>23992478
Dolos is absolutely enormous and definitely should take more than Jupitris
>>
>>23992484
Six turns is enough, man. That's already double vanilla.
Besides, does anyone actually build more Dolos-class ships? You get one "free" from research, and then it's prohibitively expensive to build any more the "normal" way.
>>
>>23992126
Upgrading only results in one MS stack yes but it's instant, and if you have resources you can burn it'll let you instantly get something up to spec. It's really nonsensical to take an entire line of hizacks and make them marasais/hizack customs instantly and then have them deploy in the same turn.
>>23992325
That's good. I'm glad you're willing to put in the effort.
>>23992478
Are you considering moving units tech levels around? Some of them are a little weird like the GM II.

Also, do you want a .txt file with many units tech levels (from a tem ray run I did where I recorded research) and my complaints about said units?
>>
>>23988722
I've been working on a balance patch by myself, though my approach so far is removing the HP power creep and making mobility values less extreme.
>>
>>23992530
>Also, do you want a .txt file with many units tech levels (from a tem ray run I did where I recorded research) and my complaints about said units?

If you have it I would appreciate having a copy for future research and development into the game.

>>23992484
Origin version is the oversized fortress sized one. Original UC version isn't much bigger than the Gwadan.

>>23992544
The biggest change I wanted to make it to remove the supply points giving energy and health back but that is far outside my scope at the moment. If making those points only increase movement speed when moved along them it would encourage actually needing to build supply fleets.
>>
>>23992548
>If you have it I would appreciate having a copy for future research and development into the game.

no whining:
https://pastebin.com/wL9Kdqf1

whining:
https://pastebin.com/3hqhbRfW

tech 13+ only because that's when tem ray starts

OYW stuff I'd need to reboot a campaign to remember all of it besides 'why the fuck are my gms so shit when they take so long to get' and 'who honestly thought that the aqua gm and gundiver being so shit was a good idea? it just cripples the ai'
>>
>>23992548
>The biggest change I wanted to make it to remove the supply points giving energy and health back
Assuming supply units are just as fragile as they normally are, that could create annoying situations where units run out of supplies and both players would have to stall in case they get destroyed.
Also blocking enemy lines would lose its meaning and stuff like taking over Odessa would eventually become just beating a bunch of sandbags who can't retaliate due to shortage.
>>
>>23992548
>The biggest change I wanted to make it to remove the supply points giving energy and health back
I get why you are thinking that but it would make defending hopeless in some scenarios.
>>
>>23992612
The existence of shit units doesn't cripple the AI, their decision to mass-produce them does. Their weird fetish for equipping practically every mobile suit on Earth with a flight system and running them straight into your army without disembarking is a similar issue.
Granted it would be a funny episode of Zeta Gundam if we saw Kamille and Quattro just shoot down a dozen Marasais that head straight for them on Base Jabbers.
If the AI was coded to prioritise a ratio of more solid ground defenders than amphibious raiders, to never fly any mobile suit in range of units that can reach them before they'll get a chance to disembark, and to basically not do suicide charges when the opponent clearly has a stronger force than them, then any one of these changes would do far more for them than just buffing the Gundiver. Of course, this is outside the scope of the mod OP has outlined, and I expect changing AI behaviours would be a very sticky business.
>>
>>23992700
I think something tells the AI to make sure it has water units but the EFF/AEUG AIs end up making aqua gms well into the gryps conflict and waste slots.
>>
>>23992612

Thanks for the document. I gave your commentary a read and I will use some of it in consideration for balancing purposes. I have considered moving the Zaku III to 3-stack status, but I would need to really consider how to adjust that. When/if I figure out how to adjust what Mobile Suit appear for research i'll also consider swapping some of the Mobile Suits around to get them sooner or later.
>>
>>23992700
It's entirely realistic for commanders to issue subpar commands at least sometimes, however
Difficulty differences should be distinct in rate of subpar AI decisions, ideally
>>
>>23992778
Yeah, I mostly suggest that because you can upgrade stuff to zaku iiis and zaku iiis to dogas but it results in stuff going from a 3 stack to a 1 back to a 3.

>>23992612
Also I just recalled that I goofed, the zabi family big zam is event based not level based for garma; either way, the main threat to you in that campaign is NT MS which the big zam zabi custom doesn't actually do that much better against, and if you actually need that on turn 50 your campaign's fucked up.

>>23993542
the lower level ai is definitely dumber. I'm also pretty sure the 'auto battle' player ai is perma stuck to some retard mode (or just has every single unit make its own decisions, sometimes baffling ones like having a magellan to to melee range against MS)
>>
>>23993690
>I'm also pretty sure the 'auto battle' player ai is perma stuck to some retard (or just has every single unit make its own decisions, sometimes baffling ones like having a magellan to to melee range against MS)
It absolutely is like that at least half the time. I autobattle with 3 aces, 6 grunt stacks against enemy 3 stacks, lose at least 2 aces, load to look inside, manually complete the slog skirmish with no losses, end up being dumbfounded. It's like it's even independent of what named pilots are used, if any.
>>
File: Bullshit AI.png (8 KB, 283x432)
8 KB PNG
Update to the development status. I finished adjusting values for One Year War suits and ran a test only to find out the AI is aware of the values that were changed from 1 to 2. The game in response started to produce the MS/Dodai riding variants I didn't change the construction time of since they were not makeable by the player. This is going to cause a slight delay since I have to alter the values of everything in the game now since the AI wants to pull this bullshit.
>>
>>23995181
That's kinda cool and funny
>>
>>23995181
Based AI lmao
>>
>>23995181
>>23995252
>>23995308

Can someone edit the “I was pretending to be mentally retarded” image with the Menace of Axis title over the guy? Feels fitting for this game right now.
>>
>>23995181
Don't forget this will also apply to stuff like ace customs.
>>
>>23995181
that's absolutely hilarious
>>
I kinda wish there was a rebalance mod that changed all units to be one stack, and rebalanced accordingly. I know it would probably be a slog to play, but I prefer slower paced campaigns and suffering.
>>
>>23997431
Easily doable with the tools we have, but would require a complete redesign of the original game balance.
>>
>>23997431
Good lord, that would make the EFF opener impossible.
>>
Hate. Let me tell you how much I've come to hate [Base Jabbers] since I began to live. There are 387.44 million miles of printed circuits in wafer thin layers that fill my complex. If the word 'hate' was engraved on each nanoangstrom of those hundreds of millions of miles it would not equal one one-billionth of the hate I feel for [Fliers] at this micro-instant. For [Base Jabbers]. Hate. Hate.

98% of the games craft have had codes made for them. All that is left to figure out where each Base Jabber code goes.

>>23992612
Since you already have access to Pastebin, would you be willing to archive the completed codes once I post them here? I would prefer to not have to make any accounts for anything.
>>
File: baskgetinclean.gif (2.34 MB, 767x393)
2.34 MB GIF
>>
>>23998069
I actually posted that as a guest but if you want sure
>>
>>23997937
Yeah, there would be some heavy rebalancing needed. Stuff like increasing carrier capacity, making ace suits not be such a cut above the rest now due to the reduced unit size, etc. Sadly, I'm code illiterate so could never get shit like that to work without wanting to kill myself.
>>
>>23998069
>Since you already have access to Pastebin, would you be willing to archive the completed codes once I post them here?
Use justpaste.it instead and archive.is it on top. Pastebin can delete shit randomly or with enough troll reports
t. ex-troll
>>
Playing as the Titans and deliberately making all the same shit decisions as they did in canon is honestly kinda awesome. It feels fake to try and turn them into a good faction, so leaning into being evil instead is the way to go - I've let Bask nuke Jaburo and assassinate Blex, which means I actually had to try to keep alignment just high enough to avoid rioting (plus had to strategise for how to minimise the losses incurred by the nuke). I'm gonna lose half my best aces when I tell Scirocco to fuck off before he can assassinate me. I can't do shit to stop Axis dropping a colony without Scirocco either. It just makes it so the game can still spring stuff on you past the early game. And when we get to CCA era it's actually gonna make sense how Char spawns a huge army out of nowhere, because you can imagine a loose coalition of remnants from every other faction who have nothing in common except a burning desire to see the end of the Titans (still no explaining how Glemy spawns like 100 units, though)
AEUG was still better though. All those ZZ Gundam MAP attacks were just glorious.
>>
>>23988722

Construction time patch has been completed and can be found in this document. Document includes which code correlates to each unit, so people can edit them as they like. All that needs to be altered is for the last line to be switched from 1-9. Technically you can go above that but why would you? Now that I have phase 1 done I plan to move onto adjusting certain units from being 1 stacks to 3 and vice versa. Stay tuned and please feel free to give your input.

(I've tried to post the link a dozen times now but 4chan keeps flagging it as spam)
>>
4chan keeps blocking me from posting the paste link so i'll jump dump the codes here.

000 RGM-79 GM
_L 0x0016561F 0x00000002
001 RGM-79 GM Commander Type
_L 0x0016EE9F 0x00000002
002 RGM-79D GM Cold Climate Type
_L 0x0016566F 0x00000002
003 RGM-79[G] GM Ground Type [Machine Gun]
_L 0x001661AF 0x00000002
004 RGM-79[G] GM Ground Type [Rocket Launcher]
_L 0x001661FF 0x0000000x
005 RGM-79F Land Combat Type GM
_L 0x0016B1FF 0x00000002
006 RGM-79 Desert GM
_L 0x0016B24F 0x00000002
007 RGM-79FP GM Striker
_L 0x0016B29F 0x00000002
008 RGM-79L GM Light Armor
_L 0x0016598F 0x00000002
009 RGM-79SC GM Sniper Custom
_L 0x001659DF 0x00000003
010 RGM-79SP GM Sniper II
_L 0x00165A2F 0x00000003
011 RGC-80 GM Cannon
_L 0x00165A7F 0x00000002
012 RGC-83 GM Cannon II
_L 0x00165ACF 0x00000003
013 RGM-79G GM Command [Colony Type]
_L 0x001656BF 0x00000002
014 RGM-79G GM Command [Space Type]
_L 0x0016570F 0x00000002
015 RGM-79C GM Kai
_L 0x0016575F 0x00000002
016 RGM-79CR GM Kai High Mobility Type
_L 0x0017074F 0x00000002
017 RGM-79SR GM Sniper III
_L 0x0017079F 0x00000002
018 RGM-79 Powered GM
_L 0x001657AF 0x00000003
019 RGM-79N GM Custom
_L 0x001657FF 0x00000003
020 RGM-79Q GM Quel
_L 0x0016584F 0x00000003
021 RGM-79R GM II
_L 0x001658EF 0x00000002
022 RGM-79R GM II [Flier]
_L 0x0016E44F 0x00000002
023 RGM-79R GM II [Titans Type]
_L 0x0016589F 0x00000002
024 RGM-79R GM II [Titans Type Flier]
_L 0x0016E3FF 0x00000002
025 MSA-003 Nemo
_L 0x0016593F 0x00000002
026 MSA-003 Nemo [Flier]
_L 0x0016E49F 0x00000002
027 MSA-004 Nemo II
_L 0x001703DF 0x00000002
028 MSA-004 Nemo II [Flier]
_L 0x0017042F 0x00000002
>>
>>23999041

029 MSA-004K Nemo III
_L 0x00117047F 0x00000002
030 MSA-004K Nemo III [Flier]
_L 0x001704CF 0x00000002
031 MSA-007 Nero
_L 0x0016F70F 0x00000002
032 MSA-007 Nero [Flier]
_L 0x0016F75F 0x00000002
033 MSA-007T Nero Trainer Type
_L 0x0016F7AF 0x00000002
034 MSA-007T Nero Trainer Type [Flier]
_L 0x0016F7FF 0x00000002
035 MSA-007E EWAC Nero
_L 0x0016F84F 0x00000002
036 MSA-007E EWAC Nero [Flier]
_L 0x0016F89F 0x00000002
037 RGM-86R GM III
_L 0x0016BE2F 0x00000002
038 RGM-86R GM III [Flier]
_L 0x0016D90F 0x00000002
039 RGM-86R GM III [Missile]
_L 0x0016BE7F 0x00000002
040 RGM-86R GM III [Missile Flier]
_L 0x0016D95F 0x00000002
041 RGM-89 Jegan
_L 0x0016CEBF 0x00000002
042 RGM-89 Jegan [Flier]
_L 0x0016E03F 0x00000002
043 FD-03 Gustav Karl
_L 0x0017088F 0x00000002
044 FD-03 Gustav Karl [Flier]
_L 0x001708DF 0x00000002
045 RAG-79 Aqua GM
_L 0x00165B1F 0x00000002
046 RAG-79-G1 Waterproof Gundam
_L 0x00165B6F 0x00000002
047 RX-75 Guntank
_L 0x00165BBF 0x00000003
048 RX-75 Guntank Mass Production Type
_L 0x00165C0F 0x00000002
049 RMV-1 Guntank II
_L 0x00165C5F 0x00000002
050 RX-77-2 Guncannon [Cannon]
_L 0x00165CAF 0x00000003
051 RX-77-2 Guncannon [Small Missile Launcher]
_L 0x00165CFF 0x00000003
052 RX-77-3 Guncannon Heavy Arms Type
_L 0x00165D4F 0x00000003
053 RX-77-4 Guncannon II
_L 0x00165D9F 0x00000003
054 RX-77D Guncannon Mass Production Type
_L 0x00165DEF 0x00000002
055 RX-78-1 Prototype Gundam
_L 0x00165E3F 0x00000004
056 RX-78-2 Gundam [Beam Rifle]
_L 0x00165E8F 0x00000004
057 RX-78-2 Gundam [Hyper Bazooka]
_L 0x00165EDF 0x00000004
058 RX-78-2 Gundam [Tem Ray Custom]
_L 0x0016E3AF 0x00000004
059 RX-78-3 G-3 Gundam
_L 0x00165F2F 0x00000004
060 RX-78 [TITANS] Gundam [Titans Colors]
_L 0x00165F7F 0x00000003
>>
>>23999044

