Thanks for the help, Tryphon.
I downloaded Gens_r57shell_mod_r665 and have been playing around with the interface. Everything is "working" for me, but I'm still running into the same problem. I thought it was the debugger, but maybe it's a bad offset? More below...
Which ROM of ShadowRun do you use ?
Country: USA
Size: 2 MB (2,097,152 bytes)
Checksum-8: 12
Checksum-16: CD12
Checksum-32: 093CCD12
Checksum-64: 00000000093CCD12
CRC-16: 893F
CRC-16 CCITT: D611
CRC-32: FBB92909
Custom CRC (32-bit): 00000000
SHA-1: A06A281D39E845BFF446A541B2FF48E1D93143C2
SHA-256: 92A614491FC3EA12A6DF32459CCE08B48574B7B814E244C07EB860DC5C6EDB7E
SHA-384: 79E621AA4AA47225A39BD655A58CF52719F2E164268FB460E160AE7521384FFFAB2B59CDB1FD165F5A965C02860F4693
SHA-512: F0B6B15A9A5F2AD42E0E425FE2006421C2507C6B092839017E85DA79CEB67D4B6EA17BB60A9349C3B05D40F57BDA55212B70D0F5B1B1E4BF275B0386D187215F
MD-2: 27BDBC8554E4B561474F03FBB8DEB5C4
MD-4: 8644CC08510B044341D93DE078380DF9
MD-5: 53090BCD67A0B6262F71EF7C5838C02B
Shadowrun (USA)
Could you provide a Gens savestate just before the shoot on the ennemy ?
Hopefully this upload worksThe health (possibly the health graphic, although I doubt it) for all active enemies on the map are stored at FF28C4, FF29C4, FF2AC4, etc. The hex values correspond with a percentage out of 100% (00-0A). This has been confirmed with some simple save state hacking.
In the save state comparison below, I've shot a "pedestrian" and reduced his health from 100% (0A) to 10% (01):

If I alter the value in a hex editor, it does in fact alter the NPC's health. It affects both the amount of health and the corresponding sprites (although I expect the sprites are controlled at a different offset by at least one longword).
However, if I set a breakpoint to write at FF29C4 (as in the "pedestrian" example above), the debugger never breaks! It will break when I load a new map (presumably because the game writes the enemy data as it loads a new map).
One new thing I did notice: ONE enemy's health is set to address register A1 (FF28C4). Maybe it's not breaking because all of the enemy data is being manipulated via registers? I'll trouble shoot this last bit a little more...
July 13, 2016, 03:15:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'll trouble shoot this last bit a little more...
Enemy data offsets do get written into at least one Address Register when a map loads. I didn't poke around to see why, but I think it's just a red herring. I'm interested in damage calculations right now, not enemy stats.