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Dune Cheats


pascal89

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Start with lots of spice

The following archive includes Dune saved games with over 393 tons of spice in stock, which should be more than enough to pay the emperor and buy weapons and other goodies from smugglers without the need to have troops dedicated to spice extraction. The save games were made early in game (at a point where you normally have only a few kilograms of spice).

Get it there: Dune savegames.7z (more info)

http://44554762.linkbucks.com

Hexadecimal cheats

With an hexadecimal editor, you can quite easily edit some characteristics of your troops:

Motivation: convert the current motivation to hexadecimal. For instance, a 100% motivation would be saved as 64 in the save file.

Number of fremens in a troop: divide the troop size by 10, then convert to hexadecimal. For instance, a troop will 2540 men would be saved as FE in the save file.

Equipment: see the sub-section below

So, with your hexadecimal editor, open the saved game you want to edit (make sure you save a backup first!): DUNE37S1.SAV or DUNE37S2.SAV (37 is the number corresponding to the game version, it may be different for your version). Search for the values you want to edit, knowing that troops information are located approximately in the last third of the save file, and that the structure for a troop is like:

...X[motivation]XXX[equipment][population]X...(Each X represents a byte, motivation is 4 offsets before equipment, which is right before population).

[edit] Equipment cheat

The [equipment] value is a bitflag (here listed as decimal values [hexadecimal value]) where:

1 [1] = not assigned

2 [2] = bulb

4 [4] = atomic weapon

8 [8] = weirding modules

16 [10] = laser guns

32 [20] = krys knives

64 [40] = ornithopter

128 [80] = spice harvester

So, to give all equipment to a troop, set this value to 254 [fe]. This cheat generates a minor bug: the equipment is registered as troop equipment, but not as sietch equipment. This means that if you unequip the equipment you added, it will vanish. The solution to this bug is to move your troop to another sietch, which will register the equipment for the sietch.

I think you can even edit the harkonnen troops to make the game more difficult.

I have edited the file. Leto is now willing to follow you lol

Source: http://ecd4f37f.linkbucks.com

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Hi all!

Yes Neil, here is one. One and a half years later.

Here is my tuto to hex editing savegame file. Thanks to apologize my spells. English is not my natural tongue.angel.gif

HEXA CHEATS

I've based my work on this wiki page found on www.wiki4game.com.

Lots of useful infos & tips were found there:

www.wiki4games.com/Dune#Hexadecimal_cheats

======================================================================

Preliminary notes:

Repeat-byte [0xF7xxxx]. It's used to convert 3 minimum consequential and identical bytes.

The game never use triple identical bytes (or more) as a result. Instead the soft use [0xF7] repeat byte. I've seen [0xF702XX] very rarely, a the beginning of the savegame file. Don't know if it's a repeat-byte...

Ex: [0xF704C0] in the file means [0xC0C0C0C0] => (F7Repeat)(4Time)(ByteC4)

[0xF764FF] ------------------>[0xFF.......98times.....FF]

It's used in the file's frame many times. You 'll have to transcribe all the redundancies of 3+ bytes at the end of your changes before applying them and saving your work for better compatibility, but it's not required most of the time (for little editing). The method is really simple. For few bytes, like [x00000000000000000000], (00 X 10) bytes, you've to write "F70A00" instead of such expression. If you experience too more bytes that can't be counted manually, I advise you to copy/paste the sentence in Notepad++ or an HexEditor to do it for you (look in the status bar).

Take care not to interpret a Repeat-F7 byte like a false-negative: [0x....8F720095...] => ...[0x8F]&[0x72]&[0x00]&[0x95]... There's no [0xF7] here.

There's little exception[0xF701F7] means [0xF7] to avoid the deflating byte to be proceeded. tongue.gif And the [0xF70200] that haven't to be converted.

======================================================================

SIETCHES CHEATS

Here is the Sietches structures in the savegame file (Cf.Attachments :DUNECD_Savefiles_Sietches.zip) that I posted.

Sietches structure starts at offset d6038 and ends at offset d7701. The last bytes of the structure and the last sietch ends at offset d7727.

This structures is [0xF7]deflating bytes free (Cf. upper). I've converted them into what it's represent. The only exception is the double "=" that I use in order to replace the [0xF701F7] to keep consistent layout.