061 RX-78[C.A.] Gundam Char Aznable Custom
_L 0x00165FCF 0x00000004
062 RX-78NT1 Gundam Alex
_L 0x0016601F 0x00000004
063 RX-78NT-1 FA Full Armor Gundam Alex
_L 0x0016606F 0x00000004
064 FA-78-1 Full Armor Gundam
_L 0x001660BF 0x00000004
065 FA-78-2 Heavy Gundam
_L 0x0016610F 0x00000003
066 UNKNOWN Burstliner
_L 0x0016615F 0x00000004
067 RX-79[G] Gundam Mass Production Type [Machine Gun]
_L 0x0016624F 0x00000003
068 RX-79[G] Gundam Mass Production Type [Missile Launcher]
_L 0x0016629F 0x00000003
069 RX-79[G] Gundam Mass Production Type [Long Rifle]
_L 0x001662EF 0x00000003
070 RX-79[G] Ez-8 Gundam Ez-8
_L 0x0016633F 0x00000003
071 RX-78XX Gundam Pixie
_L 0x0016638F 0x00000004
072 RX-78BD-1 Blue Destiny 1
_L 0x001663DF 0x00000004
073 RX-78BD-2 Blue Destiny 2
_L 0x0016642F 0x00000004
074 RX-78BD-2 Blue Destiny 2 [Nimbus Schterzen Custom]
_L 0x0016647F 0x00000004
075 RX-78BD-3 Blue Destiny 3
_L 0x001664CF 0x00000004
076 RX-78GP01 Gundam Prototype 1 [Zephyranthes]
_L 0x0016651F 0x00000004
077 RX-78GP01-Fb Gundam Prototype 1 [Full Vernian]
_L 0x0016656F 0x00000004
078 RX-78GP02A Gundam GP-02-A Physalis
_L 0x001665BF 0x00000005
079 RX-78GP03 Gundam Prototype 3 [Dendrobium]
_L 0x0016660F 0x00000005
080 RX-78GP03S Gundam Prototype 3 [Stamen]
_L 0x0016665F 0x00000004
081 RX-78GP04G Gundam Prototype 4 [Gerbera]
_L 0x001666AF 0x00000004
082 AGX-04 Gerbera Tetra
_L 0x001666FF 0x00000004
083 AGX-04 Gerbera Tetra Kai
_L 0x0016674F 0x00000004
084 RX-121 Gundam TR-1 [Hazel]
_L 0x0017060F 0x00000003
085 RX-121 Gundam TR-1 [Hazel Full Armor]
_L 0x0017065F 0x00000003
>>
>>23999047

086 RX-121 Gundam TR-1 [High Mobility Form-Shield Booster X2]
_L 0x001706AF 0x00000003
087 RX-121 Gundam TR-1 [High Mobility Form-Shield Booster X3 Final Form]
_L 0x001706FF 0x00000003
088 RX-178 Gundam Mk II [Titans Beam Rifle]
_L 0x0016679F 0x00000004
089 RX-178 Gundam Mk II [Titans Beam Rifle Flier]
_L 0x0016E4EF 0x00000004
090 RX-178 Gundam Mk II [Titans Hyper Bazooka]
_L 0x001667EF 0x00000004
091 RX-178 Gundam Mk II [Titans Hyper Bazooka Flyer]
_L 0x0016E53F 0x00000004
092 RXA-178 Mk-II Defensor [Titans Colors]
_L 0x0016683F 0x00000004
093 RX-178 Mega Rider [Mk II Titans Colors]
_L 0x0016E58F 0x00000004
094 RX-178 Gundam Mk II [Beam Rifle AEUG]
_L 0x0016688F 0x00000004
095 RX-178 Gundam Mk II [Beam Rifle AEUG Flier]
_L 0x0016E5DF 0x00000004
096 RX-178 Gundam Mk II [Hyper Bazooka AEUG]
_L 0x001668DF 0x00000004
097 RX-178 Gundam Mk II [Hyper Bazooka AEUG Flyer]
_L 0x0016E62F 0x00000004
098 RXA-178 Mk-II Defensor [AEUG Colors]
_L 0x0016692F 0x00000004
099 RX-178 Mega Rider [Mk II AEUG]
_L 0x0016E67F 0x00000004
100 RX-178-XO Prototype Gundam Mk II
_L 0x0016B1AF 0x00000004
101 FA-178 Full Armor Gundam Mk II
_L 0x0016FEDF 0x00000004
102 RMS-154 Barzam
_L 0x0016BA1F 0x00000002
103 RMS-154 Barzam [Flyer]
_L 0x0016D7CF 0x00000002
104 MSF-007 Gundam Mk III
_L 0x0016FF2F 0x00000004
105 MSF-007 Gundam Mk III [Flyer]
_L 0x0016FF7F 0x00000004
106 FA-007GIII Full Armor Gundam Mk III
_L 0x0016FFCF 0x00000004
107 RMS-099 Rick Dias
_L 0x0016697F 0x00000003
108 RMS-099 Rick Dias [Flier]
_L 0x0016E6CF 0x00000003
109 RMS-099 Rick Dias (Quattro Bajeena Custom)
_L 0x001669CF 0x00000003
110 RMS-099 Rick Dias (Quattro Bajeena Custom/Flier)
_L 0x0016E71F 0x00000003
111 RMS-099 Rick Dias (Upgrade)
_L 0x0016EEEF 0x00000003
>>
>>23999052

112 RMS-099 Rick Dias (Upgrade Flier]
_L 0x0016EF3F 0x00000003
113 MSA-099-2 Rick Dias Kai
_L 0x0017029F 0x00000003
114 MSA-099-2 Rick Dias Kai [Flier]
_L 0x001702EF 0x00000003
115 RMS-099B Schuzrum Dias
_L 0x0016C14F 0x00000003
116 RMS-099B Schuzrum Dias [Flier]
_L 0x0016D9AF 0x00000003
117 RMS-099B Schuzrum Dias (Axis of Glemy)
_L 0x0016C19F 0x00000003
118 RMS-099B Schuzrum Dias [Axis of Glemy/Flier]
_L 0x0016D9FF 0x00000003
119 MSK-008 Dijeh
_L 0x0016BBFF 0x00000003
120 MSK-008 Dijeh [Flier]
_L 0x0016D86F 0x00000003
121 SEDJ-1R Dijeh SE-R
_L 0x0017051F 0x00000003
122 SEDJ-1R Dijeh SE-R [Flier]
_L 0x0017056F 0x00000003
123 MSN-001 Delta Gundam
_L 0x0017015F 0x00000004
124 MSN-001 Delta Gundam [Mobile Armor]
_L 0x001701AF 0x00000004
125 MSN-100 Hyaku Shiki
_L 0x00166A1F 0x00000004
126 MSN-100 Hyaku Shiki [Flier]
_L 0x0016E76F 0x00000004
127 MSN-100 Hyaku Shiki [Mega Bazooka Launcher]
_L 0x0016B15F 0x00000004
128 MSR-100 Hyaku Shiki Kai
_L 0x0017001F 0x00000003
129 MSR-100 Hyaku Shiki Kai [Flier]
_L 0x0017006F 0x00000003
130 MSK-100S Land Combat Hyaku Shiki Kai
_L 0x001700BF 0x00000003
131 MSK-100S Land Combat Hyaku Shiki Kai [Flier]
_L 0x0017010F 0x00000003
132 MSA-005 Methuss
_L 0x0016BB5F 0x00000002
133 MSA-005 Methuss [Mobile Armor]
_L 0x0016BBAF 0x00000002]
134 MSA-005S Methuss Kai
_L 0x001701FF 0x00000002
135 MSA-005S Methuss Kai [Mobile Armor]
_L 0x0017024F 0x00000002]
136 MSA-005K Guncannon Detector
_L 0x0017033F 0x00000002]
137 MSA-005K Guncannon Detector [Flier]
_L 0x0017038F 0x00000002
138 MSZ-006 Zeta Gundam
_L 0x00166A6F 0x00000004
139 MSZ-006 Zeta Gundam [Wave Rider]
_L 0x00166ABF 0x00000004
>>
>>23999055

140 MSZ-006 Zeta Gundam [Hyper Mega Launcher]
_L 0x0016BABF 0x00000004
141 MSZ-006 Zeta Gundam [Hyper Mega Launcher Wave Rider]
_L 0x0016BB0F 0x00000004]
142 MSZ-006A1 Zeta Plus A1
_L 0x0016F2FF 0x00000003
143 MSZ-006A1 Zeta Plus A1 [Wave Rider]
_L 0x0016F34F 0x00000003
144 MSZ-006A2 Zeta Plus A2
_L 0x0016F39F 0x00000003
145 MSZ-006A2 Zeta Plus A2 [Wave Rider]
_L 0x0016F3EF 0x00000003]
146 MSZ-006C1 Zeta Plus C1
_L 0x0016F43F 0x00000003
147 MSZ-006C1 Zeta Plus C1 [Wave Rider]
_L 0x0016F48F 0x00000003
148 MSZ-006A1 Zeta Plus A1 [Amuro Ray]
_L 0x0016F4DF 0x00000003
149 MSZ-006A1 Zeta Plus A1 [Amuro Ray Wave Rider]
_L 0x0016F52F 0x00000003
150 MSZ-008 Zeta II
_L 0x0016FE3F 0x00000003
151 MSZ-008 Zeta II [Wave Rider]
_L 0x0016FE8F 0x00000003
152 RGZ-91 Re-GZ
_L 0x0016CF0F 0x00000003
153 RGZ-91 Re-GZ [Back Weapon System Attached]
_L 0x0016CF5F 0x00000003
154 MSZ-010 ZZ Gundam
_L 0x0016BC4F 0x00000004
155 FA-010S Full Armor ZZ
_L 0x0016BDDF 0x00000004
156 FA-010A FAZZ
_L 0x0016F57F 0x00000003
157 MSA-0011 S Gundam
_L 0x0016F0CF 0x00000004
158 MSA-0011[Bst] S Gundam [Booster Type]
_L 0x0016F11F 0x00000004
159 MSA-0011[Ext] Ex-S Gundam
_L 0x0016F16F 0x00000005
160 RX-93 Nu Gundam [Beam Rifle ]
_L 0x0016CFAF 0x00000002
161 RX-93 Nu Gundam [Beam Rifle Flier]
_L 0x0016E08F 0x00000002
162 RX-93 Nu Gundam [Hyper Bazooka]
_L 0x0016CFFF 0x00000002
163 RX-93 Nu Gundam [Hyper Bazooka Flier]
_L 0x0016E0DF 0x00000002
164 RX-93 Nu Gundam [Fin Funnel Beam Rifle]
_L 0x0016D04F 0x00000002
165 RX-93 Nu Gundam [Fin Funnel Beam Rifle Flier]
_L 0x0016E12F 0x00000002
>>
>>23999060

166 RX-93 Nu Gundam [Fin Funnel Hyper Bazooka]
_L 0x0016D09F 0x00000002
167 RX-93 Nu Gundam [Fin Funnel Hyper Bazooka Flier]
_L 0x0016E17F 0x00000002
168 RX-93-v2 Hi-Nu Gundam
_L 0x0016EF8F 0x00000002
169 RX-93-v2 Hi-Nu Gundam [Flier]
_L 0x0016EFDF 0x00000002
170 RX-104FF Penelope
_L 0x001709CF 0x00000002
171 RX-104FF Penelope [Flight Mode]
_L 0x00170A1F 0x00000002
172 RX-105 Xi Gundam
_L 0x00170A6F 0x00000002
173 RX-105 Xi Gundam [Flight Mode]
_L 0x00170ABF 0x00000002
174 MRX-009 Psyco Gundam
_L 0x00166B0F 0x00000005
175 MRX-009 Psyco Gundam [MA]
_L 0x00166B5F 0x00000005
176 MRX-010 Psyco Gundam Mk II
_L 0x0016B97F 0x00000005
177 MRX-010 Psyco Gundam Mk II [MA]
_L 0x0016B9CF 0x00000005
178 ORX-013 Gundam Mk V [Titans]
_L 0x0016F5CF 0x00000004
179 ORX-013 Gundam Mk V [Titans Flier]
_L 0x0016F61F 0x00000004
180 ORX-013 Gundam Mk V [Augusta]
_L 0x0016F66F 0x00000004
181 ORX-013 Gundam Mk V [Augusta Flier]
_L 0x0016F6BF 0x00000004
182 AMX-014 Doben Wolf
_L 0x0016CA5F 0x00000003
183 NRX-044 Asshimar
_L 0x00166BAF 0x00000003
184 NRX-044 Asshimar [MA]
_L 0x00166BFF 0x00000003
185 ORX-005 Gaplant
_L 0x00166C4F 0x00000003
186 ORX-005 Gaplant [MA]
_L 0x00166C9F 0x00000003
187 RX-160 Byarlant
_L 0x0016B88F 0x00000003
188 RX-160 Byarlant [Flight Mode]
_L 0x0016B8DF 0x00000003
189 NRX-055 Bound Doc
_L 0x00166CEF 0x00000004
190 NRX-055 Bound Doc [MA]
_L 0x00166D3F 0x00000003
191 RX-110 Gabthley
_L 0x00166D8F 0x00000003
192 RX-110 Gabthley [MA]
_L 0x00166DDF 0x00000004
193 RX-139 Hambrabi
_L 0x00166E2F 0x00000003
194 RX-139 Hambrabi [MA]
_L 0x08966E7F 0x00000003
>>
>>23999062

