Tails Adventures Password Format Guide

By XFox Prower

Release date:11/24/03
Last Revision:05/07/04

Introduction
This document has been writen to describe the format used in the Tails Adventures password system for storing items and bosses beat, and stages cleared. You can find the password generator Here

The Password Screen
The password screen is made up of 16 cells in a 4x4 grid. Each cell holds a character ranging from 0 through F. Since there are 16 addresses in the grid, I will also label them 0 through F (left to right, top to bottom). Anything stored in the password will be referred to as an "event." Each event uses 2 or more cells in the password grid that it corresponds to. Most events use a checksum address (Address F). The checksum address works with the modifications to the other addresses in order to verify that an event is added correctly.

0123
4567
89AB
CDEF

Starting Password
The password below represents a "new game" in which you start with the Regular Bomb and Vulcan Cannon.

D219
54D4
AE59
D2E0

Working with the events
Each event has a primary address. They may also have a secondary address. All items have an even primary address. All stage and boss events have an odd primary address. Secondary addresses for any type of event are always odd. Not every event uses the checksum address. There are also 2 Checksum Exceptions that are used by some items. An item can have a T2, T3, or no exception at all.

Regular Bomb
    
    
    
    
Large Bomb
-4   
    
    
   -4
Remote Bomb
+2   
    
 -2  
   -4
Napalm Bomb
-1   
    
    
   +1

Triple Bomb
  ±8 
    
 ±8  
    
Wrench
  +4 
    
    
   -4
Helmet
  +2 
    
    
   +2
Remote Robot *
  -1 
    
    
   T3

Hammer
    
±8   
    
   ±8
Teleport Device
    
-4   
 -4  
   ±8
Night Vision
    
+2   
    
   T2
Speed Boots
    
-1   
    
   T3

Super Glove
    
  ±8 
    
   ±8
Fang
    
  -4 
    
   -4
Knuckles
    
 +2  
    
   T2
Sonic
    
  -1 
 +1  
   T2

Item Radar
    
    
±8   
 ±8  
 Radio
    
    
+4   
   -4
Blue Emerald
    
    
-2   
   T2
Green Emerald
    
    
+1   
   T3

Purple Emerald
    
    
  ±8 
   ±8
Red Emerald
    
    
  -4 
 +4 ±8
White Emerald
    
    
  +2 
   T2
Yellow Emerald
    
    
  -1 
   T3

Proton Torpedo
    
    
    
 ±8 ±8
Vulcan Cannon *
    
    
    
  +4-4
Extra Speed
    
    
    
 +2-2-4
Extra Armor
    
    
    
 -1 T3

AntiAirMissile
    
    
    
  ±8±8
Spark
    
    
    
  -4-4
Mine
    
    
    
  -2T2
Rocket
    
    
    
 +1+1T2

Poloy Forest Beat: Volcanic Tunnel
   ±8
    
   ±8
    
Volcanic Tunnel Beat
    
 ±8  
    
   ±8
Polly Mt. 1 Beat
 +4  
    
    
   -4
Lake Rocky Beat: Cavern Island
    
   -4
    
   -4

Cavern Island Boss Beat
 +1  
    
   -1
   T2
Poloy Forest Beat: Caron Forest
 ±8  
    
    
   ±8
Lake Rocky Beat: Green Island
    
 -4  
   +4
   ±8
Lake Rocky Beat: Lake Crystal
   +4
    
    
   -4

Lake Crystal Beat
    
   ±8
    
   ±8
Volcanic Tunnel Boss Beat
    
 +2  
    
   T2
Lake Rocky Gate Destroyed
    
   +2
   +2
   -4
Lake Rocky Beat: Coco Island
 -2  
    
    
   T2

Coco Island Beat *
 +2 +2
    
    
    
Battle Fortress Beat
 -2  
    
    
   T2
Battle Fortress Miniboss Beat
   -1
    
    
   T3
Notes
You must have Poloy Forest beat in order to select the Remote Robot.
You start with the Vulcan Cannon. The modifications to add it are already included in a new game password. If you want to remove this item from a password, do the opposite and invert the + and - for it.
In order to select Coco Island as beaten, Lake Rocky must be beaten (Coco Island exit)
To select Battle Fortress as beaten, Coco Island must be beaten (see above note). Battle Fortress 2 must have Battle Fortress 1 beaten. If you don't follow this linear order of rules, your password will be invalid.


Checksum Exceptions
The checksum is usually simple and easily predictable. If the charts above say +2, then you just add 2, etc. But sometimes, there's a few twists and turns. Each address is 4-bit (0 through F). Different things can happen depending on which bits are turned on in the value of the checksum address. But only bits 2^1 and 2^0 are ever used. Type 2 is the when 2^1 is turned on and 8 is added before the initial checkum addition. Type 3 occurs in certain items when both 2^1 and 2^0 are on (2^1+2^0=3).in this case, 8 is added before the initial checksum addition. See the diagrams below:

Plus 2Type 2Type 2
If checksum contains bit 1 (2^1) then add 8.
Next add 2 (regardless if we added 8 or not).

Plus 1Type 3Type 3
If checksum contains bit 1 (2^1) and bit 0 (2^0) then add 8.
Next add 1 (regardless if we added 8 or not).

Normally the checksum is modified in some simple addition or subtraction without need of an event (see blue lines). But the events still keep a balance (see red lines). It makes an interesting crossover pattern. If you want to go by graphics, there's 2 blue lines before each red in type 2, and there's 3 blue lines before each red in type 3.


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