				Addr.(dec)	A	B (6 bytes)	C	D 	E	F (5 bytes)	G	H	I	J				K (7 bytes)					L
Carthag (Atreides) d6038 0201 1519FCFFEB5C 20 00 10 FF00000000 01 06 00 00 00 01 00 00 00 00 00 00
Arrakeen (Harkonnen) d6062 0102 CF3AC2FF1111 30 43 00 FF00000000 23 10 00 00 00 00 01 01 01 00 00 00
Arrakeen-Tabr (Fort) d6088 0103 FE2ACAFFAA18 28 29 80 FF00000000 31 11 78 00 02 02 03 03 03 03 00 00
Arrakeen-Timin (Fort) d6114 0104 383ED0FF441F 2B 1E 80 FF00000000 33 11 64 00 02 03 03 03 03 03 00 00
Arrakeen-Tuek (Fort) d6139 0105 9627BDFFE00C 29 35 80 FF00000000 34 0E 7D 00 01 02 00 01 01 01 00 00
Arrakeen-Harg (Fort) d6166 0106 371BE0FF4D33 2D 24 80 FF00000000 10 1B C8 00 02 02 00 03 01 01 00 00
Arrakeen-Clam (Fort) d6556 0107 D026D5FF1325 2C 21 80 FF00000000 13 12 B4 00 02 03 03 03 02 00 00 00
Arrakeen-Tsymyn(Fort) d6583 0108 0A33D9FF252A 2E 1B 80 FF00000000 22 0E 2D 00 02 02 03 03 03 00 00 00
Arrakeen-Siet (Fort) d6610 0109 8916CFFF==1D 2A 27 80 FF00000000 14 13 8C 00 02 02 00 02 02 00 00 00
Arrakeen-Pyons (Village) d6639 010A 6C3CD8FFEA28 21 00 80 5000000000 1C 03 00 00 00 00 00 00 00 00 00 00
Carthag-Tabr d6659 0203 7031EBFF1F43 02 08 80 0400000000 2B 1A 78 00 00 00 00 00 00 00 00 00
Carthag-Timin d6680 0204 4E25FCFFFE5C 01 03 40 0000000000 03 13 3C 00 00 00 00 00 00 00 00 00
Carthag-Tuek d6701 0205 55260A00BB72 00 01 40 0000000000 04 1C 54 00 00 00 00 00 00 00 00 00
Carthag-Harg d6723 0206 0221EDFFFF45 03 02 40 0000000000 02 21 2D 00 00 00 00 00 00 00 00 00
Carthag-Clam d6745 0207 5D1106006B6C 00 00 80 3C00000000 08 14 8C 00 01 01 00 00 00 00 00 0A
Tuono-Tabr d6770 0303 12330800B96F 08 05 E0 0200000000 24 2D 63 00 01 00 00 00 00 00 00 14
Tuono-Timin d6794 0304 9A3D1600F684 07 00 80 1100000000 2A 20 A0 00 01 00 00 00 00 00 00 00
Tuono-Tuek d6817 0305 2F4DFCFF3C5D 04 09 80 0400000000 26 2A B4 00 00 00 00 00 00 00 00 00
Tuono-Harg d6838 0306 553DEFFF2849 03 00 80 0C00000000 21 26 A0 00 02 00 00 00 00 00 00 00
Tuono-Clam d6861 0307 76460800D76F 06 00 80 1000000000 32 13 D2 00 01 02 03 00 00 00 00 00
Tuono-Pyons (Village) d6886 030A 7E500F00A07A 21 00 80 3800000000 1D 06 00 00 00 00 00 00 00 00 00 00
Habbanya-Tabr d6906 0403 C731300032A7 05 07 80 1400000000 2D 32 C8 00 01 00 00 00 00 00 00 00
Habbanya-Timin d6929 0404 472C1800C687 04 04 80 1400000000 05 14 AA 00 00 00 00 00 00 00 00 00
Habbanya-Tuek d6950 0405 B13123001E97 07 06 80 1400000000 19 3F F0 00 00 00 00 00 00 00 00 00
Habbanya-Clam d6997 0407 A1161B00F68B 03 00 80 1600000000 06 2C C8 00 01 03 00 01 00 00 00 00
Habbanya-Harg d6971 0406 D10F460075BB 09 0A A0 4800000000 16 8A F0 00 01 00 00 00 00 00 00 C8
Oxtyn-Tabr d7021 0503 ==DE17005687 05 00 80 4400000000 3B 46 B4 00 02 01 01 00 00 00 00 00
Oxtyn-Timin d7048 0504 52==1E006491 02 0B 80 4800000000 0F 35 A0 00 01 00 00 00 00 00 00 00
Oxtyn-Tuek d7073 0505 A8E60A00E373 05 0C 80 4800000000 17 2D 64 00 00 01 01 00 00 00 00 00
Oxtyn-Harg d7098 0506 A0020D001E77 07 00 80 2800000000 09 17 FA 00 01 01 05 00 00 00 00 00
Oxtyn-Pyons (Village) d7123 050A C1101200C57E 21 00 80 3800000000 07 05 00 00 00 00 00 00 00 00 00 00
Tsympo-Tabr (Fort) d7143 0603 F307D8FFA828 28 2C 80 FF00000000 12 27 96 00 02 03 00 03 00 00 00 00
Tsympo-Timin (Fort) d7169 0604 F0F0DDFF5C30 29 2F 80 FF00000000 11 3C 20 00 01 00 03 03 00 00 00 00
Tsympo-Tuek d7195 0605 C506EBFFE042 01 00 80 5000000000 0B 22 82 00 01 00 01 00 00 00 00 00
Tsympo-Harg d7220 0606 27E2F0FFA34B 00 0D 80 5000000000 3E 2F 78 00 00 00 01 00 00 00 00 00
Tsympo-Clam (Fort) d7245 0607 29F9CAFF7D19 2A 32 80 FF00000000 18 22 B4 00 02 02 02 02 02 00 00 00
Tsympo-Tsymyn d7270 0608 84F6EBFF4244 06 00 80 3C00000000 0C 26 B4 00 01 01 00 02 01 00 00 00
Tsympo-Siet (Fort) d7297 0609 4618C4FFBE12 2B 34 80 FF00000000 1A 0F D2 00 02 02 01 01 01 00 00 00
Tsympo-Pyons (Village) d7324 060A FAF0F5FF5F53 21 00 80 4700000000 0D 03 00 00 00 00 00 00 00 00 00 00
Tsympo-Pyort (Fort) d7344 060B CC0CB7FF9208 2C 36 80 FF00000000 15 13 78 00 00 00 01 01 01 00 00 00
Bledan-Tabr (Fort) d7371 0703 00E0C1FFBD10 2D 37 80 FF00000000 47 18 FA 00 00 00 02 02 00 00 00 00
Bledan-Timin (Fort) d7397 0704 E3D8D0FFF21F 2E 39 80 FF00000000 37 12 B4 00 00 00 01 01 00 00 00 00
Bledan-Tuek (Fort) d7433 0705 4FADC3FF5912 2F 3B 80 FF00000000 46 20 78 00 00 00 01 01 00 00 00 00
Bledan-Harg (Fort) d7449 0706 6CC5C5FF4A14 28 3A 80 FF00000000 3C 15 C8 00 00 00 01 01 00 00 00 00
Ergsun-Tabr d7475 0803 61B8DCFFBA2E 07 11 A0 2C00000000 4A 14 96 00 01 01 00 00 00 00 00 50
Ergsun-Timin d7500 0804 7FC4E8FF8E3F 04 0F 80 2800000000 38 35 6E 00 00 00 01 00 00 00 00 00
Ergsun-Tuek d7525 0805 7496DEFF3B31 05 10 80 2C00000000 41 25 3C 00 00 00 00 00 00 00 00 00
Ergsun-Harg d7546 0806 C6A7E2FFD236 06 12 80 2C00000000 3A 0E B4 00 01 00 01 00 00 00 00 00
Ergsun-Clam d7571 0807 70B1EBFFDC43 01 0E 80 2C00000000 48 30 96 00 00 00 01 00 00 00 00 00
Ergsun-Tsymyn d7596 0808 F1AAD5FFB325 00 00 80 2C00000000 3F 23 A0 00 00 00 01 00 00 00 00 00
Haga-Tabr d7621 0903 E26AF1FF744C 0B 13 A0 5A00000000 1B 24 AA 00 00 00 01 00 00 00 00 28
Haga-Timin d7647 0904 3285F6FF4554 0A 14 A0 5A00000000 20 47 D2 00 00 00 00 00 00 00 00 0A
Haga-Tuek (Fort) d7669 0905 0070E1FF2235 29 42 80 FF00000000 29 2C C3 00 01 01 00 01 01 00 00 00
Haga-Harg (Fort) d7696 0906 185CDAFFA22B 2A 3F 80 FF00000000 27 2D F0 00 02 02 02 02 02 00 00 00
Haga-Clam (Fort) d7721 0907 E368D0FF741F 2B 3E 80 FF00000000 2C 1C C8 00 01 01 00 01 01 01 00 00
Haga-Tsymyn (Fort) d7748 0908 1467C3FF1B12 2C 3D 80 FF00000000 1F 33 D2 00 02 01 01 01 01 01 00 00
Haga-Siet (Fort) d7772 0909 BE7CC5FF0714 2D 3C 80 FF00000000 36 23 32 00 01 00 00 01 00 00 00 00
Haga-Pyons (Village) d7798 090A 0383DDFFCA2F 21 00 80 5A00000000 1E 08 00 00 00 00 00 00 00 00 00 00
Cielago-Tabr d7819 0A03 B5750500796B 03 00 80 5A00000000 2F 67 E6 00 00 00 00 00 00 00 00 00
Cielago-Timin d7840 0A04 95940200FF66 0D 00 A0 5A00000000 28 35 C8 00 00 00 00 00 00 00 00 A0
Sihaya-Tabr d7862 0B03 4C9118005888 08 17 A0 5800000000 3D 5E AA 00 00 00 01 00 00 00 00 64
Sihaya-Timin d7888 0B04 F3BC2F00ADA6 0A 19 A0 5800000000 39 2D C8 00 00 00 00 00 00 00 00 C8
Sihaya-Tuek d7910 0B05 DFC71600C085 10 00 A0 5500000000 40 5A 8C 00 00 00 00 00 00 00 00 6E
Sihaya-Harg d7932 0B06 A2BB1F007292 0B 18 A0 5800000000 49 36 AA 00 00 00 00 00 00 00 00 69
Sihaya-Clam d7954 0B07 DECEF9FF5A59 03 00 A0 2800000000 45 31 8C 00 00 00 00 00 00 00 00 78
Sihaya-Pyons (Village) d7976 0B0A F0B2F5FF0053 21 00 80 5800000000 44 07 00 00 00 00 00 00 00 00 00 00
Celimyn-Tabr d7628 0C03 B65D2400AB98 0E 15 A0 5A00000000 4C 1C AA 00 00 00 01 00 00 00 00 64
Celimyn-Timin d7654 0C04 9371310098A8 0F 16 A0 5800000000 25 5B F0 00 00 00 00 00 00 00 00 C8
Celimyn-Tuek d7676 0C05 F6412700689C 03 00 80 FF00000000 35 26 8C 00 01 01 03 00 00 00 00 00
Celimyn-Harg d7701 0C06 00C047009DBC 0C 1A A0 FF00000000 43 56 F0 00 00 00 02 01 00 00 00 96
Addr.(dec) A B (6 bytes) C D E F (5 bytes) G H I J K (7 bytes) L