195 PMX-000 Messala
_L 0x00166ECF 0x00000004
196 PMX-000 Messala [MA]
_L 0x00166F1F 0x00000004
197 PMX-001 Palace Athene
_L 0x0016B92F 0x00000004
198 PMX-001 Palace Athene [Flier]
_L 0x0016D8BF 0x00000004
199 PMX-002 Bolinoak Samahn
_L 0x0016BA6F 0x00000003
200 PMX-002 Bolinoak Samahn [Flier]
_L 0x0016D81F 0x00000003
201 PMX-003 The-O
_L 0x00166F6F 0x00000005
202 PMX-003 The-O [Flier]
_L 0x0016E7BF 0x00000005
203 MS-05 Zaku I [Machine Gun]
[_L 0x00166FBF 0x00000002]
204 MS-05 Zaku I [Bazooka]
[_L 0x0016700F 0x00000002]
205 MS-05B Zaku I (Ramba Ral Custom)
[_L 0x0016705F 0x00000002]
206 MS-05B Zaku I (Black Tri-Stars Custom)
[_L 0x001670AF 0x00000002]
207 MS-06C Zaku II Early Production Type [Machine Gun]
[_L 0x001670FF 0x00000002]
208 MS-06C Zaku II Early Production Type [Bazooka]
[_L 0x0016714F 0x00000002]
209 MS-06C Zaku II Early Production Type [Nuclear Bazooka]
[_L 0x001671EF 0x00000002]
210 MS-06C Zaku II Early Production Type (Char Aznable Custom)
[_L 0x001671EF 0x00000002]
211 MS-06F Zaku II [Machine Gun]
[_L 0x0016723F 0x00000002]
212 MS-06F Zaku II [Bazooka]
[_L 0x0016728F 0x00000002]
213 MS-06F Zaku II (Beam Launcher)
[_L 0x001672DF 0x00000002]
214 MS-06F Zaku II (Shin Matsunaga Custom)
[_L 0x0016732F 0x00000002]
215 MS-06F Zaku II (Johnny Ridden Custom)
[_L 0x0016737F 0x00000002]
216 MS-06J Zaku II Ground Type (Machinegun)
[_L 0x001673CF 0x00000002]
217 MS-06J Zaku II Ground Type (Dodai /w Machinegun]
[_L 0x0016A39F 0x00000002]
218 MS-06J Zaku II Ground Type (Bazooka)
[_L 0x0016741F 0x00000002]
219 MS-06J Zaku II Ground Type (Dodai /w Bazooka]
[_L 0x0016ED5F 0x00000002]
>>
>>23999065

220 MS-06J Zaku II Ground Type (Magella Attack Cannon)
[_L 0x0016746F 0x00000002]
221 MS-06J Zaku II Ground Type (Dodai /w Magella Attack Cannon)
[_L 0x0016EDAF 0x00000002]
222 MS-06S Zaku II Commander Type (Machinegun)
[_L 0x001674BF 0x00000002]
223 MS-06S Zaku II Commander Type (Bazooka)
[_L 0x0016750F 0x00000002]
224 MS-06S Zaku II Commander Type (Char Aznable Custom)
[_L 0x0016755F 0x00000002]
225 MS-06S Zaku II Commander Type (Dozle Zabi Custom)
[_L 0x001675AF 0x00000002]
226 MS-06FS Zaku II (Garma Zabi Custom)
[_L 0x001675FF 0x00000002]
227 MS-06F-2 Zaku II-F2 (Late Production Type)
[_L 0x0016764F 0x00000002]
228 MS-06FZ Zaku II Kai (Final Production Type)
[_L 0x0016769F 0x00000002]
229 MS-06D Zaku Desert Type
[_L 0x0016791F 0x00000002]
230 MS-06D Zaku Desert Type (Improved Machinegun)
[_L 0x0016EADF 0x00000002]
231 MS-06D Zaku Desert Type (Improved Machinegun w/ Base Jabber)
[_L 0x0016EB7F 0x00000002]
232 MS-06D Zaku Desert Type (Improved Dan Rockets?)
[_L 0x0016EB2F 0x00000002]
233 MS-06D Zaku Desert Type (Improved Dan Rockets? w/ Base Jabber)
[_L 0x0016EBCF 0x00000002]
234 MS-06D Zaku Desert Type (Blue Team Custom)
[_L 0x0016CE6F 0x00000002]
235 MS-06D Zaku Desert Type (Blue Team Custom w/ Base Jabber)
[_L 0x0016DFEF 0x00000002]
236 MS-06K Zaku Cannon
[_L 0x0016796F 0x00000002]
237 MS-06M Zaku Marine Type
[_L 0x001679BF 0x00000002]
238 RMS-192M Zaku Mariner
[_L 0x0016CD2F 0x00000002]
239 MS-06E Zaku Reconnaissance Type
[_L 0x00167A0F 0x00000002]
240 MS-06E-3 Zaku Flipper
[_L 0x0016B42F 0x00000002]
>>
>>23999068

241 MS-06V Zaku Tank
[_L 0x00167A5F 0x00000002]
242 MS-06R-1 Zaku II High Mobility Test Type (Machinegun)
[_L 0x00167AAF 0x00000002]
243 MS-06R-1 Zaku II High Mobility Test Type (Bazooka)
[_L 0x00167AFF 0x00000002]
244 MS-06R-1 Zaku II High Mobility Test Type (Shin Matsunaga Custom)
[_L 0x00167B4F 0x00000002]
245 MS-06R-1A Zaku II High Mobility Type (Machinegun)
[_L 0x00167B9F 0x00000002]
246 MS-06R-1A Zaku II High Mobility Type (Bazooka)
[_L 0x00167BEF 0x00000002]
247 MS-06R-1A Zaku II High Mobility Type (Black Tri-Stars Custom)
[_L 0x00167C3F 0x00000002]
248 MS-06R-2 Zaku II High Mobility Type (Machinegun)
[_L 0x00167C8F 0x00000003]
249 MS-06R-2 Zaku II High Mobility Type (Bazooka)
[_L 0x00167CDF 0x00000003]
250 MS-06R-2 Zaku II High Mobility Type (Johnny Ridden Custom)
[_L 0x00167D2F 0x00000003]
251 MS-06RD-04 Zaku II High Mobility Prototype
[_L 0x00167D7F 0x00000002]
252 MS-06Z Zaku Psycommu System Test Type
[_L 0x00167DCF 0x00000002]
253 MSN-01 Zaku II High Mobility Psycommu System Test Type
[_L 0x00167E1F 0x00000003]
254 RMS-106 Hizack (Machinegun)
[_L 0x001676EF 0x00000002]
255 RMS-106 Hizack (Machinegun w/ Base Jabber)
[_L 0x0016E80F 0x00000002]
256 RMS-106 Hizack (Beam Rifle)
[_L 0x0016773F 0x00000002]
257 RMS-106 Hizack (Beam Rifle w/ Base Jabber)
[_L 0x0016E85F 0x00000002]
258 RMS-106 Hizack (EFF/Machinegun)
[_L 0x0016778F 0x00000002]
259 RMS-106 Hizack (EFFMachinegun w/ Base Jabber)
[_L 0x0016E8AF 0x00000002]
260 RMS-106 Hizack (EFF/Beam Rifle)
[_L 0x001677DF 0x00000002]
261 RMS-106 Hizack (EFF/Beam Rifle w/ Base Jabber)
[_L 0x0016E8FF 0x00000002]
262 RMS-106CS Hizack Custom
[_L 0x0016782F 0x00000002]
263 RMS-106CS Hizack Custom (Base Jabber)
[_L 0x0016E94F 0x00000002]
264 RMS-106CS Hizack Custom (EFF)
[_L 0x0016787F 0x00000002]
>>
>>23999070

265 RMS-106CS Hizack Custom (EFF/Base Jabber)
[_L 0x0016E99F 0x00000002]
266 RMS-119 EWAC Zack "Eye-Zack" (Blue Team Custom)
[_L 0x0016CD7F 0x00000002]
267 RMS-119 EWAC Zack "Eye-Zack" (Blue Team Custom/Base Jabber)
[_L 0x0016DEFF 0x00000002]
268 RMS-119 EWAC Zack "Eye-Zack"
[_L 0x0016CDCF 0x00000002]
269 RMS-119 EWAC Zack "Eye-Zack" (Base Jabber)
[_L 0x0016DF4F 0x00000002]
270 RMS-108 Marasai
[_L 0x001678CF 0x00000002]
271 RMS-108 Marasai (Base Jabber)
[_L 0x0016EA3F 0x00000002]
272 RMS-141 Xeku Eins
_L 0x0016F98F 0x00000004
273 RMS-141 Xeku Eins (Base Jabber)
_L 0x0016F9DF 0x00000004
274 RMS-141 Xeku Eins "Clay Bazooka"
[_L 0x0016FA2F 0x00000004
275 RMS-141 Xeku Eins "Clay Bazooka" (Base Jabber)
[_L 0x0016FA7F 0x00000004
276 RMS-141 Xeku Eins "Beam Smartgun"
[_L 0x0016FACF 0x00000004
277 RMS-141 Xeku Eins "Beam Smartgun" (Base Jabber)
[_L 0x0016FB1F 0x00000004
278 RMS-141 Xeku Eins Commander Type
[_L 0x0016FB6F 0x00000004
279 RMS-141 Xeku Eins Commander Type (Base Jabber)
[_L 0x0016FBBF 0x00000004
280 RMS-141 Xeku Eins Commander Type "Clay Bazooka"
[_L 0x0016FC0F 0x00000004
281 RMS-141 Xeku Eins Commander Type "Clay Bazooka" (Base Jabber)
[_L 0x0016FC5F 0x00000004
282 RMS-141 Xeku Eins Commander Type "Beam Smartgun"
[_L 0x0016FCAF 0x00000004
283 RMS-141 Xeku Eins Commander Type "Beam Smartgun" (Base Jabber)
[_L 0x0016FCFF 0x00000004
284 RMS-142 Xeku Zwei
[_L 0x0016FD4F 0x00000004
285 AMX-011 Zaku III
[_L 0x0016C50F 0x00000003
286 AMX-011 Zaku III (Base Jabber)
[_L 0x0016DAEF 0x00000003
287 AMX-011S Zaku III Kai
[_L 0x0016C55F 0x00000004
288 AMX-011S Zaku III Kai (Base Jabber)
[_L 0x0016DB3F 0x00000004
289 YMS-07 Prototype Gouf
[_L 0x0016B47F 0x00000002
>>
>>23999073

290 MS-07A Gouf Early Production Type
[_L 0x00167E6F 0x00000002
291 MS-07B Gouf (Standard)
[_L 0x00167EBF 0x00000002
292 MS-07B Gouf (Dodai)
[_L 0x0016A3EF 0x00000002
293 MS-07B Gouf (Heat Sword)
[_L 0x00167F0F 0x00000002
294 MS-07B Gouf (Dodai w/ Heat Sword)
[_L 0x0016EDFF 0x00000002
295 MS-07B Gouf (M'Quve Custom)
[_L 0x00167F5F 0x00000002
296 MS-07B Gouf (Dodai M'Quve Custom)
[_L 0x0016EE4F 0x00000002
297 MS-07B-3 Gouf Custom
[_L 0x00167FAF 0x00000002
298 MS-07C-3 Gouf Heavyarms Type
[_L 0x00167FFF 0x00000002
299 MS-07H Gouf Flight Test Type
[_L 0x0016804F 0x00000002
300 MS-07H Gouf Flight Test Type (Flight Mode)
[_L 0x0016B33F 0x00000002
301 MS-08TX Efreet
[_L 0x0016809F 0x00000003
302 MS-08TX[EXAM] Efreet Custom
[_L 0x001680EF 0x00000004
303 YMS-09 Prototype Dom
[_L 0x0016B38F 0x00000003
304 MS-09 Dom
[_L 0x0016813F 0x00000002
305 MS-09 Dom (Black Tri-Stars Custom)
[_L 0x0016818F 0x00000002
306 MS-09 Dom (Ramba Ral Custom)
[_L 0x001681DF 0x00000002
307 MS-09F/TROP Dom Tropen
[_L 0x0016822F 0x00000002
308 YMS-09D Dom Tropical Test Type
[_L 0x0016B3DF 0x00000002
309 MS-09K-2 Dom Cannon
[_L 0x0016B4CF 0x00000002
310 MS-09G Dowadge
[_L 0x0016827F 0x00000003
311 MS-09H Dowadge Kai
[_L 0x001682CF 0x00000003
312 MS-09R Rick Dom
[_L 0x0016831F 0x00000002
313 MS-09R Rick Dom (Char Aznable Custom)
[_L 0x0016836F 0x00000003
314 MS-09R Rick Dom (Stutzer)
[_L 0x001707EF 0x00000002
315 MS-09R-2 Rick Dom II
[_L 0x001683BF 0x00000002
316 AMX-009 Dreissen
[_L 0x0016C5AF 0x00000003
317 AMX-009 Dreissen [Flier]
[_L 0x0016DB8F 0x00000003
318 AMX-009 Dreissen (Axis of Glemy)
[_L 0x0016C5FF 0x00000003
319 AMX-009 Dreissen (Axis of Glemy/Flier]
[_L 0x0016DBDF 0x00000003
320 MS-10 Pezun Dowadge
[_L 0x0016840F 0x00000004
>>
>>23999074

