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lovalmidas last won the day on August 16 2020

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About lovalmidas

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  1. In TibEd, this is encoded in the flag "MoveInfantryZone" for each unit, which on a hex editor represents byte (0x100 * n + 0x11 in Templates.bin file, where n is the Unit ID). My experiments seem to tell me that setting determines if the unit is an Infantry or a Vehicle: MoveInfantryZone (in TibEd; this looks more like "IsInfantry". Values: 00 , 01) * If not an infantry: (1) The unit occupies a full square and not a sub-square. (2) The unit no longer moves into infantry-only zones.
  2. I have not had time to read that yet, but the only thing that is really important in UnitTemplate / BuildingTemplate, in relation to data.R16 and rendering, is the UnitArt / BuildingArt / TurretArt entries (as seen in TibEd). If you want to render stealth, perhaps also the Special Logic entry. The idea is that art entries are divided into UnitArt (each entry with X frames * D directions), including turrets BuildingArt (1 BuildingBase + D directions (healthy frames) + D directions (damaged frames)), including turrets ProjectileArt (X frames * D directions) Animation
  3. Yep. This is only a piece of the puzzle. I have not yet investigated how allocation indices drive the selection of the player house, but at some point I hope to make an edit to the executable so that the player house is effectively "alloc. index mod 8" instead of "Max( 7, alloc. index )", or a more flexible method, if possible. Loading custom colours.bin is probably the easier (and probably the preferred way in modded content), when you are willing to work with third-party launchers. The benefit of extended Colours.bin file with > 8 colors is mostly research points into finding
  4. The game happily reads whatever values that are in there so no crashes. It also happily reads beyond the size of the colours.bin file as padded 0x00 values. The memory space also initializes with 0x00 values. So extra colors were seen as black. I have a customized colours.bin with 3 house color sets (3 x 16 colors) and another with 16 house color sets (16 x 16 colors) to experiment with an exe modification that moves the memory where game stores and subsequently reads colours.bin, to allow proper rendering of 16 colors. Basically, the limitation of 8 house color sets is caused by the fact
  5. I only tried hex value 0x11. And it only reveals the tile if there is an unrevealed tile in some of its 8 directions (which ones is not yet certain). In effect, a unit moving towards a blob of shroud to its west will not reveal them. It doesn't depend on the direction the unit is moving (although that does the impact the visuals as the map is only updated in a limited NxN square region around the unit), it seems to check the surrounding tiles to determine if it should uncover this tile. At some time I could generate some screenshot or video to illustrate this.
  6. For the reveal map 0 not updating the minimap, I found that the game updates the battlefield map and the shroud / minimap separately. For performance saving measures, the shroud and minimap is updated only within an NxN square centered around the reveal point (either a unit or a map location). For range 0, the square size is effectively 0x0 (or 1x1), meaning that effectively nothing is updated on the minimap. A quick fix would be to replace this logic with another that supplies the whole map dimensions. This fix may reduce performance, so I'll try to think of something to help branch this
  7. Great work! Probably a no-need-to-fix, I got a EInOutError when I loaded it with my working folder, which has some modified bin files. The cause appears to be the use of a modded Colours.bin which contained only colors for 3 houses (96 bytes) for my experimentation, instead of the expected 8 houses. The application closes after acknowledging this error message. A possible improvement could be to indicate to the user which file has an issue, but it is more of a nice to have. Enjoy your vacation nonetheless!
  8. I apologize for spamming 'research topics'. I wanted to hijack an existing research thread for this file, but I didn't find a dedicated thread for it. The format of circles.bin is straight forward: A visual of the data There is a check that the game makes at address 0x0044e3ba to determine if the map reveal range is more than 7. If so, the game crashes with the message "Shroud circles only defined up to size 7." This much is probably already known. When loading a map, the game loads this file in these exact segments, storing them in these memory loc
  9. As part of an ongoing effort to collate research into an open-source code, I have created an editor that allows you to edit and preview the campaign map. The link to the project is here: https://github.com/nguoiyoujie/Spice2k (pre-built executables in /build/debug and /build/release) Preview: Discovered descriptions of the campaign.uib file format is here (may be moved in the future ) (Edit:) https://github.com/nguoiyoujie/Spice2k/blob/master/doc/spec/uibCampaign.md
  10. Yeah, I'll try to contact him. There is some stuff I found with regards to where Colours.bin is stored, and which code references them. By changing the location of the data, I was able to preserve more house colors than the original 8 (currently tested until 16 colours, but it may be possible to test up to the practical limit of 256). I'll make another post about it once I know more information about the house alloc. index. In the meantime I'll update my findings for the campaign.uib, and templates.bin. I didn't know about the old wiki. Time for some reading I guess :D
  11. Nice. I have not yet tried the missions yet due to me messing around with other files. I'll definitely try them out someday! :D
  12. On the unit sounds, if you are using TibEd to edit them, there is a bug: The true sounds are: AtreidesReporting1 = Reporting1 AtreidesReporting2 = Reporting2 AtreidesReporting3 = Reporting3 HarkonnenReporting1 = Reporting4 HarkonnenReporting2, (absent in TibEd) HarkonnenReporting3, (absent in TibEd) OrdosReporting1, (absent in TibEd) OrdosReporting2, (absent in TibEd) OrdosReporting3 = Reporting5 Each values takes an integer represent the sound ID. The highlighted region to the right (hex 0x6C to 0x7B) are not seen
  13. I have not yet tried to contact anyone yet, I was spending my time learning how to fiddle with an IDA, and changing the executable currently takes a lower priority than figuring out how to change the various data files (in particular, templates.bin since it looks like the brain of the data). As for modifying how the game loads the .MIS file, I will keep my expectations in reserve until the structure of the .MIS file (in the eyes of the current game) is fully discovered. The bytes for condition and event count are known to us, so that can be used as a trigger point for the game to load ext
  14. Alright, I managed to look into how the game loads the Data.r8 / Data.r16 file, since previous tests determine that playing with unit counts messes with animations, and animations are images, and images come from the data resource files. Here are the results, thus far: * I suspect UnitTypes and BuildingTypes are simply indices, since they don't appear to carry more data than a name reference. I suspect those two to be relevant to how the sidebar icons are arranged. (e.g. why Wall appears before Refinery) I am not very good at reading assembly, so having Ghidra
  15. Each mission map file (.MAP) contains two values for each cell on the map. One value is for terrain data. This determines the which terrain cell is loaded on that cell. The other value is for what I call object data (what the editor calls 'Special Index'). This determines what this cell contains (spice, infantry, building, worm). The game actually refers to Tiledata.bin to translate that value into the actual object to load. Example: Map Object Value: 14 Look for the 14th 4-byte value in Tiledata.bin (a.k.a. starting from byte (14 x 4 = 56 (0x38)) The values a
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