Sietch definitions are 28 bytes long, but may have a different length in the file, because of the 'F7-deflating'-system mentioned above.

[Firstname][Lastname]XXXXXX[Appearance][Primary troop ID][Status]XXXXX[Spice field ID]X[Spice density]X[Harvesters][Ornithopters][Knives][Guns][Weird.mod][Atomics][Bulbs][Water]

Descriptions of the columns:

A: [Firstname]+[Lastname] (2 bytes)

B: [GPS Location] +2 unknown bytes (6 bytes total)

C: [Appearance] (1 byte)

D: [Housed Troop ID] (1 byte)

E: [status] (1 byte)

F: 5 unknown bytes

G: [spice field ID] (1 byte)

H: 1 unknown byte

I: [spice density] (1 byte)

J: 1 unknown byte

K: [Harvesters] & [Ornithopters] & [Knives] & [Guns] & [Weird.mod] & [Atomics] & [bulbs] (1 byte each. 7 bytes total)

L: [Water] (1 byte)

A: [Firstname]+[Lastname]

Byte value	Firstname	Lastname
[0x01] Arrakeen (Atreides)
[0x02] Carthag (Harkonnen)
[0x03] Tuono Tabr
[0x04] Habbanya Timin
[0x05] Oxtyn Tuek
[0x06] Tsympo Harg
[0x07] Bledan Clam
[0x08] Ergsun Tsymyn
[0x09] Haga Siet
[0x0a] Cielago Pyons
[0x0b] Sihaya Pyort
[0x0c] Celimyn

Example: in order to change the name of 'Carthag (Atreides)' to 'Celimyn-Pyort', find the sietch beginning with '02 01' and change it to '0c 0b'.

B: [GPS Location]

Don't really know what this mean but it seem to be a localization system. We find the same 4 bytes in the troops bloc which stay in this sietch.

C:[Appearance]

Appearance of sietches interior (HAVE TO BE CONFIRMED).

D: [Housed Troop ID]

Troop which are living/posted in the sietch/fort at the beginning. Refer to the Troop section and *.ods file for more informations.Sietch inventory & troops features v0.1.zip

Some sietch haven't got troop, but, in the Harkonnens forts, there are more than one troop posted there. It's noticed in the structures of the troop section of the savegame file. We can know by this way, which troop come after in the place.

E: [status]

This value is a bitflag (here listed as decimal values [hexadecimal value]) where:

0 [0x00] = visible sietch/village/palace

1 [0x01] = vegetation present (no more spice mining possible)

2 [0x02] = in battle

4 [0x04] = ?

8 [0x08] = ?

16 [0x10] = see the inventory of the sietch

32 [0x20] = wind-trap constructed

64 [0x40] = area of sietch has been prospected

128 [0x80] = sietch has not been discovered

160 [0xA0] = sietch with wind-trap wich has not been discovered

224 [0xE0] = Tuono-Tabr before stillsuit mission --> Hidden + Wind-Trap + Prospected

A sietch wich has been prospected, visited (inventory visible), and wind-trap constructed will have the [statut] byte : [0x10]+[0x20]+[0x40]=[0x70]

The bitflag [0x80/0x40/0x10] are pretty useful ;)

Maybe can we refill spice area by changing the [0x01] and the I column?

G: [spice field ID]

Not studied...

Are present, bytes between 0[0x00] & 76[0x4C]; except [0x0A],[0x0E],[0x2E],[0x30],[0x42]&[0x4B]. Same trip as multi primary troop?

I: [spice density]

Spice density in the relevant area. A picture will be more expressive.

59ef322d-8773-4b4a-b8fe-20ef8a7b359b.jpg

Values between 0[0x00] et 250[0xFA] in gamefile. 0[0x00] for villages & palaces: zipped by the repeat-byte [0xF7], the unknown byte and inventory's ones.

K: Inventory

Pretty simple here. Just convert in hexadecimal the desired amounts of stuff you want to get in the concerned sietch and replace associated bytes in the siecth bloc.

Ex: Tuono-Tuek

Adress d6817:

[0x03052F4DFCFF3C5D0409800400000000262AB4000F00000000190000]

I add 15 Harvesters & 25 Atomics weapons.

L: [Water]

Water supply amount (w/wo wind-trap).

It's time now for a little practice:

I write this completly from nothing. No idea what it could turn.

Admitting we want to make an invisible sietch to be visible to the map.

Ergsun-Timin for exemple. Based on its name, we found in the table that its [Firstname]+[Lastname] is coded 0804. So, open your savegame in your hex editor and find all occurrences of the short byte[0x0804].

In the earlier savegame file, there's only one offset. We are lucky. So find now the second sietch in the list ([0x0805]) -in other words, the stop position- and copy all the bytes of Ergsun-Timin sietch in a text editor like this:

[0x08047FC4E8FF8E3F040F8028F7040038356EF7030001F70500]

Look for the deflating byte. To avoid the false [0xF7], your could spaced all binomial. Counting seriously will make the deal. Transform the deflating byte to real form. If it was well done, you 'll have 28 bytes to study and to modify. If not, try to see if there's no [0xF701F7] (See Preliminary notes).

In my savefile I had this:

[0x08047FC4E8FF8E3F040F80280000000038356E000000010000000000]

Now find the [status] byte at position number 11. There's a [0x80]. The table tells that 'sietch has not been discovered'. Let's modify this cool.gif . Enter [0x10] (visited) or [0x40] (prospectead). No need to add deflating byte. Copy/paste your modif in your savegame at the good place and save your file (need a "special paste" in HexWorkshop. In overwrite mode if you copy and insert mode if you cut your bytes). Go to the game and load it. Ergsun-Timin is now reachable by orni.

If you want to refill or upgrade the spice density of the area to harvest more spice. Edit the byte number 19. And write [0xFF]. Want water? Edit the last byte etc.

Inventory is a not really complicated. Convert the desired amount of stuff you want in hexa and fill the byte position shown in reference table. You can add weapon to harkonnen Fort, but you'll had to edit the troop structure to be usable by them ( -- HAVE TO BE CONFIRMED).

If you find more result in the search of the sietch's heading, you can use more byte of my table. Generally, 8 bytes will take you to success; Or you can find another sietch and count bytes if you are experienced.