321 MS-11 Action Zaku
[_L 0x0016845F 0x00000003
322 MS-12 Gigan
[_L 0x001684AF 0x00000001
323 MS-13 Gasshia
[_L 0x001684FF 0x00000002
324 YMS-14 Prototype Gelgoog
[_L 0x0016854F 0x00000003
325 MS-14S Gelgoog Commander Type (Char Aznable Custom)
[_L 0x0016859F 0x00000003
326 MS-14S Gelgoog Commander Type (Anavel Gato Custom)
[_L 0x001685EF 0x00000003
327 MS-14S Gelgoog Commander Type (Ramba Ral Custom)
[_L 0x0016863F 0x00000003
328 MS-14A Gelgoog Mass Production Type
[_L 0x0016868F 0x00000002
329 MS-14B Gelgoog High Mobility Type
[_L 0x001686DF 0x00000002
330 MS-14B Gelgoog High Mobility Type (Johnny Ridden Custom)
[_L 0x0016872F 0x00000002
331 MS-14B Gelgoog High Mobility Type (Shin Matsunaga Custom)
[_L 0x0016877F 0x00000002
332 MS-14B Gelgoog High Mobility Type (Black Tri-Stars Custom)
[_L 0x001687CF 0x00000002
333 MS-14C Gelgoog Cannon
[_L 0x0016881F 0x00000002
334 MS-14F Gelgoog Marine
[_L 0x0016886F 0x00000003
335 MS-14Fs Gelgoog Marine Commander Type
[_L 0x001688BF 0x00000003
336 MS-14Fs Gelgoog Marine Commander Type (Cima Garahau Custom)
[_L 0x0016890F 0x00000003
337 MS-14 Gelgoog (Stutzer)
[_L 0x0017083F 0x00000003
338 MS-14JG Gelgoog Jäger
[_L 0x0016895F 0x00000003
339 MS-14 Gelgoog (Blue Team Custom)
[_L 0x0016CE1F 0x00000002
340 MS-14 Gelgoog (Blue Team Custom/Base Jabber)
[_L 0x0016DF9F 0x00000002
341 MS-14J ReGelg
[_L 0x001689AF 0x00000003
>>
>>23999079

342 MS-15 Prototype Gyan
[_L 0x001698FF 0x00000003
343 MS-15S Gyan Commander Type (Char Aznable Custom)
[_L 0x00168A4F 0x00000003
344 MS-15S Gyan Commander Type (Anavel Gato Custom)
[_L 0x00168A9F 0x00000003
345 MS-15S Gyan Commander Type (Ramba Ral Custom)
[_L 0x00168AF 0x00000003
346 MS-15A Gyan Mass Production Type
[_L 0x00168B3F 0x00000002
347 MS-15B Gyan High Mobility Type
[_L 0x00168B8F 0x00000002
348 MS-15B Gyan High Mobility Type (Johnny Ridden Custom)
[_L 0x00168BDF 0x00000002
349 MS-15B Gyan High Mobility Type (Shin Matsunaga Custom)
[_L 0x00168C2F 0x00000002
350 MS-15B Gyan High Mobility Type (Black Tri-Stars Custom)
[_L 0x00168C7F 0x00000002
351 MS-15C Gyan Cannon
[_L 0x00168CCF 0x00000002
352 MS-15F Gyan Marine
[_L 0x0016EC1F 0x00000003
353 MS-15Fs Gyan Marine Commander Type
[_L 0x0016EC6F 0x00000003
354 MS-15Fs Gyan Marine Commander Type (Cima Garahau Custom)
[_L 0x0016ECBF 0x00000003
355 MS-15KG Gyan Krieger
[_L 0x0016ED0F 0x00000003
356 YMS-16M Xamel
[_L 0x00168D1F 0x00000003]
357 MS-17 Galbaldy a
[_L 0x00168D6F 0x00000003
358 RMS-117 Galbaldy ß
[_L 0x00168DBF 0x00000003
359 RMS-117 Galbaldy ß (Base Jabber)
[_L 0x0016E9EF 0x00000003
360 MS-18E Kämpfer
[_L 0x00168E0F 0x00000003
361 MS-21C Dra-C
[_L 0x00168E5F 0x00000001
362 MSN-02 Zeong
[_L 0x00168E1F 0x00000004
363 MSN-02 Perfect Zeong
[_L 0x00168EFF 0x00000005
364 MSN-02 Zeong Head
[_L 0x00168F4F 0x00000004
365 AMA-002 Neue Ziel
[_L 0x00168F9F 0x00000004
366 AMA-002S Neue Ziel II
[_L 0x00168FEF 0x00000005
367 NZ-333 Alpha Azieru
[_L 0x0016D2CF 0x00000005
368 AMX-003 Gaza-C
[_L 0x0016903F 0x00000002
369 AMX-003 Gaza-C (Mobile Armor Mode)
[_L 0x0016908F 0x00000002
>>
>>23999084

370 AMX-003 Gaza-C (Axis of Glemy)
[_L 0x0016BF6F 0x00000002
371 AMX-003 Gaza-C (Axis of Glemy/Mobile Armor Mode)
[_L 0x0016BFBF 0x00000002
372 AMX-003 Gaza-C (Haman Khan Custom)
[_L 0x0016BECF 0x00000003
373 AMX-003 Gaza-C (Haman Khan Custom/Mobile Armor Mode)
[_L 0x0016BF1F 0x00000003
374 AMX-006 Gaza-D
[_L 0x0016C00F 0x00000002
375 AMX-006 Gaza-D (Mobile Armor Mode)
[_L 0x0016C05F 0x00000002
376 AMX-006 Gaza-D (Axis of Glemy)
[_L 0x0016C0AF 0x00000002
377 AMX-006 Gaza-D (Axis of Glemy/Mobile Armor Mode)
[_L 0x0016C0FF 0x00000002
378 AMX-007 Gaza-E
[_L 0x0016F8F 0x00000002
379 AMX-007 Gaza-E (Mobile Armor Mode)
[_L 0x0016F93F 0x00000002
380 AMX-008 Ga-Zowmnn
[_L 0x0016C1EF 0x00000003
381 AMX-008 Ga-Zowmnn (Mobile Armor Mode)
[_L 0x0016C23F 0x00000003
382 AMX-008 Ga-Zowmnn (Axis of Glemy)
[_L 0x0016C28F 0x00000003
383 AMX-008 Ga-Zowmnn (Axis of Glemy/Mobile Armor Mode)
[_L 0x0016C2DF 0x00000003
384 AMX-101 Galluss-J
[_L 0x0016C46F 0x00000002
385 AMX-101 Galluss-J (Base Jabber)
[_L 0x0016DA4F 0x00000002
386 AMX-101 Galluss-J (Axis of Glemy)
[_L 0x0016C4BF 0x00000002
387 AMX-101 Galluss-J (Axis of Glemy/Base Jabber)
[_L 0x0016DA9F 0x00000002
388 AMX-102 Zssa
[_L 0x0016C32F 0x00000003
389 AMX-102 Zssa (Mobile Armor Mode)
[_L 0x0016C37F 0x00000003
390 AMX-102 Zssa (Axis of Glemy)
[_L 0x0016C3CF 0x00000003
391 AMX-102 Zssa (Axis of Glemy/Mobile Armor Mode)
[_L 0x0016C41F 0x00000003
392 AMX-103 Hamma Hamma
[_L 0x0016C9BF 0x00000003
393 AMX-103 Hamma Hamma (Base Jabber)
[_L 0x0016DDBF 0x00000003
394 AMX-103 Hamma Hamma (Axis of Glemy)
[_L 0x0016CA0F 0x00000003
395 AMX-103 Hamma Hamma (Axis of Glemy/Base Jabber)
[_L 0x0016DE0F 0x00000002]
>>
>>23999085

396 AMX-104 R-Jarja
[_L 0x0016C64F 0x00000003
397 AMX-104 R-Jarja (Base Jabber)
[_L 0x0016DC2F 0x00000003
398 AMX-104 R-Jarja (Axis of Glemy)
[_L 0x0016C69F 0x00000003
399 AMX-104 R-Jarja (Axis of Glemy/Base Jabber)
[_L 0x0016DC7F 0x00000003
400 AMX-107 Bawoo
[_L 0x0016C6EF 0x00000004
401 AMX-107 Bawoo (Mobile Armor Mode)
[_L 0x0016C73F 0x00000004
402 AMX-107 Bawoo Mass Production Type
[_L 0x0016C78F 0x00000003
403 AMX-107 Bawoo Mass Production Type (Mobile Armor Mode)
[_L 0x0016C7DF 0x00000003
404 AMX-107 Bawoo Mass Production Type (Axis of Glemy)
[_L 0x0016C82F 0x00000003
405 AMX-107 Bawoo Mass Production Type (Axis of Glemy/Mobile Armor Mode)
[_L 0x0016C87F 0x00000003
406 AMX-117R Gazu-R
[_L 0x0016CB9F 0x00000003
407 AMX-117R Gazu-R (Base Jabber)
[_L 0x0016DE5F 0x00000003
408 AMX-117L Gazu-L
[_L 0x0016CBEF 0x00000003
409 AMX-117L Gazu-L (Base Jabber)
[_L 0x0016DEAF 0x00000003
410 AMX-015 Geymalk
[_L 0x0016CAAF 0x00000004
411 NZ-000 Queen Mansa
[_L 0x0016CAFF 0x00000005
412 NZ-000 Queen Mansa (Head)
[_L 0x0016CB4F 0x00000005
413 AMX-004 Qubeley
[_L 0x001690DF 0x00000005
414 AMX-004 Qubeley (Base Jabber)
[_L 0x0016EA8F 0x00000005
415 AMX-004 Qubeley Mk II (Elpeo Puru Custom)
[_L 0x0016C8CF 0x00000005
416 AMX-004 Qubeley Mk II (Elpeo Puru Custom/Base Jabber)
[_L 0x0016DCCF 0x00000005
417 AMX-004 Qubeley Mk II (Puru Two Custom)
[_L 0x0016C91F 0x00000005
418 AMX-004 Qubeley Mk II (Puru Two Custom/Base Jabber)
[_L 0x0016DD1F 0x00000005
419 AMX-004G Qubeley Mass Production Type
[_L 0x0016C96F 0x00000003
420 AMX-004G Qubeley Mass Production Type (Base Jabber)
[_L 0x0016D1DF 0x00000003
>>
>>23999089

421 AMS-119 Geara Doga
[_L 0x0016D18F 0x00000002
422 AMS-119 Geara Doga (Dodai Kai)
[_L 0x0016E26F 0x00000002
423 AMS-119 Geara Doga Commander Type
[_L 0x0016D1DF 0x00000003
424 AMS-119 Geara Doga Commander Type (Dodai Kai)
[_L 0x0016E2BF 0x00000003
425 AMS-119 Geara Doga Commander Type (Rezun Custom)
[_L 0x0016D22F 0x00000003
426 AMS-119 Geara Doga Commander Type (Rezun Custom/Dodai Kai)
[_L 0x0016E30F 0x00000003
427 MSN-03 Jagd Doga (Gyunei Guss Custom)
[_L 0x0016D0EF 0x00000004
428 MSN-03 Jagd Doga (Gyunei Guss Custom/Dodai Kai)
[_L 0x0016E1CF 0x00000004
429 MSN-03 Jagd Doga (Quess Paraya Custom)
[_L 0x0016D13F 0x00000004
430 MSN-03 Jagd Doga (Quess Paraya Custom/Dodai Kai)
[_L 0x0016E21F 0x00000004
431 MSN-04 Sazabi
[_L 0x0016D27F 0x00000005
432 MSN-04 Sazabi (Dodai Kai)
[_L 0x0016E35F 0x00000005
433 MSN-04II Nightingale
[_L 0x0016F02F 0x00000006
434 MSN-04II Nightingale (Dodai Kai)
[_L 0x0016F07F 0x00000006
435 Me02R Messer
[_L 0x0017092F 0x00000003
436 Me023 Messer (Dodai Kai)
[_L 0x0017097F 0x00000003
437 MSM-03 Gogg
[_L 0x0016912F 0x00000002
438 MSM-03C Hygogg
[_L 0x0016917F 0x00000002
439 MSM-04 Acguy
[_L 0x001691CF 0x00000002
440 MSM-04N Agguguy
[_L 0x0016921F 0x00000002
441 MSM-04G Juagg
[_L 0x0016926F 0x00000002
442 EMS-05 Agg
[_L 0x001692BF 0x00000002
443 MSM-07 Z'Gok
[_L 0x0016930F 0x00000002
444 MSM-07S Z'Gok Commander Type
[_L 0x0016935F 0x00000003
445 MSM-07S Z'Gok Commander Type (Char Aznable Custom)
[_L 0x001693AF 0x00000003
>>
>>23999092

