Topic: Hex Editing of Starfleet executables  (Read 204610 times)

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Offline TarMinyatur

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Re: Hex Editing of Starfleet executables
« Reply #380 on: March 14, 2015, 05:21:15 pm »
Tar, try cycling the PD hotkey between normal and OL after setting the phasers to OL. I've noticed that X-Phasers on normal won't initially fire as PD when set to OL and just turned off once.

If a ship exclusively has Type-X phasers, the PD hotkey doesn't activate PD the 1st time. This explains why I got whacked by a few drones recently. The second hotkey press activates PD.
 
If the ship has a mixture of phaser types, the weapon officer's panel initially shows PD as active for Ph-3 and Ph-G. And the PD cycle therefore makes more sense. ON(except for Ph-X) -> OFF -> ON -> OFF...


I noticed today that the Ph-G2 (like the Ph-X) is unable to be manually  fired at plasma torpedoes. These phasers could assist an ally being chased by a Plasma-R, if your ship is at a range of 2 to 8 to the torpedo.

Offline TarMinyatur

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Re: Hex Editing of Starfleet executables
« Reply #381 on: March 14, 2015, 05:46:10 pm »
Adam, the AI can be prohibited from using PD in OP. I'm sure the function is similar to CE.

Offline TarMinyatur

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Re: Hex Editing of Starfleet executables
« Reply #382 on: March 14, 2015, 10:42:07 pm »
Adam, I am looking for it now...

...and I repaired the Phaser-G2 damage estimator. The sixth row in the Ph-G2 chart was referenced to estimate the maximum damage instead of the first row. The actual damage hasn't been changed, just the HUD info.

HexEdit 0xE2816: A4 -> 7C

---

Found it.

IDA .text:004E2AAA. This function loads floats to set the maximum range for PD. I loaded a nearby float of zero instead.

Use HexEdit to replace these [values] in StarfleetOP.exe:

0xE2AC8: D9 05 [48 6B] 85 00 -> [CC 6B] to disable automatic PD for Ph-4
0xE2AD0: D9 05 [E0 6A] 85 00 -> [CC 6B] to disable automatic PD for Ph-3/G/G2 vs Plasma
0xE2AE9: D9 05 [E4 6A] 85 00 -> [CC 6B] to disable automatic PD for Ph-3/G/G2
0xE2AF1: D9 05 [9C 6A] 85 00 -> [CC 6B] to disable automatic PD for Ph-2
0xE2AF9: D9 05 [40 6A] 85 00 -> [CC 6B] to disable automatic PD for Ph-1

0xE5E83: D9 05 [A0 6F] 85 00 ->  [CC 6B] to disable automatic PD for Ph-X
« Last Edit: March 15, 2015, 05:25:48 am by TarMinyatur »

Offline TarMinyatur

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Re: Hex Editing of Starfleet executables
« Reply #383 on: March 16, 2015, 11:47:16 am »
Adam, my heart is profoundly broken. Divorce hurts deeply.

I don't think I'll be tinkering with the game any time soon.

Offline EschelonOfJudgemnt

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Re: Hex Editing of Starfleet executables
« Reply #384 on: March 17, 2015, 02:47:02 am »
Adam, my heart is profoundly broken. Divorce hurts deeply.

I don't think I'll be tinkering with the game any time soon.

Been there (albiet a long while back), not fun...

Anything I say will sound cliche', but definitely keep us Dynaverse guys in mind if you need a spirit boost!

Offline TAnimaL

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Re: Hex Editing of Starfleet executables
« Reply #385 on: March 17, 2015, 09:59:27 am »
Adam, my heart is profoundly broken. Divorce hurts deeply.

I don't think I'll be tinkering with the game any time soon.

 That's really tough, sorry to hear it. Like they said, if you need to vent, or blow off steam by blowing stuff up, we're here.

Tell you what, we'll do 5 vs you, you take the DN of your choice and we all fly G2s  ;)

Offline Javora

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Re: Hex Editing of Starfleet executables
« Reply #386 on: March 17, 2015, 01:11:10 pm »
Adam, my heart is profoundly broken. Divorce hurts deeply.

I don't think I'll be tinkering with the game any time soon.

Been through this recently myself.  I won't sugar coat it, it hurts.  Don't waste time, hire a good attorney and protect yourself as best as you can.  It's going to be a long road but life will get better.