SPICE CHEAT - Temporary little credit or Cresus wealth

In the savefile submitted, spice's amount is located on the offset d5595. 8 bytes before Harkonnens amount. For your savegame ,click on DUNE MAP ingame & look the Arrakis globe and click on SEE RESULT. Watch the Harkonnens spice production. Divide by 10 the value and convert this decimal value in hexa short byte (Intel order). And find it in your savegame file.In my file, it's located offset d5995.

The Atreides amount is located 8 bytes before this offset. Considering the deflating byte [0xF7], you can find it's good location. Spice structure in my savegame file is as shown: [0xF780008601]. The solution is to split the deflating bytes into 2 deflating blocs surrounding the modified converted Atreides spice amount .

Exemple: I want add 10000Kg to my empty starting stock. d1000 = hE803. After translation this gives me [0xF77800E803F706008601]

F77800 = [0x78] that to say 120 bytes zeros filled

E803 = Atreides spice amount (10x1000 Kg, [h03E8])

F70600 = [0x06] that to say 6 bytes zeros filled

8601 = Harkonnens spice amount (10x390 Kg, [h0186])

120 bytes zeros filled + 2 bytes Atreides spice amount + 6 bytes zeros filled = 128 bytes that to say h80 of the original deflating bloc [0xF78000].

I don't know if it changes the game's progress to make Harkonnen richer...

CONTACT DISTANCE CHEAT

From a certain point in the game you can contact your troops from a distance. The initial range of contact distance is set to 0x01, which means that you can only contact the troops in the sietch you are at that moment. You can change this by altering a byte near the end of the savegame, so you don't need to travel as much to give orders.

The byte responsible is a bit tricky to find, but in the initial savegame it's at byte 9601(0x2581)9600(0x2580) and it's before 2 bytes which always seem to be '00 FF'. So if you want to change this before waiting in the desert for the message of the first spice shipment you'll be looking for [0x0100FF]. A contact distance of [0xD0] already covers the entire planet, but a value of [0xFF] may be set.

For me, I simply find [0x0100FF] at offset d9600. [0x0100FF] was present only one time in my starting savegame file.

TROOP CHEATS

Troop structure begin at the end of sietch structure. Each troop begin by Troop ID are 27 bytes long (decompacted).

Here is the listing of the early troop structure deflating byte [0xF7] free.