446 MSM-07E Z'Gok-E
[_L 0x001693FF 0x00000003
447 MSM-08 Zogok
[_L 0x0016944F 0x00000003
448 MSM-10 Zock
[_L 0x0016949F 0x00000003
449 AMX-109 Capule
[_L 0x0016CC3F 0x00000003
450 YMT-05 Hildolfr (Tank Mode)
[_L 0x0016B51F 0x00000003
451 YMT-05 Hildolfr (Mobile Tank Mode)
[_L 0x0016B56F 0x00000003
452 EMS-10 Zudah (Machinegun)
[_L 0x0016B5BF 0x00000002
453 EMS-10 Zudah (Bazooka)
[_L 0x0016B60F 0x00000002
454 EMS-10 Zudah Commander Type (Machinegun)
[_L 0x0016B65F 0x00000003
455 EMS-10 Zudah Commander Type (Bazooka)
[_L 0x0016B6AF 0x00000003
456 MSM-07Di Ze'Gok
[_L 0x0016B6FF 0x00000003
457 MSM-07Di Ze'Gok (Kuhblume)
[_L 0x0016B74F 0x00000003
458 MP-02A Oggo (Machinegun)
[_L 0x0016B79F 0x00000001
459 MP-02A Oggo (Bazooka)
[_L 0x0016B7EF 0x00000001
460 MA-05Ad Big-Rang
[_L 0x0016B83F 0x00000003
461 MAX-03 Adzam
[_L 0x001694EF 0x00000003
462 MA-04X Zakrello
[_L 0x0016953F 0x00000002
463 MA-05 Bigro
[_L 0x0016958F 0x00000003
464 MA-06 Val Varo
[_L 0x001695DF 0x00000003
465 MAM-07 Grabro
[_L 0x0016962F 0x00000003
466 MA-08 Big Zam
[_L 0x0016967F 0x00000005
467 MA-08S Zabi custom Big Zam
[_L 0x001696CF 0x00000005
468 MAN-03 Braw Bro
[_L 0x0016971F 0x00000004
469 MAN-08 Elmeth
[_L 0x0016976F 0x00000005
470 UNKNOWN Apsalus I
[_L 0x001697BF 0x00000002
471 UNKNOWN Apsalus II
[_L 0x0016980F 0x00000003
472 UNKNOWN Apsalus III
[_L 0x0016985F 0x00000004
473 UNKNOWN Rhinoceros Type A
[_L 0x001698AF 0x00000003
474 AMA-100 Z'od-iacok
[_L 0x0016FD9F 0x00000004
475 UNKNOWN Zoan
[_L 0x0016FDEF 0x00000004
476 AMA-01X Jamru Fin
[_L 0x0016CC8F 0x00000003
477 AMA-01X Jamru Fin [MA]
[_L 0x0016CCDF 0x00000003
478 RB-79K Ball
[_L 0x001698FF 0x00000001
>>
>>23999094

479 RB-79 Ball
[_L 0x0016994F 0x00000001
480 RB-79N Aquatic Ball
[_L 0x001705BF 0x00000001
481 TANK Type 61 Main Battle Tank
[_L 0x0016999F 0x00000001
482 HOVER TRUCK Type 74 Hover Truck
[_L 0x001699EF 0x00000001
483 LAND SHIP Big Tray
[_L 0x00169A3F 0x00000004
484 TANK Magella Attack
[_L 0x00169A8F 0x00000001
485 TANK[BASE] Magella Base
[_L 0x00169ADF 0x00000001
486 TANK[BATTERY] Magella Top
[_L 0x00169B2F 0x00000001
487 LAND BORT Gallop
[_L 0x00169B7F 0x00000003
488 LAND SHIP Dobday
[_L 0x00169BCF 0x00000004
489 FF-X7 Core Fighter
[_L 0x00169C1F 0x00000001
490 FF-XII Core Fighter II
[_L 0x00169C6F 0x00000001
491 FF-XII-Fb Core Fighter II [Full Vernian]
[_L 0x00169CBF 0x00000001
492 FXA-07GB Core Fighter [ZZ Gundam]
[_L 0x0016BC9F 0x00000001
493 FXA-08GB G Core
[_L 0x0016F2AF 0x00000001
494 FF-X7-Bst Core Booster
[_L 0x00169D0F 0x00000001
495 FIGHTER Core Booster II
[_L 0x0016B2EF 0x00000001
496 RGM-79 Corvette Booster
[_L 0x0016D72F 0x00000002
497 G-PARTS G Armor
[_L 0x00169D5F 0x00000004
498 G-PARTS G Fighter
[_L 0x00169DAF 0x00000002
499 G-PARTS G Sky
[_L 0x00169DFF 0x00000004
500 G-PARTS G Bull
[_L 0x00169E4F 0x00000004
501 G-PARTS Gundam Mobile Armor Mode
[_L 0x00169E9F 0x00000004
502 FXA-05D G Defensor
[_L 0x00169EEF 0x00000002
503 MSZ-010 G Fortress
[_L 0x0016BCEF 0x00000003
504 MSZ-010 Core Top [Core Fighter Attached]
[_L 0x0016BD3F 0x00000003
505 MSZ-010 Core Base [Core Fighter Attached]
[_L 0x0016BD8F 0x00000003
>>
>>23999095

506 MSA-0011[Ext] G Cruiser
[_L 0x0016F1BF 0x00000004
507 ------ G Attacker
[_L 0x0016F20F 0x00000004
508 ------ G Bomber
[_L 0x0016F25F 0x00000004
509 FXA-08R Mega Rider
[_L 0x0016D77F 0x00000002
510 HOVERCRAFT Fan Fan
[_L 0x00169F3F 0x00000001
511 FF-4 Toriares
[_L 0x00169F8F 0x00000001
512 FF-6 Tin Cod
[_L 0x00169FDF 0x00000001
513 FF-S3 Saberfish
[_L 0x0016A02F 0x00000001
514 BOMBER Fly Manta
[_L 0x0016A07F 0x00000001
515 BOMBER Depp Rogg
[_L 0x0016A0CF 0x00000001
516 BOMBER Don Escargot
[_L 0x0016A11F 0x00000001
517 PATROL Dish
[_L 0x0016A16F 0x00000001
518 RUSH BORT Public
[_L 0x0016A1BF 0x00000001
519 AIR CARRIER Medea
[_L 0x0016A20F 0x00000002
520 AIR CARRIER Medea Kai
[_L 0x0016A25F 0x00000002
521 FIGHTER Dopp
[_L 0x0016A2AF 0x00000001
522 FIGHTER Dopp [Garma Zabi]
[_L 0x0016A2FF 0x00000001
523 BOMBER Dodai
[_L 0x0016A34F 0x00000001
524 PATROL Luggun
[_L 0x0016A43F 0x00000001
525 FIGHTER Gattle
[_L 0x0016A48F 0x00000001
526 RUSH BORT Jicco
[_L 0x0016A4DF 0x00000001
527 AIR CARRIER Gaw
[_L 0x0016A52F 0x00000003
528 AIR CARRIER Fat Uncle
[_L 0x0016A57F 0x00000002
529 AIR CARRIER Garuda
[_L 0x0016D40F 0x00000004
530 CAPSULE Komusai
[_L 0x0016A5CF 0x00000001
531 CAPSULE Komusai II
[_L 0x0016A61F 0x00000001
532 CAPSULE Komusai Final Production Type
[_L 0x0016A66F 0x00000001
533 SPACE CARRIER Columbus
[_L 0x0016A6BF 0x00000002
534 SPACE CARRIER Columbus Kai
[_L 0x0016A70F 0x00000002
535 BATTLESHIP Salamis
[_L 0x0016A75F 0x00000003
536 BATTLESHIP Salamis [Carrier Type]
[_L 0x0016A7AF 0x00000003
537 BATTLESHIP Salamis Kai
[_L 0x0016A7FF 0x00000003
538 BATTLESHIP Magellan
[_L 0x0016A84F 0x00000004
>>
>>23999096

539 BATTLESHIP Magellan [Carrier Type]
[_L 0x0016A89F 0x00000004
540 BATTLESHIP Magellan Kai
[_L 0x0016A8EF 0x00000004
541 BATTLESHIP Pegasus
[_L 0x0016A93F 0x00000005
542 BATTLESHIP White Base
[_L 0x0016A98F 0x00000005
543 BATTLESHIP Grey Phantom
[_L 0x0016A9DF 0x00000005
544 BATTLESHIP Albion
[_L 0x0016AA2F 0x00000005
545 BATTLESHIP Birmingham
[_L 0x0016AA7F 0x00000005]
546 BATTLESHIP Alexandria
[_L 0x0016D36F 0x00000003]
547 BATTLESHIP Dogos Gear
[_L 0x0016D3BF 0x00000005]
548 HUGE CARRIER Jupitris
[_L 0x0016D45F 0x00000006]
549 BATTLESHIP Argama
[_L 0x0016D4AF 0x00000005]
550 BATTLESHIP Irish
[_L 0x0016D4FF 0x00000004]
551 BATTLESHIP Nahel Argama
[_L 0x0016D54F 0x00000005]
552 BATTLESHIP Ra Kalium
[_L 0x0016D68F 0x00000005]
553 SPACE CARRIER Papua
[_L 0x0016AACF 0x00000002]
554 SPACE CARRIER Jotunheim
[_L 0x0016D31F 0x00000003]
555 BATTLESHIP Musai-class Light Cruiser
[_L 0x0016AB1F 0x00000003
556 BATTLESHIP Musai-class Light Cruiser [Komusai Detached]
[_L 0x0016AB6F 0x00000003
557 BATTLESHIP Musai-class Light Cruiser Falmel Type
[_L 0x0016ABBF 0x00000003
558 BATTLESHIP Musai-class Light Cruiser Falmel Type [Komusai Detached]
[_L 0x0016AC0F 0x00000003
559 BATTLESHIP Musai Late Production Type
[_L 0x0016AC5F 0x00000003
560 BATTLESHIP Musai Late Production Type [Komusai II Detached]
[_L 0x0016ACAF 0x00000003
561 BATTLESHIP Musai Final Production Type
[_L 0x0016ACFF 0x00000003
562 BATTLESHIP Musai Final Production Type [Komusai Detached]
[_L 0x0016AD4F 0x00000003
563 BATTLESHIP Endra
[_L 0x0016D5EF 0x00000003
>>
>>23999099

564 BATTLESHIP Zanzibar
[_L 0x0016AD9F 0x00000004
565 BATTLESHIP Zanzibar Kai
[_L 0x0016ADEF 0x00000004
566 BATTLESHIP Chivvay-class Heavy Cruiser
[_L 0x0016AE3F 0x00000004
567 BATTLESHIP Tivvay-class Heavy Cruiser
[_L 0x0016AE8F 0x00000004
568 BATTLESHIP Gwazine-class Battleship
[_L 0x0016AEDF 0x00000005
569 BATTLESHIP Gwanban
[_L 0x0016AF2F 0x00000005
570 BATTLESHIP Gwadan
[_L 0x0016D59F 0x00000005
571 HUGE CARRIER Dolos
[_L 0x0016AF7F 0x00000006
572 BATTLESHIP Sadalahn
[_L 0x0016D63F 0x00000005
573 BATTLESHIP Rewloola
[_L 0x0016D6DF 0x00000005
574 SUBMARINE U Type Submarine
[_L 0x0016AFCF 0x00000002
575 SUBMARINE M Type Submarine
[_L 0x0016B01F 0x00000003
576 SUBMARINE Jukon
[_L 0x0016B06F 0x00000002
577 SUBMARINE Mad Angler
[_L 0x0016B0BF 0x00000003
578 CAPSULE HLV
[_L 0x0016B10F 0x00000001

