Jump to content

PLPynton

Fremen
  • Posts

    4
  • Joined

  • Last visited

    Never

Reputation

0 Neutral
  1. thanks for replies, i will read amiga hint thanks. i have a very little amount of time today however short reply i can do. building 14h on amiga is 1x1, it removes fog of war in radius of about 55 squares. nor sure if this one can be rendered fully functional or buildable with exe editing nor if there is sense for it- one is certain it quite upgrades scenario difficulty as you will be attacked in the instance you started playing ;) it behaves like building completely gets even attacked but it has really low priority on that. lose/win flags bit0 is a timeout flag bit1 is a quota flag bit2 is a enemy buildings destroyed flag still experimenting with bit 3 as this one seems to be functional as well set no lose conditions and just win condition to perform lose scenario at a given condition meet (quite confusing) winning is quite easy but mind setting lose contdition here in some cases. quite confusing i know but i have all noted on paper and will share it asap
  2. Shit, it remembers me x-com apoc editing somehow... btw. I have installed 1.07 PC and editor of yours. Quite a nice work mate, grats... Have found most of the stuff in ami version but as said before is not worth an effort since executable is really fcuked considering acceptable programing habits. Do not have to contribute nothing yet for exe editing but if one is interested I have broke down scenarios editing WIN&LOSE flags that are btw. really confusing. Well it allows to mix even the time countdown conditions into winning or even losing scenario, together with stuff like you lose scenario if you harvest to much spice or destroy enemy buildings or any combination you could imagine here. There is still 1 bit unknown and I think it has to do with defeating one enemy regardless to others.
  3. Thanks for your reply. What your editor does is to simply change a value at offset in executable. Everything is nice but... What you certainly have is your knowledge base. For example: Tank has its data stored in executable starting at offset X. The data is Y bytes long. Each byte of it corresponds to props of this unit as follows: b1- something b2- unknown ... b17&18 -energy and so on till the end of this unit data What I need is a simple info about how this data table looks like so i can trace it in amiga version. Let us say the first entry of table is caryall. You just have to post me caryall default unchanged HEX data (so i can find it in amiga exe) and i will do the rest by myself. of course buildings or techlimits for levels will have completely different structure and location but if you give me again 1 example how it looks in PC version I will find rest by myself ;) what pisses me the most is that I have to follow originally designated tech limits for levels 1-9. I want to rewrite that but I do not have a clue how the data is organized nor how original unchanged values look like to find them with hex tool in that executable. I will be really glad if you can post unit, building and techlimit structure from pc exe. just 1 unchanged entry as raw hex here is your pic for my example. let us say the cost of caryall is ingame 800 and the builttime is 64. now i assume these values are simply next to eachother and cost is 2 bit just as the time? or is the time 1b value? http://nyerguds.arsaneus-design.com/dune/dune2edit/images/d2editor_customfile.png beaause if i start to look for with 2 byte of information like unit cost, i will find like 50 possible places in exe it would mean time consumption of 25 times restarting the game (in middle case scenario) ;) EDIT: F22E 9200 6F0A A23E 6D9C C104 7764 84B7 013B 96F4 3408 B73A E802 98A3 8B48 00C2 0155 AF9B C6CB 4535 A2B1 00D1 0098 5A15 ok i know where the units data is located i just have found where the launcher cost is stored C201 starting from last bit from line2 how is the tech limits for levels 1-7 handled in pc version? need to enable all from l1. Funny thing I found also caryall and other units. unfortanately some details are shared between units, lazy programming. example changing siegetanks cost you will change as well costs of ornithropter and sonic tank, while changing its builttime will change ornithropters but not sonictanks. fcukt up situation. most unexpected changing caryall builttime factor it will change it movement speed as well. that sucks!
  4. Hi, I have Dune 2 1.00 on Amiga emulator. have already read most of the topics. Unfortunately no usable tools from PC version can be used for Amiga except for unusable graphics and so on. Do you know anyone did something for Amiga files like executables .ini ext? I have already broke down and stripped completely Amiga scenario files but they are no plain text plike PC ones so it was a lot of work to discover everything from scrach as it was strictly hex based work. Still I am missing meaning for some of teams commands and things like that as they were never used in original scripts so there is i big guess what hex value they should have. I noticed that Amiga version 1.00 is much more upgraded than PC one. There is no teambug for example, no turret bugs. Teaming or rather group follow friendly unit function works by default just like repeated reinforcements. Much stuff simply works here even if it was not operational on 1.07 of PC. Whatever. I have a question: 1. Where can I find PC exe editor resources like how was techtree, unit restriction discovered in exe datasection? I could use that knowledge as the chance is very high that it is similar data structure to amiga one. I could of course reedit exe of PC that compare effect with unchanged version to discover what has been changed to achieve desired effect but it is nonsense at this knowledge is common for some ppl here. Just lost of time for me, better ask right? 2. Is there a chance to find what hex values of PC ini files correspond to plain text used for edition (i understood PC one uses plain text commands what leads to ex. teambug ect.)? for example define bloom at 05AAh and 05B7h from pc would like for amiga more like 0142 0002 05AA 05B7h in the Amiga ini file while ex PC Kamikaze, Normal team commands loke here like 4Bh & 4Eh 3. Does anyone know it another as battle for arrakis 1.0 war released ever on amiga? like 1.2 or whatever? one conclusion have anyone tried to place structure 14h near your base on PC version and have it this cool effect as in Amiga 1.00 as well? I personally think it coud have been under development and never finished for release. I was never able to finish Ordos L9 with this structure implemented in player base so hard it makes the game here
×
×
  • Create New...