TroopID   Sietch of origin	A	B	C	D	E	F		G			H	I	J	K	L	M	N	O	P
Troop 01: Carthag-Tuek 01 00 01 80 5002 55260A00 0000000000000000 42 00 00 1C 0A 0A 00 00 BE
Troop 02: Carthag-Harg 02 00 01 80 6C02 0221EDFF 0000000000000000 02 00 00 1A 14 3C 00 00 D0
Troop 03: Carthag-Timin 03 00 01 80 3402 4E25FCFF 0000000000000000 02 00 00 10 0E 00 00 00 28
Troop 04: Habbanya-Timin 04 00 01 80 6803 472C1800 0000000000000000 84 00 00 28 0C 0A 16 00 F3
Troop 05: Tuono-Tabr 05 00 01 80 A402 12330800 0000000000000000 03 00 00 1E 0E 0A 1A 00 AE
Troop 06: Habbanya-Tuek 06 00 01 80 8403 B1312300 0000000000000000 84 00 00 1A 14 0A 1E 00 96
Troop 07: Habbanya-Tabr 07 00 01 80 4C03 C7313000 0000000000000000 84 00 00 16 00 0A 14 00 C9
Troop 08: Carthag-Tabr 08 00 01 80 1802 7031EBFF 0000000000000000 02 00 00 1F 0B 16 18 00 88
Troop 09: Tuono-Tuek 09 00 01 80 DC02 2F4DFCFF 0000000000000000 03 00 00 19 04 0B 1A 00 EB
Troop 0A: Habbanya-Clam 0A 00 01 80 BC03 D10F4600 0000000000000000 84 00 00 17 0C 11 11 00 FC
Troop 0B: Oxtyn-Timin 0B 00 01 80 F403 52==1E00 0000000000000000 85 00 00 13 0C 1F 08 00 F1
Troop 0C: Oxtyn-Tuek 0C 00 01 80 1004 A8E60A00 0000000000000000 85 00 00 0C 05 01 1D 00 86
Troop 0D: Tsympo-Harg 0D 00 01 80 B804 27E2F0FF 0000000000000000 46 00 00 17 16 0B 16 00 D5
Troop 0E: Ergsun-Clam 0E 00 01 80 4006 70B1EBFF 0000000000000000 48 00 00 15 0C 1D 16 00 60
Troop 0F: Ergsun-Timin 0F 00 01 80 EC05 7FC4E8FF 0000000000000000 48 00 00 14 1C 0B 03 00 EB
Troop 10: Ergsun-Tuek 10 00 01 80 0806 7496DEFF 0000000000000000 08 00 00 1F 0B 1C 06 00 7B
Troop 11: Ergsun-Tabr 11 00 01 80 D005 61B8DCFF 0000000000000000 08 00 00 27 09 1F 00 00 6B
Troop 12: Ergsun-Harg 12 00 01 80 2406 C6A7E2FF 0000000000000000 08 00 00 11 13 0A 12 00 D6
Troop 13: Haga-Tabr 13 00 01 80 7806 E26AF1FF 0000000000000000 49 00 00 17 0C 1D 03 00 ED
Troop 14: Haga-Timin 14 00 01 80 9406 3285F6FF 0000000000000000 49 00 00 16 0D 01 16 00 42
Troop 15: Celimyn-Tabr 15 00 01 80 3808 B65D2400 0000000000000000 8C 00 00 06 0A 0B 19 00 AC
Troop 16: Celimyn-Timin 16 00 01 80 5408 93713100 0000000000000000 8C 00 00 0F 01 16 06 00 EC
Troop 17: Sihaya-Tabr 17 00 01 80 9007 4C911800 0000000000000000 8B 00 00 15 01 13 1E 00 4C
Troop 18: Sihaya-Harg 18 00 01 80 E407 A2BB1F00 0000000000000000 8B 00 00 08 08 0A 13 00 9B
Troop 19: Sihaya-Timin 19 00 01 80 AC07 F3BC2F00 0000000000000000 8B 00 00 10 15 06 1F 00 DE
Troop 1A: Celimyn-Harg 1A 00 01 80 8C08 00C04700 0000000000000000 8C 00 00 1F 0D 04 0D 00 94
Troop 1B: Arrakeen-Tsymyn(Fort) 1B 1C 09 8C C401 0A33D9FF 0000000000009000 01 00 00 50 1E 50 06 38 B4
Troop 1C: 1C 1D 0A 8C C401 0A33D9FF 0000000000009000 01 00 00 50 1E 50 17 38 B4
Troop 1D: 1D 00 0B 8C C401 0A33D9FF 0000000000009000 01 00 00 50 1E 50 0B 38 B4
Troop 1E: Arrakeen-Timin (Fort) 1E 1F 09 8C 5401 383ED0FF 0000000000009000 01 00 00 46 1E 50 05 3C B4
Troop 1F: 1F 20 0A 8C 5401 383ED0FF 0000000000009000 01 00 00 46 1E 50 02 38 B4
Troop 20: 20 00 0B 8C 5401 383ED0FF 0000000000009000 01 00 00 46 1E 50 1E 3C B4
Troop 21: Arrakeen-Clam (Fort) 21 22 09 8C A801 D026D5FF 0000000000009000 01 00 00 50 1E 50 18 38 B4
Troop 22: 22 23 0A 8C A801 D026D5FF 0000000000009000 01 00 00 3C 1E 50 1C 38 B4
Troop 23: 23 00 0B 8C A801 D026D5FF 0000000000009000 01 00 00 50 1E 50 0F 30 B4
Troop 24: Arrakeen-Harg (Fort) 24 25 09 8C 8C01 371BE0FF 0000000000009000 01 00 00 28 1E 50 00 18 B6
Troop 25: 25 26 0A 8C 8C01 371BE0FF 0000000000009000 01 00 00 28 1E 50 02 10 B6
Troop 26: 26 00 0B 8C 8C01 371BE0FF 0000000000009000 01 00 00 28 1E 50 0F 10 B6
Troop 27: Arrakeen-Siet (Fort) 27 28 09 8C E001 8916CFFF 0000000000009000 01 00 00 3C 1E 50 1E 18 B9
Troop 28: 28 00 0A 8C E001 8916CFFF 0000000000009000 01 00 00 32 1E 50 1D 18 BE
Troop 29: Arrakeen-Tabr (Fort) 29 2A 09 8C 3801 FE2ACAFF 0000000000009000 01 00 00 46 1E 50 0A 3C BE
Troop 2A: 2A 2B 0A 8C 3801 FE2ACAFF 0000000000009000 01 00 00 46 1E 50 03 38 BE
Troop 2B: 2B 00 0B 8C 3801 FE2ACAFF 0000000000009000 01 00 00 46 1E 50 1B 3C BE
Troop 2C: Tsympo-Tabr (Fort) 2C 2D 09 8C 6404 F307D8FF 0000000000009000 06 00 00 50 1E 50 1B 10 B9
Troop 2D: 2D 2E 0A 8C 6404 F307D8FF 0000000000009000 06 00 00 50 1E 50 13 10 B9
Troop 2E: 2E 00 0B 8C 6404 F307D8FF 0000000000009000 06 00 00 50 1E 50 18 10 B9
Troop 2F: Tsympo-Timin (Fort) 2F 30 09 8C 8004 F0F0DDFF 0000000000009000 06 00 00 0A 1E 46 12 30 BC
Troop 30: 30 31 0A 8C 8004 F0F0DDFF 0000000000009000 06 00 00 11 1E 45 0F 10 BC
Troop 31: 31 00 0B 8C 8004 F0F0DDFF 0000000000009000 06 00 00 14 1E 41 1F 10 BC
Troop 32: Tsympo-Clam (Fort) 32 33 09 8C D404 29F9CAFF 0000000000009000 06 00 00 19 1E 30 07 18 BC
Troop 33: 33 00 0A 8C D404 29F9CAFF 0000000000009000 06 00 00 19 1E 3A 16 18 BC
Troop 34: Tsympo-Siet (Fort) 34 00 09 8C 0C05 4618C4FF 0000000000009000 06 00 00 46 1E 50 04 38 B9
Troop 35: Arrakeen-Tuek (Fort) 35 00 09 8C 7001 9627BDFF 0000000000009000 01 00 00 5A 1E 5A 09 1C B4
Troop 36: Tsympo-Pyort (Fort) 36 00 09 8C 4405 CC0CB7FF 0000000000009000 06 00 00 28 1E 50 0D 18 B4
Troop 37: Bledan-Tabr (Fort) 37 38 09 8C 6005 00E0C1FF 0000000000009000 07 00 00 0C 1E 22 02 30 B4
Troop 38: 38 00 0A 8C 6005 00E0C1FF 0000000000009000 07 00 00 0C 1E 22 17 30 B4
Troop 39: Bledan-Timin (Fort) 39 00 09 8C 7C05 E3D8D0FF 0000000000009000 07 00 00 0A 1E 22 00 30 B4
Troop 3A: Bledan-Harg (Fort) 3A 00 09 8C B405 6CC5C5FF 0000000000009000 07 00 00 0A 1E 10 1F 30 B4
Troop 3B: Bledan-Tuek (Fort) 3B 00 09 8C 9805 4FADC3FF 0000000000009000 07 00 00 0A 1E 0A 10 30 B4
Troop 3C: Haga-Siet (Fort) 3C 00 09 8C 2007 BE7CC5FF 0000000000009000 09 00 00 50 1E 50 0F 10 B4
Troop 3D: Haga-Tsymyn (Fort) 3D 00 09 8C 0407 1467C3FF 0000000000009000 09 00 00 63 1E 50 15 3C B4
Troop 3E: Haga-Clam (Fort) 3E 00 09 8C E806 E368D0FF 0000000000009000 09 00 00 3C 1E 50 16 18 B4
Troop 3F: Haga-Harg (Fort) 3F 40 09 8C CC06 185CDAFF 0000000000009000 09 00 00 46 1E 50 10 38 B4
Troop 40: 40 41 0A 8C CC06 185CDAFF 0000000000009000 09 00 00 46 1E 50 1E 08 B4
Troop 41: 41 00 0B 8C CC06 185CDAFF 0000000000009000 09 00 00 46 1E 50 16 30 B4
Troop 42: Haga-Tuek (Fort) 42 00 09 8C B006 0070E1FF 0000000000009000 09 00 00 32 1E 50 14 18 B4
Troop 43: Arrakeen (Harkonnen) 43 00 09 8C 1C01 CF3AC2FF 0000000000009000 01 00 00 08 1E 5F 14 38 0A
TroopID Sietch of origin A B C D E F G H I J K L M N O P

Descriptions of the columns:

A: [Troop ID]

B: [Next Troop ID]

C: [Position]

D: [Job]

E: 2 unknown bytes - Same for each Troop wich stay in same sietches

F: [GPS location]

G: 8 unknown bytes - related to troop activities

H: [Dissatisfaction] - For some bytes, troop refuse to work ([0xFF] by exemple).

I: [speech]

J: [Miss you MSG] - can't find absence period

K: [Motivation]

L: [spice skill]

M: [Army skill]

N: [Ecology skill]

O: [Equipment]

P: [Population]

A: [Troop ID]

Troop ID [0x01] is the troop you first meet together with Gurney Hallek in Carthag-Tuek.

Troop ID [0x03] is the spice prospector troop.

B: [Next Troop ID]

Refers to the next troopid in this sietch. [0x00] means that it's the last troop in this sietch.

C: [Position]

Troop's position on the map around the sietch.

[0x01] = South of the siecth

[0x02] = South East of the siecth

[0x03] = South West of the siecth

[0x04] = East of the siecth

[0x05] = West of the siecth

[0x06] = North East of the siecth

[0x07] = North West of the siecth

[0x08] = North of the siecth

[0x00] & [0x09]->[0xFF] = Various positions on top of the sietch

D: [Job]

[0x00] = Spice mining

[0x01] = Spice prospecting

[0x02] = Waiting orders

[0x03] = Spice miners going to search equipment

[0x04] = Military training

[0x05] = Espionage

[0x06] = Attacking

[0x07] = Militaries going to search equipment

[0x08] = Irrigation & Tree care

[0x09] = Wind-trap assembly

[0x0A] = Bulb growing

[0x0B] = Ecologists going to search equipment

[0x0C] = Blue harkonnen spice mining

[0x0D] = Blue harkonnen prospecting

[0x0E] = Blue harkonnen waiting orders

[0x0F] = Blue harkonnen spice miners going to search equipment

[0x10]->[0x1F] = Upper jobs finished

[0x1F] = Blue harkonnen militaries going to search equipment (CD: 150K/sec in text ^^)

[0x20] = Spice mining - No more orders to give

[0x21] = Troop prospecting captured - No more orders to give

[0x22] = Troop apologize for been captured

[0x23] = Spice miners going to search a spice harvester - No more orders to give

... nearly like [0x00]->[0x0F] upper list jobs

[0x40]->[0x7F] = Moving to another place

[0x80]->[0x9F] = Not yet hired

[0xA0]->[0xFF] = Complain about slaving by harkonnen

F: [GPS location]

Refer to an unknown localization system of the sietch occupied currently. (See. SIETCH - B: [GPS Location])

I: [speech]

[0x01] = ?