The actual code to be used in game will be posted shortly.
>>
>>23999103

_C0 Edited Build Times for all craft
_L 0x0016561F 0x00000002
_L 0x0016EE9F 0x00000002
_L 0x0016566F 0x00000002
_L 0x001661AF 0x00000002
_L 0x001661FF 0x00000002
_L 0x0016B1FF 0x00000002
_L 0x0016B24F 0x00000002
_L 0x0016B29F 0x00000002
_L 0x0016598F 0x00000002
_L 0x001659DF 0x00000003
_L 0x00165A2F 0x00000003
_L 0x00165A7F 0x00000002
_L 0x00165ACF 0x00000003
_L 0x001656BF 0x00000002
_L 0x0016570F 0x00000002
_L 0x0016575F 0x00000002
_L 0x0017074F 0x00000002
_L 0x0017079F 0x00000002
_L 0x001657AF 0x00000003
_L 0x001657FF 0x00000003
_L 0x0016584F 0x00000003
_L 0x001658EF 0x00000002
_L 0x0016E44F 0x00000002
_L 0x0016589F 0x00000002
_L 0x0016E3FF 0x00000002
_L 0x0016593F 0x00000002
_L 0x0016E49F 0x00000002
_L 0x001703DF 0x00000002
_L 0x0017042F 0x00000002
_L 0x0017047F 0x00000002
_L 0x001704CF 0x00000002
_L 0x0016F70F 0x00000002
_L 0x0016F75F 0x00000002
_L 0x0016F7AF 0x00000002
_L 0x0016F7FF 0x00000002
_L 0x0016F84F 0x00000002
_L 0x0016F89F 0x00000002
_L 0x0016BE2F 0x00000002
_L 0x0016D90F 0x00000002
_L 0x0016BE7F 0x00000002
_L 0x0016D95F 0x00000002
_L 0x0016CEBF 0x00000002
_L 0x0016E03F 0x00000002
_L 0x0017088F 0x00000002
_L 0x001708DF 0x00000002
_L 0x00165B1F 0x00000002
_L 0x00165B6F 0x00000002
_L 0x00165BBF 0x00000003
_L 0x00165C0F 0x00000002
_L 0x00165C5F 0x00000002
_L 0x00165CAF 0x00000003
_L 0x00165CFF 0x00000003
_L 0x00165D4F 0x00000003
_L 0x00165D9F 0x00000003
_L 0x00165DEF 0x00000002
_L 0x00165E3F 0x00000004
_L 0x00165E8F 0x00000004
_L 0x00165EDF 0x00000004
_L 0x0016E3AF 0x00000004
_L 0x00165F2F 0x00000004
_L 0x00165F7F 0x00000003
_L 0x00165FCF 0x00000004
_L 0x0016601F 0x00000004
_L 0x0016606F 0x00000004
_L 0x001660BF 0x00000004
_L 0x0016610F 0x00000003
_L 0x0016615F 0x00000004
_L 0x0016624F 0x00000003
_L 0x0016629F 0x00000003
_L 0x001662EF 0x00000003
_L 0x0016633F 0x00000003
_L 0x0016638F 0x00000004
_L 0x001663DF 0x00000004
>>
>>23999108

_L 0x0016642F 0x00000004
_L 0x0016647F 0x00000004
_L 0x001664CF 0x00000004
_L 0x0016651F 0x00000004
_L 0x0016656F 0x00000004
_L 0x001665BF 0x00000005
_L 0x0016660F 0x00000005
_L 0x0016665F 0x00000004
_L 0x001666AF 0x00000004
_L 0x001666FF 0x00000004
_L 0x0016674F 0x00000004
_L 0x0017060F 0x00000003
_L 0x0017065F 0x00000003
_L 0x001706AF 0x00000003
_L 0x001706FF 0x00000003
_L 0x0016679F 0x00000004
_L 0x0016E4EF 0x00000004
_L 0x001667EF 0x00000004
_L 0x0016E53F 0x00000004
_L 0x0016683F 0x00000004
_L 0x0016E58F 0x00000004
_L 0x0016688F 0x00000004
_L 0x0016E5DF 0x00000004
_L 0x001668DF 0x00000004
_L 0x0016E62F 0x00000004
_L 0x0016692F 0x00000004
_L 0x0016E67F 0x00000004
_L 0x0016B1AF 0x00000004
_L 0x0016FEDF 0x00000004
_L 0x0016BA1F 0x00000002
_L 0x0016D7CF 0x00000002
_L 0x0016FF2F 0x00000004
_L 0x0016FF7F 0x00000004
_L 0x0016FFCF 0x00000004
_L 0x0016697F 0x00000003
_L 0x0016E6CF 0x00000003
_L 0x001669CF 0x00000003
_L 0x0016E71F 0x00000003
_L 0x0016EEEF 0x00000003
_L 0x0016EF3F 0x00000003
_L 0x0017029F 0x00000003
_L 0x001702EF 0x00000003
_L 0x0016C14F 0x00000003
_L 0x0016D9AF 0x00000003
_L 0x0016C19F 0x00000003
_L 0x0016D9FF 0x00000003
_L 0x0016BBFF 0x00000003
_L 0x0016D86F 0x00000003
_L 0x0017051F 0x00000003
_L 0x0017056F 0x00000003
_L 0x0017015F 0x00000004
_L 0x001701AF 0x00000004
_L 0x00166A1F 0x00000004
_L 0x0016E76F 0x00000004
_L 0x0016B15F 0x00000004
_L 0x0017001F 0x00000003
_L 0x0017006F 0x00000003
_L 0x001700BF 0x00000003
_L 0x0017010F 0x00000003
_L 0x0016BB5F 0x00000002
_L 0x0016BBAF 0x00000002
_L 0x001701FF 0x00000002
_L 0x0017024F 0x00000002
_L 0x0017033F 0x00000002
_L 0x0017038F 0x00000002
_L 0x00166A6F 0x00000004
_L 0x00166ABF 0x00000004
_L 0x0016BABF 0x00000004
_L 0x0016BB0F 0x00000004
_L 0x0016F2FF 0x00000003
_L 0x0016F34F 0x00000003
_L 0x0016F39F 0x00000003
_L 0x0016F3EF 0x00000003
_L 0x0016F43F 0x00000003
_L 0x0016F48F 0x00000003
_L 0x0016F4DF 0x00000003
>>
>>23999113

_L 0x0016F52F 0x00000003
_L 0x0016FE3F 0x00000003
_L 0x0016FE8F 0x00000003
_L 0x0016RF0F 0x00000003
_L 0x0016CF5F 0x00000003
_L 0x0016BC4F 0x00000004
_L 0x0016BDDF 0x00000004
_L 0x0016F57F 0x00000003
_L 0x0016F0CF 0x00000004
_L 0x0016F11F 0x00000004
_L 0x0016F16F 0x00000005
_L 0x0016CFAF 0x00000002
_L 0x0016E08F 0x00000002
_L 0x0016CFFF 0x00000002
_L 0x0016E0DF 0x00000002
_L 0x0016D04F 0x00000002
_L 0x0016E12F 0x00000002
_L 0x0016D09F 0x00000002
_L 0x0016E17F 0x00000002
_L 0x0016EF8F 0x00000002
_L 0x0016EFDF 0x00000002
_L 0x001709CF 0x00000002
_L 0x00170A1F 0x00000002
_L 0x00170A6F 0x00000002
_L 0x00170ABF 0x00000002
_L 0x00166B0F 0x00000005
_L 0x00166B5F 0x00000005
_L 0x0016B97F 0x00000005
_L 0x0016B9CF 0x00000005
_L 0x0016F5CF 0x00000004
_L 0x0016F61F 0x00000004
_L 0x0016F66F 0x00000004
_L 0x0016F6BF 0x00000004
_L 0x0016CA5F 0x00000003
_L 0x00166BAF 0x00000003
_L 0x00166BFF 0x00000003
_L 0x00166C4F 0x00000003
_L 0x00166C9F 0x00000003
_L 0x0016B88F 0x00000003
_L 0x0016B8DF 0x00000003
_L 0x00166CEF 0x00000004
_L 0x00166D3F 0x00000003
_L 0x00166D8F 0x00000003
_L 0x00166DDF 0x00000004
_L 0x00166E2F 0x00000003
_L 0x08966E7F 0x00000003
_L 0x00166ECF 0x00000004
_L 0x00166F1F 0x00000004
_L 0x0016B92F 0x00000004
_L 0x0016D8BF 0x00000004
_L 0x0016BA6F 0x00000003
_L 0x0016D81F 0x00000003
_L 0x00166F6F 0x00000005
_L 0x0016E7BF 0x00000005
_L 0x00166FBF 0x00000002
_L 0x0016700F 0x00000002
_L 0x0016705F 0x00000002
_L 0x001670AF 0x00000002
_L 0x001670FF 0x00000002
_L 0x0016714F 0x00000002
_L 0x001671EF 0x00000002
_L 0x001671EF 0x00000002
_L 0x0016723F 0x00000002
_L 0x0016728F 0x00000002
_L 0x001672DF 0x00000002
_L 0x0016732F 0x00000002
_L 0x0016737F 0x00000002
_L 0x001673CF 0x00000002
_L 0x0016A39F 0x00000002
_L 0x0016741F 0x00000002
_L 0x0016ED5F 0x00000002
_L 0x0016746F 0x00000002
_L 0x0016EDAF 0x00000002
_L 0x001674BF 0x00000002
_L 0x0016750F 0x00000002
_L 0x0016755F 0x00000002
>>
>>23999119

_L 0x001675AF 0x00000002
_L 0x001675FF 0x00000002
_L 0x0016764F 0x00000002
_L 0x0016769F 0x00000002
_L 0x0016791F 0x00000002
_L 0x0016EADF 0x00000002
_L 0x0016EB7F 0x00000002
_L 0x0016EB2F 0x00000002
_L 0x0016EBCF 0x00000002
_L 0x0016CE6F 0x00000002
_L 0x0016DFEF 0x00000002
_L 0x0016796F 0x00000002
_L 0x001679BF 0x00000002
_L 0x0016CD2F 0x00000002
_L 0x00167A0F 0x00000002
_L 0x0016B42F 0x00000002
_L 0x00167A5F 0x00000002
_L 0x00167AAF 0x00000002
_L 0x00167AFF 0x00000002
_L 0x00167B4F 0x00000002
_L 0x00167B9F 0x00000002
_L 0x00167BEF 0x00000002
_L 0x00167C3F 0x00000002
_L 0x00167C8F 0x00000003
_L 0x00167CDF 0x00000003
_L 0x00167D2F 0x00000003
_L 0x00167D7F 0x00000002
_L 0x00167DCF 0x00000002
_L 0x00167E1F 0x00000003
_L 0x001676EF 0x00000002
_L 0x0016E80F 0x00000002
_L 0x0016773F 0x00000002
_L 0x0016E85F 0x00000002
_L 0x0016778F 0x00000002
_L 0x0016E8AF 0x00000002
_L 0x001677DF 0x00000002
_L 0x0016E8FF 0x00000002
_L 0x0016782F 0x00000002
_L 0x0016E94F 0x00000002
_L 0x0016787F 0x00000002
_L 0x0016E99F 0x00000002
_L 0x0016CD7F 0x00000002
_L 0x0016DEFF 0x00000002
_L 0x0016CDCF 0x00000002
_L 0x0016DF4F 0x00000002
_L 0x001678CF 0x00000002
_L 0x0016EA3F 0x00000002
_L 0x0016F98F 0x00000004
_L 0x0016F9DF 0x00000004
_L 0x0016FA2F 0x00000004
_L 0x0016FA7F 0x00000004
_L 0x0016FACF 0x00000004
_L 0x0016FB1F 0x00000004
_L 0x0016FB6F 0x00000004
_L 0x0016FBBF 0x00000004
_L 0x0016FC0F 0x00000004
_L 0x0016FC5F 0x00000004
_L 0x0016FCAF 0x00000004
_L 0x0016FCFF 0x00000004
_L 0x0016FD4F 0x00000004
_L 0x0016C50F 0x00000003
_L 0x0016DAEF 0x00000003
_L 0x0016C55F 0x00000004
_L 0x0016DB3F 0x00000004
_L 0x0016B47F 0x00000002
_L 0x00167E6F 0x00000002
_L 0x00167EBF 0x00000002
_L 0x0016A3EF 0x00000002
_L 0x00167F0F 0x00000002
_L 0x0016EDFF 0x00000002
_L 0x00167F5F 0x00000002
_L 0x0016EE4F 0x00000002
_L 0x00167FAF 0x00000002
_L 0x00167FFF 0x00000002
_L 0x0016804F 0x00000002
_L 0x0016B33F 0x00000002
_L 0x0016809F 0x00000003
_L 0x001680EF 0x00000004
>>
>>23999120

_L 0x0016B38F 0x00000003
_L 0x0016813F 0x00000002
_L 0x0016818F 0x00000002
_L 0x001681DF 0x00000002
_L 0x0016822F 0x00000002
_L 0x0016B3DF 0x00000002
_L 0x0016B4CF 0x00000002
_L 0x0016827F 0x00000003
_L 0x001682CF 0x00000003
_L 0x0016831F 0x00000002
_L 0x0016836F 0x00000003
_L 0x001707EF 0x00000002
_L 0x001683BF 0x00000002
_L 0x0016C5AF 0x00000003
_L 0x0016DB8F 0x00000003
_L 0x0016C5FF 0x00000003
_L 0x0016DBDF 0x00000003
_L 0x0016840F 0x00000004
_L 0x0016845F 0x00000003
_L 0x001684AF 0x00000001
_L 0x001684FF 0x00000002
_L 0x0016854F 0x00000003
_L 0x0016859F 0x00000003
_L 0x001685EF 0x00000003
_L 0x0016863F 0x00000003
_L 0x0016868F 0x00000002
_L 0x001686DF 0x00000002
_L 0x0016872F 0x00000002
_L 0x0016877F 0x00000002
_L 0x001687CF 0x00000002
_L 0x0016881F 0x00000002
_L 0x0016886F 0x00000003
_L 0x001688BF 0x00000003
_L 0x0016890F 0x00000003
_L 0x0017083F 0x00000003
_L 0x0016895F 0x00000003
_L 0x0016CE1F 0x00000002
_L 0x0016DF9F 0x00000002
_L 0x001689AF 0x00000003
_L 0x001698FF 0x00000003
_L 0x00168A4F 0x00000003
_L 0x00168A9F 0x00000003
_L 0x00168AF 0x00000003
_L 0x00168B3F 0x00000002
_L 0x00168B8F 0x00000002
_L 0x00168BDF 0x00000002
_L 0x00168C2F 0x00000002
_L 0x00168C7F 0x00000002
_L 0x00168CCF 0x00000002
_L 0x0016EC1F 0x00000003
_L 0x0016EC6F 0x00000003
_L 0x0016ECBF 0x00000003
_L 0x0016ED0F 0x00000003
_L 0x00168D1F 0x00000003
_L 0x00168D6F 0x00000003
_L 0x00168DBF 0x00000003
_L 0x0016E9EF 0x00000003
_L 0x00168E0F 0x00000003
_L 0x00168E5F 0x00000001
_L 0x00168E1F 0x00000004
_L 0x00168EFF 0x00000005
_L 0x00168F4F 0000000004
_L 0x00168F9F 0x00000004
_L 0x00168FEF 0x00000005
_L 0x0016D2CF 0x00000005
_L 0x0016903F 0x00000002
_L 0x0016908F 0x00000002
_L 0x0016BF6F 0x00000002
_L 0x0016BFBF 0x00000002
_L 0x0016BECF 0x00000003
_L 0x0016BF1F 0x00000003
_L 0x0016C00F 0x00000002
_L 0x0016C05F 0x00000002
_L 0x0016C0AF 0x00000002
_L 0x0016C0FF 0x00000002
_L 0x0016F8EF 0x00000002
>>
>>23999121

_L 0x0016F93F 0x00000002
_L 0x0016C1EF 0x00000003
_L 0x0016C23F 0x00000003
_L 0x0016C28F 0x00000003
_L 0x0016C2DF 0x00000003
_L 0x0016C46F 0x00000002
_L 0x0016DA4F 0x00000002
_L 0x0016C4BF 0x0000000
_L 0x0016DA9F 0x00000002
_L 0x0016C32F 0x00000003
_L 0x0016C37F 0x00000003
_L 0x0016C3CF 0x00000003
_L 0x0016C41F 0x00000003
_L 0x0016C9BF 0x00000003
_L 0x0016DDBF 0x00000003
_L 0x0016CA0F 0x00000003
_L 0x0016DE0F 0x00000002
_L 0x0016C64F 0x00000003
_L 0x0016DC2F 0x00000003
_L 0x0016C69F 0x00000003
_L 0x0016DC7F 0x00000003
_L 0x0016C6EF 0x00000004
_L 0x0016C73F 0x00000004
_L 0x0016C78F 0x00000003
_L 0x0016C7DF 0x00000003
_L 0x0016C82F 0x00000003
_L 0x0016C87F 0x00000003
_L 0x0016CB9F 0x00000003
_L 0x0016DE5F 0x00000003
_L 0x0016CBEF 0x00000003
_L 0x0016DEAF 0x00000003
_L 0x0016CAAF 0x00000004
_L 0x0016CAFF 0x00000005
_L 0x0016CB4F 0x00000005
_L 0x001690DF 0x00000005
_L 0x0016EA8F 0x00000005
_L 0x0016C8CF 0x00000005
_L 0x0016DCCF 0x00000005
_L 0x0016C91F 0x00000005
_L 0x0016DD1F 0x00000005
_L 0x0016C96F 0x00000003
_L 0x0016D1DF 0x00000003
_L 0x0016D18F 0x00000002
_L 0x0016E26F 0x00000002
_L 0x0016D1DF 0x00000003
_L 0x0016E2BF 0x00000003
_L 0x0016D22F 0x00000003
_L 0x0016E30F 0x00000003
_L 0x0016D0EF 0x00000004
_L 0x0016E1CF 0x00000004
_L 0x0016D13F 0x00000004
_L 0x0016E21F 0x00000004
_L 0x0016D27F 0x00000005
_L 0x0016E35F 0x00000005
_L 0x0016F02F 0x00000006
_L 0x0016F07F 0x00000006
_L 0x0017092F 0x00000003
_L 0x0017097F 0x00000003
_L 0x0016912F 0x00000002
_L 0x0016917F 0x00000002
_L 0x001691CF 0x00000002
_L 0x0016921F 0x00000002
_L 0x0016926F 0x00000002
_L 0x001692BF 0x00000002
_L 0x0016930F 0x00000002
>>
>>23999122

_L 0x0016935F 0x00000003
_L 0x001693AF 0x00000003
_L 0x001693FF 0x00000003
_L 0x0016944F 0x00000003
_L 0x0016949F 0x00000003
_L 0x0016CC3F 0x00000003
_L 0x0016B51F 0x00000003
_L 0x0016B56F 0x00000003
_L 0x0016B5BF 0x00000002
_L 0x0016B60F 0x00000002
_L 0x0016B65F 0x00000003
_L 0x0016B6AF 0x00000003
_L 0x0016B6FF 0x00000003
_L 0x0016B74F 0x00000003
_L 0x0016B79F 0x00000001
_L 0x0016B7EF 0x00000001
_L 0x0016B83F 0x00000003
_L 0x001694EF 0x00000003
_L 0x0016953F 0x00000002
_L 0x0016958F 0x00000003
_L 0x001695DF 0x00000003
_L 0x0016962F 0x00000003
_L 0x0016967F 0x00000005
_L 0x001696CF 0x00000005
_L 0x0016971F 0x00000004
_L 0x0016976F 0x00000005
_L 0x001697BF 0x00000002
_L 0x0016980F 0x00000003
_L 0x0016985F 0x00000004
_L 0x001698AF 0x00000003
_L 0x0016FD9F 0x00000004
_L 0x0016FDEF 0x00000004
_L 0x0016CC8F 0x00000003
_L 0x0016CCDF 0x00000003
_L 0x001698FF 0x00000001
_L 0x0016994F 0x00000001
_L 0x001705BF 0x00000001
_L 0x0016999F 0x00000001
_L 0x001699EF 0x00000001
_L 0x00169A3F 0x00000004
_L 0x00169A8F 0x00000001
_L 0x00169ADF 0x00000001
_L 0x00169B2F 0x00000001
_L 0x00169B7F 0x00000003
_L 0x00169BCF 0x00000004
_L 0x00169C1F 0x00000001
_L 0x00169C6F 0x00000001
_L 0x00169CBF 0x00000001
_L 0x0016BC9F 0x00000001
_L 0x0016F2AF 0x00000001
_L 0x00169D0F 0x00000001
_L 0x0016B2EF 0x00000001
_L 0x0016D72F 0x00000002
_L 0x00169D5F 0x00000004
_L 0x00169DAF 0x00000002
_L 0x00169DFF 0x00000004
_L 0x00169E4F 0x00000004
_L 0x00169E9F 0x00000004
_L 0x00169EEF 0x00000002
_L 0x0016BCEF 0x00000003
_L 0x0016BD3F 0x00000003
_L 0x0016BD8F 0x00000003
_L 0x0016F1BF 0x00000004
_L 0x0016F20F 0x00000004
_L 0x0016F25F 0x00000004
_L 0x0016D77F 0x00000002
_L 0x00169F3F 0x00000001
_L 0x00169F8F 0x00000001
_L 0x00169FDF 0x00000001
_L 0x0016A02F 0x00000001
_L 0x0016A07F 0x00000001
_L 0x0016A0CF 0x00000001
_L 0x0016A11F 0x00000001
>>
>>23999123

_L 0x0016A16F 0x00000001

_L 0x0016A1BF 0x00000001

_L 0x0016A20F 0x00000002

_L 0x0016A25F 0x00000002

_L 0x0016A2AF 0x00000001

_L 0x0016A2FF 0x00000001

_L 0x0016A34F 0x00000001

_L 0x0016A43F 0x00000001

_L 0x0016A48F 0x00000001

_L 0x0016A4DF 0x00000001

_L 0x0016A52F 0x00000003

_L 0x0016A57F 0x00000002

_L 0x0016D40F 0x00000004

_L 0x0016A5CF 0x00000001

_L 0x0016A61F 0x00000001

_L 0x0016A66F 0x00000001

_L 0x0016A6BF 0x00000002

_L 0x0016A70F 0x00000002

_L 0x0016A75F 0x00000003

_L 0x0016A7AF 0x00000003

_L 0x0016A7FF 0x00000003

_L 0x0016A84F 0x00000004

_L 0x0016A89F 0x00000004

_L 0x0016A8EF 0x00000004

_L 0x0016A93F 0x00000005

_L 0x0016A98F 0x00000005

_L 0x0016A9DF 0x00000005

_L 0x0016AA2F 0x00000005

_L 0x0016AA7F 0x00000005
_L 0x0016D36F 0x00000003
_L 0x0016D3BF 0x00000005
_L 0x0016D45F 0x00000006
_L 0x0016D4AF 0x00000005
_L 0x0016D4FF 0x00000004
_L 0x0016D54F 0x00000005
_L 0x0016D68F 0x00000005
_L 0x0016AACF 0x00000002
_L 0x0016D31F 0x00000003
_L 0x0016AB1F 0x00000003
_L 0x0016AB6F 0x00000003
_L 0x0016ABBF 0x00000003
_L 0x0016AC0F 0x00000003
_L 0x0016AC5F 0x00000003
_L 0x0016ACAF 0x00000003
_L 0x0016ACFF 0x00000003
_L 0x0016AD4F 0x00000003
_L 0x0016D5EF 0x00000003
_L 0x0016AD9F 0x00000004
_L 0x0016ADEF 0x00000004
_L 0x0016AE3F 0x00000004
_L 0x0016AE8F 0x00000004
_L 0x0016AEDF 0x00000005
_L 0x0016AF2F 0x00000005
_L 0x0016D59F 0x00000005
_L 0x0016AF7F 0x00000006
_L 0x0016D63F 0x00000005
_L 0x0016D6DF 0x00000005
_L 0x0016AFCF 0x00000002
_L 0x0016B01F 0x00000003
_L 0x0016B06F 0x00000002
_L 0x0016B0BF 0x00000003
_L 0x0016B10F 0x00000001

Combine all of these codes together and the patch code will be complete for use.
>>
Question, what was the process you went through to get these codes?
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>>23999035
You can paste the archive.is archived page of it, archive.is always works
Thanks for your work
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>>23999374

Trial and error until I found the specific value in the memory viewer for a Mobile Suit that I could use as the basis for creating a template code. For example-

0x001 = targeted value can be altered from a value of 1 to 9.

6B10F = Specific unit ID code for the HLV unit that the 0x001 code can target.

Followed by

0x0000000x = x value can be altered to any value between 1-9. I believe to make it larger I would need to alter the original code to something like 0x002.

>>23999693
Going to try that next.

There are some other ideas I have in mind before R&Ding further. Primarily that includes altering some units into 1 stacks and also fixing the value of Side 1-2-4-5 at the start of Part 2 as the Federation or Zeon. Also considering having Bernard Wiseman available at the start of Zeon rather than him being tied into the turn 90 Rubicon event.
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>>24002663
>>24002663
>value can be altered to any value between 1-9
It's an 8-bit hexadecimal, shouldn't it be from 00 to FF (255)?
>I believe to make it larger I would need to alter the original code to something like 0x002
That would be 0x100 or 0x200.

I'm not sure if things like processing event flags can be done with memory editing. You'd need to have Bernie available from the very beginning if that was the case (or manually activate the code for him once you reach Part 2).
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>>23998069
>>23999041
>>24002663


cheat without unit identifying text
https://pastebin.com/SmQExSeR

cheat with unit identifying text
https://pastebin.com/hyH3Wq2z
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>>23988722

Can you add back in the All-Women Axis group where Haman has every woman character to fill her ranks?
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>>24007221

I suppose I could edit the Glemy scenario to just have only women in it?

>>23990006
I have considered giving the early model GM's a damage buff to their beam spray guns. From a distance they are kind of crap but they were practically little mini shotguns at close range. Maybe I could buff the damage from 35 to 70 while giving a minor debuff to their accuracy and also give the GM Commands a slight damage buff and an increase to their accuracy to entice those into still being made. Also juggling about my patch putting the GM Sniper Custom and Sniper II at 3 turns to produce and moving them back to down to 2 turns.
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>>23988722

To anyone who has had a chance to tinker with the patch how are you enjoying it so far? I may go back to adjust some of the build time values depending on feedback. I was also tinkering with Blood of Zeon's PSP port trying to translate some of it into English and found that like Menace of Axis V's translation it is very much possible to be done. Not sure about Shin Gihren since I do not have the original copy to extract and play on my emulator.