[0x02] = Gives the message that a small troop has merged with this troop

[0x04] = Troop is ill

[0x08] = ?

[0x10] = Gives the message that a fortress has been transformed into a sietch

[0x20] = Spice skill showing in troop characteristics

[0x40] = Army skill showing in troop characteristics

[0x80] = Ecology skill showing in troop characteristics

K: [Motivation]

100% motivation would be saved as [0x64] in the save file. [0x64]->[0xFF] always display 100% score motivation.

L & M & N: [spice skill] & [Army skill] & [Ecology skill]

Skills range from [0x00] to [0x5F], where [0x5F] is expert

O: [Equipment]

The [equipment] value is a bitflag (here listed as decimal values [hexadecimal value]) where:

The equipment value is a bitflag (here listed as decimal values [0Xhexadecimal value]) where:

1 [0x01] = not assigned

2 [0x02] = bulb

4 [0x04] = atomic weapon

8 [0x08] = weirding modules

16 [0x10] = laser guns

32 [0x20] = krys knives

64 [0x40] = ornithopter

128 [0x80] = spice harvester

So, to give all equipment to a troop, set this value to 254 [0xFE]: 2+4+8+16+32+64+128 = 254.

This cheat generates a minor bug: the equipment is registered as troop equipment, but not as sietch equipment. This means that if you unequip the equipment you added, it will vanish. The solution to this bug is to move your troop to another sietch, which will register the equipment for the sietch.

P: [Population]

Divide the troop size by 10, then convert to hexadecimal. For 2550 fremen in the troop, write [0xFF] in the savegame file at this offset.

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This post was really painfull rolleyes.gif

If you have question, I'll be glad to answer you.

I don't break all the secret of these blocs, I planned to attach a mega-cheated savegame file, but, it'll break the interest of the game.

So, if you want a Cresus, all sietch visible, max pop & max motivation, full of stuff troop & sietch and big dstance communication, just tell me, I 'll do it for you.

I don't look for Charisma, but it'll not be very difficult I tink.

I'm open to your suggestion or idea to enlarge this article.

Cheers

John2022

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  • 2 weeks later...

This post was really painfull rolleyes.gif

If you have question, I'll be glad to answer you.

I don't break all the secret of these blocs, I planned to attach a mega-cheated savegame file, but, it'll break the interest of the game.

So, if you want a Cresus, all sietch visible, max pop & max motivation, full of stuff troop & sietch and big dstance communication, just tell me, I 'll do it for you.

I don't look for Charisma, but it'll not be very difficult I tink.

I'm open to your suggestion or idea to enlarge this article.

Cheers

John2022

Hi,

I would really appreciate a save game with max population, max motivation, each sietch full inventory, and large distance communication with also large amount of spice.

Thanks,

Ben

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  • 3 months later...

Hi Guys.

This was one of my favourite games ever back in the days.

I enjoyed this game so much that I just had to create my own Savegame editor.

Unfortunately I only saw this thread a few weeks ago otherwise I would have done this a long time ago.

In the Editor you can Edit the Amount of Spice you have, Charisma, Contact distance, Troops with equipment and the Sietches with their equipment.

Excuse my english as it is not my mother tongue.

Anyone interested in the Editor? I will be happy to share.

Cheers!

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  • 2 months later...

Sorry for the late reply. I did not get an email notification.

I have attached the doc file with the exe file embedded and I hope it works.

You might need to install dotNetFramework4.

For the ones that does not trust this and have visual studio, I will share the source code.

Enjoy.Dune.doc

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I'm not sure if it's working correctly... I get loads of "troop 00" occurrences, and the sietches list shows odd name combinations too, with values like 255 laser guns and 128 krys knifes. I wonder, are there different versions (with different savegames) of Dune 1?

EUbX45E.png

Anyway, I'm a programmer, and I'd love to take a look at the code. What programming language is it?

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There are different versions of the savegame.

I tested this with the CD-version and the lists looked correctly.

I made this page to collect all the info I could find, its on google pages - in the hope that spot will never vanish..

http://sites.google.com/site/duneeditor/savegame-editing

Will have to add this excellent editor!

It would be nice if would share the source code, I think there is still more to discover in the savegame, for example the ecology. As it seems the savegame 0 - is the data for starting the game, maybe it would be possible to create a different scenario for Dune. raising the difficulty, without changing the actual game code.

If you want to keep the savegame of older positions in Dune it's sufficient that you copy the .sav files in the game main directory to other locations, then restore them when you want to replay without restarting Dune.

The .sav files are:

dune23s0.sav (-> dune37s0.sav in the CD-version): it represents the option "Restart game";

dune23s1.sav (-> dune37s1.sav in the CD-version): it represents the first save slot;

dune23s2.sav (-> dune37s2.sav in the CD-version): it represents the second save slot;

dune23s3.sav (-> dune37s3.sav in the CD-version): it represents the option "Last place you have visited";

dune23s4.sav (-> dune37s4.sav in the CD-version): it represents the option "Last new sietch explored.

Remember to make a backup copy of these files, before you do anything on them! ;)

Rymoah

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Hello, I am new here and being playing the classic Dune through DosBox. Used to have it years and years ago on my old 386SX!!!

Anyway, been playing for a while now and had to restart a few times due to not having enough spice and things and then I found the file here to start with loads of spice, only cheat I have used and been playing for ages finding and beating the Harks, planting seed etc, must be about 3 quarters through and that greedy Emp has nearly had all the 300000+kg of spice.

So can someone tell me where to find the spice value entry in the saved file and what value to change it to to have maximum spice again, I don't want to start the game again.

Problem is I do not understand any of this hex editor stuff so I really need someone to take a look at my saved file, maybe do a screen dump which they can email back to me and show me exactly where the spice value is, also what hex editor programme should I search for and download?

Tried the Dune editor programme but it says the file is saved with max spice but when I load the game nothing has changed....

Also my files are the Dune21S1 ones.

Please reply here or email me at sferg.410@ntlworld.com and i will happily send you a copy of my saved game file and you can show me the spice value location.

Thanks a lot

Stewart

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  • 5 months later...

TIME ON DUNE

The day is divided in to 16 units. That makes them 90 minutes long. Each

unit takes 60 seconds of real time. That makes a day 16 minutes long. The

minimum time is Day 1 12am. The default time is Day 1 4:30am. The start time is

Day 1 9am. The clock goes to Day 365 10:30pm and then resets. The results go to

Day 999 10:30pm. The maximum time is Day 4096 10:30pm. Wait for morning is

4:30am. Wait for evening is 10:30pm. Travel makes time go by at a faster rate.

The two bytes that contain the Date & Time always follow a set of constant bytes. I checked a save game from way after the last fortress was captured and I was messing around mining all the spice and growing vegetation. Those F7 compression bytes never changed from zero.

v2.1 C3 89 B2 FF FF F7 24 00 xx xx DT DT

v2.3 C4 89 B2 FF FF F7 30 00 xx xx DT DT

v3.7 C9 85 D6 FF FF F7 68 00 xx xx DT DT This same string is also in DUNE38Sx.SAV

The xx xx seems to be a sub hour counter that goes from 0 - FFFF. Set it to zero when you change the DT. I have seen the least significant byte of this value be 00 which of course pops that F7 compression value up by one and moves the DT value over by one.

Here are some DT values and what time they show on the saved game name (Log 1 or Log 2).

FF FD = Day 1 12:00am

FF FE = Day 1 01:30am

FF FF = Day 1 03:00am

00 00 = Day 1 04:30am

00 0D = Day 2 12:00am

16 CC = Day 365 10:30pm

3E 6C = Day 999 10:30pm

FF FC = Day 4096 10:30pm

The two DT bytes are stored reversed (least significant to most significant byte order). If you are calculating a date to set, you need to subtract 19 dec from what you think it sould be. Day 2 12:00am should be 2x16=32. Subtract 19 before writing the value and it will be correct. Day 10 12:00pm would be 10x16+8=168-19=149 or 95hex. You would write this in the file as 95 00 or 00 00 95 00 to set the subhour counter to zero.

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  • 2 years later...

Not understanding this lol. I tried to divide my spice by 10 then used a converter, searched with a hex editor of the save file can't find it. Lol. Any tips on first time hexedit users?

It would be helpful to see a YouTube walkthrough? My hangup is in my hex editor I'm seeing small 2 digit columns.. Not sure exactly what I'm doing wrong. I mean I edited eurotruck simulator 2 using a hex editor but it was a breeze following a walkthrough. Please? Thanks

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  • 1 month later...

You are close Taterz. You need to search in LSB-MSB order. The four digit hex number you have must be split in to two pairs of hex numbers and then reversed. As in Duncan reports 73110kg of spice. 7311 to hex is 1C8F. Search for 8F1C. In the unlikely event of more than one 8F1C strings, it will be the one near the end of the save game file. If the sun and moon move between Duncan's report and you saving the game, than spice stocks will be higher than the value you are searching for. The time updates every one minute of real time. And you could ask for the report near the end of a minute. If it doesn't seem to be working just load the saved game, ask Duncan again and the immediately resave the game.

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  • 1 year later...

For anyone super curious, the first byte of column F in John2022's sietch structure is used to determine when a sietch can be discovered. For example, Tuono-Tabr is set to 02, so when the game stage variable is 02 (which it is when Leto orders you to find the stillsuit maker), the sietch becomes discoverable.

The game stage only goes up to C8 (I think), so those locations set to FF are revealed through other events.

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  • 1 year later...

If the game stage variable never goes to 0xFF, that explains why nobody can find Celimyn-Tuek by traveling into that area of the desert with an orni or a worm... it's revealed by meeting none of Harah (the first byte should then be 0x14), Chani (should be 48) or even Liet Kynes (should be 58). I guess I'll test that by editing the first byte of the F section early in the game to say 14, next time I play the game :)

[EDIT: yup, unsurprisingly, if the first byte of the F section of Celimyn-Tuek is set to 0x14, then that sietch can be found by flying over the area, right after meeting Harah.]

Spice refilling is a cool hack, but having to resort to it indicates that something's wrong with the way the player is playing the game. The game can be won without sending more than 10 tons of spice to the Emperor, and without cheating either; the area where the game starts, bounded by the rocky areas at the north and east, down to Habbanya-Tabr in the south, and comprising Habbanya-Clam + Oxtyn-Harg in the west (well, everything you can find with Harah before going to Stilgar's area), contains far more than 10 tons of spice. Even by playing in a somewhat more relaxed way - it's been over two decades since I started consistently beating all of the Harkonnen fortresses by day 30.

I never saw the Sardaukar, I guess I should try it once... assuming they're supported by my old version which creates DUNE21S*.SAV files. IIRC, the only time I failed to send enough spice to the Emperor in a timely manner, Paul Atreides died even when he wasn't in the Atreides palace. That was beyond day 80...

Edited by Lord Winner
Added information; fixed typo
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  • 2 weeks later...

Hello to everybody

I have a trouble with both the editors.

Referring to the website https://sites.google.com/site/duneeditor/savegame-editing-v2 , I have everytime crashes after modifying the savegame file

When I use the savegame editor (CD), it modifies the geometry of the palace (I can enter in not-discovered-yet rooms, and after that, I'm not able to enter in the weapon room. If I try to speak with hara, the game crushes)

When I use the savegame AIR editor, the game crushes if I try to join the mail hall of the palace

 

Someone else had this kind of problem, and how did you solve? 

I was thinking that maybe the problem is my version (actually, according to the savegame file, il 3.7).

 

Bye

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Another cheat in the time area, which I never saw described anywhere...

 

At least in the version which creates DUNE21S*.SAV files, one can take advantage of the automatic save when entering into a place, and Maps -> Globe -> Load game -> Last entering into a place, to cram a higher number of character dialogs - sequences and/or troop actions per 1h30 time period. The sub-hour counter doesn't seem to be adequately saved or restored.

 

I've been using this cheat occasionally for years; using it intensively has a surprisingly deep impact (read: several days !) on the game's internal time, obviously at the expense of the playing time in the real world. That's how, last week-end, I had:

  • Paul Atreides meet Chani, drink the Water of Life in Tuono-Tabr, get back to the Carthag palace and talk with Jessica to get the Fremen contact range boosted, before the end of day 9;
  • the Fremen destroy all Harkonnen fortresses (and Paul Atreides enter all of them + recover Chani + rally all 47 troops, reaching less than 78000 Fremen total - some game runs provide more than 81000 Fremen in these 47 troops) at the end of day 16;
  • the ability to trigger the final attack from Arrakeen-Tabr on day 17, 4h30, and therefore the ability to enter the Arrakeen (Harkonnen) palace at the same timestamp by going to the palace and launching a massive attack.

without editing the save game beyond changing the first byte of the F section of Celimyn-Tuek to 14 right after meeting Harah, as mentioned above. This even slows down the game by one period (moving from Tuono-Timin to Celimyn-Tuek then from Celimyn-Tuek to Habbanya-Tuek, instead of moving directly from Tuono-Timin to Habbanya-Tuek), in fact...