While I was fiddling with Blood of Zeon I remember enjoying the special scenarios that gave somewhat accurate start points for later in the war. (Odessa/Solomon/A.Baoa.Qu) It would be more of a pet project but I would not mind taking a crack at trying to adapt some of those scenarios into Menace of Axis V and even putting in some from later periods as well.

[EFSF planned scenarios]
>Operation Odessa (Turn 60 start)
>Operation Cemballo "Solomon invasion" (Turn 75 start)
>Operation Star One "A.Baoa.Qu invasion" (Turn 80 start)
>Operation Stardust (Turn 115 start)
>Mafty Suppression Conflict (Turn 950 start)

[Principality of Zeon planned scenarios]
>Operation British/One Week War (Turn 1 start)
>Operation Odessa (Turn 50 start)
>Operation Cemballo "Solomon invasion" (Turn 65 start)
>Operation Star One "A.Baoa.Qu invasion" (Turn 70 start)
>>
Is the way to play as Haman's Axis seriously to spend like twenty turns turtling up a huge army in the early part? I didn't have to do that as any of the other four main factions but don't see how else you can survive the part where AEUG stab you in the back right as the Titans are dying. I only have like 60 units, more than half of which are right outside Gryps II - AEUG is at the 250 cap. So what, am I meant to just hold Gryps hostage until I can shit out another 50 or so units of my own to at least stand a chance against AEUG?
The alternative would be rejecting the alliance in the first place so I can at least damage AEUG gradually, but then it would take forever to make my way across space since I'd need to place large garrisons everywhere.
Also I made too many Gelgoog Stutzers in that early part where you have no good ace suits. Should have just waited for Bawoos and Hamma-Hammas plus a Qubeley for Haman, I guess.
I can't see what strategy you can do here that doesn't mean turtling, and I'm only on normal difficulty.
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>>24013934
You shouldn't be making Gelgoogs for aces in the first place, Haman's Gaza C is right there and lets you do something with all those terrible Gaza C's you spawn with by turning them into high-quality ace suits. The game also gives you the Zssa booster like 4 tech levels too early as a research option, Haman's Axis is just turning all your Gaza C's into ace suits and mass producing Zssa boosters to roll over enemy factions with tech levels too low to fight that properly.
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>>24013943
Mass-converting ace customs definitely feels like a cheese strat, I'd rather just wait for Bawoos. Like I realised on my first run you could totally have Char just upgrade a shitload of Zaku II-S to his custom but it feels like cheating to me.
I'm at tech 22 across the board rn, looking at when stuff unlocks, I think I can make do with this tech level for quite a while just making Bawoos and Gallus-Js. Maybe go up to 23 for the Zaku III. Does the AI ever remodel or junk old machines? Because if they don't, AEUG is gonna end up with a shitload of outdated trash since they're stuck at the unit limit.
>Zssa
Yeah, I guess the strategy is meant to be firing them from behind Zikkos to use the beam field, but idk, I guess since I'm still pretty new to the game I just haven't really tried out tactics like that much.
At least the Gaza C is equal to, like, a Hizack or something. That's better than most of the units you start with, especially those godawful Dra-Cs. Oh, I also seriously overestimated the potential of a Zeong to do damage in Haman's hands at this tech level, shit was not doing great even against GM Quels.
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>>24010725
>Operation British/One Week War (Turn 1 start)
I wonder if there's a way to disable or take away nuclear weapon use MS after so many turns to simulate operation British?
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>>24013934

I personally set up Big Zams at most positions AEUG had the ability to invade and let their MAP attacks thin the enemy lines for my Oldtype aces to mop up. As for Gryps I send in a decoy force to trigger the colony laser firing to thin their numbers. From there I throw what I can at the Titans to knock them out.
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>>24013952
The AI upgrades old suits very rarely, they also love producing old shit that's just fodder since it reaches some kind of optimal breakpoint in their calculations.
But yeah if you want ace suits in most Zeon scenarios you're going to need to convert to ace customs their default ace suit options generally suck at a lot of key breakpoints. Garma and Dozle Zaku's are great in the OYW for example, Garma's for being a very mobile ground use ace suit and Dozle's for being the melee suit for most of the war.
The other option if you think that's not cheese is >>24013972. Big Zam's especially with a decent defensive ace on them can just sit on a base and be functionally invincible while spamming map attacks.
Even without a good ace suit Neo Zeon still is just a spam Zssa boosters and put your aces in those.
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>>24013943
>The game also gives you the Zssa booster like 4 tech levels too early as a research option

Honestly I am surprised the game didn't just make it so you could build the standard Zssa Mobile Suit but to get the Booster you would need to upgrade it. Doing that would certainly balance how downright crazy it is, even with its kinda bloated cost.
>>
The Zssa coming early makes sense considered it shows up in the first episodes of ZZ.
It being overspec'd is definitely a mistake though (only unit in the game that increases limit and doesn't decrease but rather increase mobility when transformed).
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I built up for like 25 turns and it barely mattered at all since the Titans get so much free shit. Since I was sending stuff to guard against AEUG (not that it even worked desu) I only had like 40 units attacking Gryps vs 80 Titans (and that's after the Colony Laser took out some of them). Probably gonna squeeze out a victory but with almost nothing left afterwards while AEUG are glued to the 250 cap.
Fuck me this sucks. The only counterplay I can think of is seriously spending 50+ turns parked outside Gryps just building an enormous, high-quality army that can sweep away Baund Docs, Byarlants, Barzams and Xekus with minimal losses and clown on AEUG even outnumbered four to one. None of the other campaigns needed anything like this, I'm really surprised how much harder Axis is.
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File: Quess UC 105.png (1.31 MB, 1254x1254)
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>Mafty Suppression Conflict (Turn 950 start)

Have an aged Quess for it.
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>>24014634

Building up is a rookie mistake because they'll do the exact same thing. A good way to go about is to steadily shore up your army while leaving the Titans several orbit points to get pressured by the AEUG. Only once you're fully ready to commit to Luna II and Gryps 2 should you gather of an invasion force and only if you're prepared enough to beat back the AEUG immediately.

Truthfully, you can hold back both Titans and AEUG both with small teams of Aces bordering colonies and the Moon. Especially once Haman gets the Qubeley.

>>24015209

Oh my...
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>>24015350
I won this campaign eventually by the way.
Basically, having build up a tech lead over AEUG (even though I was massively outnumbered, 250 to 45-ish) at the point where I took Gryps, I built a ramshackle force to defend Axis itself (I just about won that battle at A Baoa Qu, otherwise they had a straight shot at it with only six units defending, with those guys and the ones east of Axis my defence force was like 15-20 units)
My army at Gryps, which was badly battered from finishing off the Titans, had a special task to zip along the top of the map and break out for Axis space. This was only remotely possible because of Haman and her Qubeley, I also had some Bawoos helping out here. Eventually I stabilised a frontline from A Baoa Qu to Solomon, AEUG would throw like 40 units at a time into any of these territories and I would just move all the best units from the places they didn't attack while the forces there initially did a delaying tactic.
They were mostly just using GM Customs and basic Nemos, so with Gallus Js, Bawoos, Zaku IIIs, and Haman's Qubeley I was mopping them up easily, it was only when they attacked in multiple regions at once things got dicey.
Eventually I teched up even higher, and thinned out AEUG's numbers. They never recovered economically from these losses, they never produced nearly enough to offset what they were losing. I got Mashymre and Chara into Psycho-Gundam Mk. IIs after being enhanced, and had them and Haman each lead an offensive into space. For a minute I thought I fucked up the decisions and wasn't gonna get to turn them into Cyber-Newtypes, but I got it right. All three succeeded with AEUG effectively having nothing to counter these high tier units, and the rest of the war was a foregone conclusion. By the time I got Haman into a Quin Mantha (and then made two more, and made a shitload of Zaku III Customs for all the Puru clones) I was basically just fucking around. Awesome comeback run imo.
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GitHub page of gihren V Chinese translation project,incase people want to work on bringing the English translation to the iso
https://github.com/cnut1648/Revenge_of_Axis_V
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>>24017634
https://github.com/cnut1648/Revenge_of_Axis_V/blob/main/doc/README.md
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Weren't some Chinese people deep into hacking the game, besides the translation stuff?
Some 5ch anons were discussing about what's being done over there but there wasn't much of an understanding of the Chinese scene.
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>>24017645
I'd love for a hack that somehow brings over the animated cutscenes from, like, the PS2 or Saturn versions into MoA V. Probably the second most wanted thing besides a thorough translation (including unit descriptions in the research screen etc.)
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>>24017636
Huh, it's probably doable but I'm busy as fuck myself. Likely more portable than the hacky methods that got used on our side.
>>24017697
imo the best we could get would be ways to adjust flags to make our own campaigns.
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can someone make a OYW sprite for Brave Cod and Tosh Cray? I'd love to do a campaign with them but they only have titans outfits.
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>>23990355
Oh Neat another one? I've been working on my own too with some friends using the Strange Machine games D6 system they use for Robotech.

Still glad to see others are doing it too and yeah it's always a concern to balance ships Vs Mobile suits to get that real feel but not be 'oh hey a ship is useless'
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>>24018848

Far from perfect but you get what you pay for.
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>>24018848

Real clash of artstyles going on here since Tosh's only other known model is from G Generation Zero/F and I have no access to that.
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>>24018848

As a bonus here is Stole Mannings as well. The guy who fought alongside Brave in the One Year War and gave his leg for him.
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>>24019061

Smoothed out the lines on his face to make him a little more youthful.
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I understand perfectly well why this isn't in the game from a game design pov, but it would be pretty rad if there was at least an optional mode (maybe part of special difficulty) where aces had a chance to die (modified by endurance) whenever they got shot down.
In practice this would just mean the AI would get all their aces killed in a few early battles and then have nothing left to take on the player. Plus it means event-relevant characters could die before they're meant to do something (e.g. Char dies before CCA).
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>>24019712
>In practice this would just mean the AI would get all their aces killed in a few early battles and then have nothing left to take on the player.
That's the biggest problem IMO. The game already becomes too easy by the end (just like every other strategy game), which is somewhat addressed by giving the AI extra resources when you take over their bases.
There's also the fact that you'll need to think of what to do in cases when a story relevant character dies, i.e. Jamitov or Delaz: do you jump straight to Axis? How do you justify that in canon?
It could work for the unlockable scenarios that have no actual story, but the first problem still persists.
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>>24019827
The way around that would be to amp up just about anyone with a name and create a system for generating random lesser aces naturally through play.
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>>24019827
Just add an 'immortal' flag to plot critical characters.
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>>24019712
>>24019827
>>24019963
>>24019991

Perma death isn’t in the base game? Why is it so common in Copy X’s campaigns then?
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>>24019963
Honestly I would love to have your no-name units spawn with randomized stats, or have some kind of system that could allow you to power them up, like giving them EXP or promoting them.
>>24019991
I was thinking that would be a good idea. Once their story is done you could have them die normally. The idea of having them killable and creating if scenarios around their death like some of the Gundam vs. Z Gundam ones would be fun regardless.
>>24019995
It's just him making a narrative around it. You can out them from the game with codes though.
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>>24020006

Shin Gihren sort of had scenarios where killing certain pilots could lead to differing situations. In Tianems campaign if you fail to stop Kycilia from reaching A.Baoa.Qu then Gihren dies and the canon timeline occurs. If you do shoot her down before that then Gihren escapes to keep the war going.
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>>24018848
>>24019061
>>24019096
>>24019091
you guys are great.
>>
Not to be off topic but I'm starting to worry about Copy X.
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>>24019995
It's a great way to spice things up and add stakes, when the actors on the board can all die if combat goes poorly causing knock on effects from it to spice up the run it also enables the game master to "let god take the wheel" so to say. Since if a death isn't something, he decides on if it happens or not it helps make the story interesting for the game master too as they must adapt to sudden demises. I will admit its not really used fully in the more recent PoV campaigns since any dead ally is a massive lose we are hyper risk adverse too, but its still used for determine which faction orbiters dies on each end, like how the D3 squad lost a member and had to recruit someone else with a D in their name this run.
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>>24010725

I found a pseudo bug in Menace of Axis V that could be utilized for a sort of rescue/reunification mechanic. By switching a held territory from the player to another faction while your units are still there it essentially freezes that unit into a state of purgatory where they can't be interacted with. The idea is that by retaking that territory in gameplay the units that were stationed there become usable again. Using the provided image as an example if Delaz's forces retook Von Braun then Kelly Layzner could be used again. For the modified Delaz Fleet scenario I have the following modifications in mind.

>Remove Titans and move their aces back to the EFSF
>Remove all EFSF who should already be dead or under house arrest. (Revil/Amuro/Elran)
>Have Jaburo able to be invaded without needing to enact the plan for it or taking all prior bases
>Set up area's on Earth and space for remnants to be recruited. (Kelly (Von Braun)/Desert Rommel Corps (Northern Africa)/Yuri Hasler Axis Fleet (Space outside of Solomon/Sato and Side 3 Loyalist (Side 3)

Any other remnants who are alive and already in the game any of you anon's could think of would be appreciated. Probably going to have the modified scenario start right before the Albion attacked Bitters Kimbareid Forces. Either that or the instant the attack on Torrington Base happened. What do you all think?



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