Several pieces of information about how I made that game run, and their consequences:

  • zero Fremen killed by the Harkonnen, thanks to undoing / repeating several close battles multiple times (you usually end up being lucky at some point), and maybe 20 or 40 killed by sandworms (but no harvester swallowed, I undid that);
  • no saboteurs, I undid that as well;
  • only two spice shipments to the emperor at the end of day 3 (more than the Emperor asked for) and on day 9 (twice what the Emperor asked for);
  • dozens of tons of spice mined as usual, since most troops from the Southern part of the planet kept mining spice;
  • obviously, the prospectors troop didn't get around to prospecting the northern part of the planet, despite being equipped with an orni around day 9 (10 ?).
  • equipping your army troops with ornis very early, the first one even before attacking the Bledan fortresses, helps a lot with espionage and attack;
  • attacking the Harkonnen very early (days 5-7) in the Bledan region prevents sietch attacks from the Harkonnen in e.g. Carthag-Tabr;
  • the fortresses in the Tsympo area are relatively easy to attack after picking up weirding modules from the Tsympo sietch;
  • after winning battles in the Tsympo fortresses, then Arrakeen-Siet, you have enough equipment to attack Arrakeen-Tuek. I only figured that fairly recently. Even 12000+ inexperienced Fremen with inferior equipment can run over less than 2000 atomics-equipped Harkonnen, especially if you reach the fortress using a worm during the attack to boost your troops' motivation. Then, it's basically game over for the Harkonnen, as the atomics picked up there open up the door to e.g. the Haga region (possibly precedeed by Arrakeen-Clam, I don't remember what I did exactly) and its relatively easy weirding modules and atomics, which will be required for the rest of the Arrakeen region. Destroying Arrakeen-Tuek early has another upside: long before you get to attacking Arrakeen-Tabr and Arrakeen-Timin, Arrakeen-Tuek is transformed into a sietch, into which, unlike a Harkonnen fortress, you can tell Stilgar and Chani to stay while you're getting back to the Atreides palace to pick up Thufir Hawat and Jessica and bring them to one of the three locations closest to the Harkonnen palace;
  • lots of free travel was used between sietches / fortresses, especially in the Arrakeen region (Tuek -> Tabr -> Clam -> Tsymyn -> Timin, Clam -> Harg) - extremely useful when visiting fortresses and moving characters from the Atreides (Carthag) palace to Arrakeen-Tuek, for instance;

It's pretty clear to me how this blueprint for a low internal game time can be beat with Dune version "21", as I didn't take advantage of multiple strategies, such as but probably not limited to:

  • starting ecology experiments to boost troop motivation;
  • moving to e.g. Carthag-Timin (instead of Tuono-Tabr) the army troop which I had Gurney Halleck train for several seconds in order to save two 1h30 periods flying in an orni between the sietch and the Atreides (Carthag) palace;
  • using Gurney Halleck to train army troops. After letting him once in a sietch to trigger Baron Harkonnen's phony message which causes Leto to depart, etc., there's so much to do moving all over the planet with Stilgar and Harah in the beginning, then Stilgar and Chani, to enter / discover sietches / villages / fortresses that there was little opportunity to pick up Gurney Halleck back from the Atreides (Carthag) palace;
  • using the same set of army troops in a smarter way: 4 of them ended up being ill together, and I didn't even bother undoing it because they had both low training and low equipment;
  • converting spice troops from the southern half of the planet to army troops, though I'm not sure that would have helped much because of a lack of equipment, unless I resorted to...
  • ... grabbing (more) weapons from the smugglers: I think I used the one in Tuono-Pyons for spice harvesters and ornis, but not for weapons, and if I bought weapons from the one in Tsympo-Pyons, it was too early in the game for him to offer weirding modules.

And besides this set of options, maybe there's some even smarter game strategy I haven't yet found in 20+ years of using the game on and off :) 

Also, without impacting the total game time, the spice mining troops could have mined quite a bit more spice if I had moved them to richer areas in the south.

 

Without using this auto save / load game cheat intensively, it's probably hard to avoid making three spice shipments to the Emperor, e.g. on days 3, 9 and 17 (well, that one can be delayed to 18 or 19, the Emperor will just get angry). However, having to make four spice shipments is a sign of a suboptimal attack strategy, as all Harkonnen fortresses can be easily destroyed by the end of day 23, even without using this auto save / load game cheat (I hadn't found it 20 years ago), and the fourth shipment can be made to occur on day 24 or 25.

Edited by Lord Winner
Fixed grammar at one place, added lots of information
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  • 2 months later...

 Hi Guys,
There has to be a section in the save game files which stores who is in Paul's inventory.  I've been messing with the save games, and somehow i've "lost" Gurney and Chani.  The troops tell me he's excellent at training them - but he's not in the Sietch.  He's nowhere.  Chani was lost at about the time she should have tending to the ill.  I noticed her bug, she appeared visible on every screen until Duncan took her place, then she vanished.  
Has anyone found in the save files where the non-troop characters (Mum, Dad, Gurney, Chani, Harrah, Duncan, Liet, Hawat) are located?

 

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  • 11 months later...

So, the Fremen units you get from liberating Harkonnen fortresses don't appear in any of those lists. Are they randomized? I think you are guaranteed to get a troop whenever you win a battle for a fort, but I think if you take over an abandoned fort, there won't be a Fremen unit there.

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Yes, the Fremen troops you can recruit after liberating Harkonnen fortresses are randomized. The appearance of their respective leaders is always the same for the troop "belonging" to a given fortress, though on Dune "21" at least, there's occasionally a glitch where the Fremen leader notifying the player of a battle being won is neither any of the Fremen leaders whose troops won the battle, nor the Fremen leader of the troop you can recruit after entering the location and possibly having a Harkonnen captain captured. This glitch occurs especially for Arrakeen-Tsymyn.

However, the number of Fremen, and to some extent the sietch equipment left after the battle (especially in the Bledan area), are randomized, yielding a total number of Fremen on the planet between ~74K and ~81K, without losing any Fremen in a battle. The head count randomization is performed around an average value. Usually, after destroying the four Bledan fortresses and recruiting formerly slaved Fremen troops, you have a good estimation of how many Fremen you can count on for attacking fortresses, and therefore whether the game will be easier (~8K Fremen in the Bledan area, if you're lucky) or harder (~5K-6K Fremen in that area).

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  • 1 month later...
On 7/17/2018 at 9:23 AM, itwhite said:

 Hi Guys,
There has to be a section in the save game files which stores who is in Paul's inventory.  I've been messing with the save games, and somehow i've "lost" Gurney and Chani.  The troops tell me he's excellent at training them - but he's not in the Sietch.  He's nowhere.  Chani was lost at about the time she should have tending to the ill.  I noticed her bug, she appeared visible on every screen until Duncan took her place, then she vanished.  
Has anyone found in the save files where the non-troop characters (Mum, Dad, Gurney, Chani, Harrah, Duncan, Liet, Hawat) are located?

 

character data is right after troop data and is laid out something like this:

         a  b  c    d    e    f  g  h
leto: 200a 80 01 dc9d 0000 0000 00 02

A :  the scene this character appears in (see field C of sietch data) + the room within the scene (in this case, the throne room of the palace)

B :  i *think* this is used for distance from a location if you leave someone in the desert?

C :  character is hidden when this is set to ff

D :  this is a function pointer used to start dialogue and i have no idea why it's present in save games

E&F :  unsure. these are set to zero at game start (thus compressed in save games)

G :  sprite index

H :  unsure

characters appear in this order: leto, jessica, thufir, duncan, gurney, stilgar, kynes, chani, harah, the baron, feyd, the emperor, soldiers, smugglers, fremen, fremen

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  • 4 months later...
  • 3 weeks later...
On 8/9/2009 at 2:53 PM, pascal89 said:

I have edited the file. Leto is now willing to follow you

Do we have someone here who's aware of what bytes & at which offsets are responsible for a character's willingness to follow the player?

On 1/18/2017 at 5:26 PM, hugslab said:

For anyone super curious, the first byte of column F in John2022's sietch structure is used to determine when a sietch can be discovered. For example, Tuono-Tabr is set to 02, so when the game stage variable is 02 (which it is when Leto orders you to find the stillsuit maker), the sietch becomes discoverable.

The game stage only goes up to C8 (I think), so those locations set to FF are revealed through other events.

Is there a chance you could provide the exact version 3.7 offset which is responsible for the definition of Game Stage variable, along with initial associated data contents by the time when the game starts? Thank you. :)

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