Offline TarMinyatur

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Re: Hex Editing of Starfleet executables
« Reply #387 on: March 17, 2015, 03:18:33 pm »
Thanks for the support. I feel better after enduring a sleepless night of trembling rage.

Offline TAnimaL

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Re: Hex Editing of Starfleet executables
« Reply #388 on: April 14, 2015, 01:02:35 pm »
( hope things are getting better for you Tar)

I have been slowly working my way through this thread and working on the OP side. Thanks to the great notes from CaptAdam (thanks again Adam) I have a partial list of offsets for OP if anyone is interested in them. Things like breaking the speed 31 barrier and changing weapons costs & damage have gotten easier for me, but I'm still a ways from understanding what I'm doing in IDA. I'll keep working on the offsets for OP until I'm closer to what exists for CE, but if anyone's interested to see what I have so far, just let me know.

One thing I was wondering was how we might go about sharing these modified .exes. Any thoughts?

Offline Javora

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Re: Hex Editing of Starfleet executables
« Reply #389 on: April 14, 2015, 03:12:33 pm »
Tar had some of his modifications up for download.  There is a thread in this sub forum here.  IMHO the most important thing right now is trying to get OP working with Win 8.

Offline TarMinyatur

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Re: Hex Editing of Starfleet executables
« Reply #390 on: November 05, 2015, 01:08:49 pm »
Bumping this because I may be working on this again soon. :)

Offline TAnimaL

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Re: Hex Editing of Starfleet executables
« Reply #391 on: November 05, 2015, 03:26:29 pm »
(Tar, sorry I didn't see your note six months ago) I took off checking in here after getting laid off (ironically giving me more free time but the pressure was on and no time to goof off) but I have gotten OP running in Win8.1. Check out this thread

http://www.dynaverse.net/forum/index.php/topic,163393826.msg1123043655.html#msg1123043655

Also, I got pretty far along on the hex editing of the OP exe (thanks greatly to work done by CaptAdam). I was almost at a point to share it when I got hung up when I couldn't find everything in OP editing that had been found in CE editing, but I'm mostly ready to release what offsets I have. For example, I discovered that for some reason, the TR beam range brackets in OP are 0-2, 3-4, 5-7, et. al.  instead of SFB's 0-3, 4-5, 6-8, et. al., and that special shuttle (WW, scatter, suicide) speeds in OP are controlled by one function, unlike separately as in the CE exe. Over the weekend I'll upload what I've got so far.

Offline d4v1ks

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Re: Hex Editing of Starfleet executables
« Reply #392 on: November 05, 2015, 05:05:22 pm »
Bumping this because I may be working on this again soon. :)

Glad to see you active again on your hobbies. Its a sign that you are going well.
Still envy the patience you guys have to discover all the offsets and stuff.
If you ever need some improvement on the editor to make all those discovers more easy to share between all here, just drop a message.
Still love all these bits and bytes talks and the SFC universe.
Peace.
"But he isn't wearing anything at all!" (The Emperor's New Clothes)

Offline TAnimaL

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Re: Hex Editing of Starfleet executables
« Reply #393 on: November 06, 2015, 09:34:09 am »
I was hoping to include in my "release" a modified OP exe that has the corrected TR Beam brackets, for those interested.

Offline TarMinyatur

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Re: Hex Editing of Starfleet executables
« Reply #394 on: November 06, 2015, 11:58:11 am »

I got pretty far along on the hex editing of the OP exe...Over the weekend I'll upload what I've got so far.

Excellent!

Offline [UFP]Exeter

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Re: Hex Editing of Starfleet executables
« Reply #395 on: November 06, 2015, 12:14:40 pm »
I will try to incorporate changes into sfc4

Offline [UFP]Exeter

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Re: Hex Editing of Starfleet executables
« Reply #396 on: November 06, 2015, 12:41:58 pm »
changing the source i also have the ce source.

Offline [UFP]Exeter

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Re: Hex Editing of Starfleet executables
« Reply #397 on: November 06, 2015, 03:15:22 pm »
duplicate  ut not copy t the best of my ability,

Offline TAnimaL

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Re: Hex Editing of Starfleet executables
« Reply #398 on: November 06, 2015, 05:30:35 pm »
um, I'm not picking on you specifically Exeter, but there are a few people here who tend to respond in threads without, you know, nouns, verbs, proper English grammar, and that makes it hard to understand. Your answer to CaptAdam illustrates that  :D

There are the same number of brackets (6) for the OP TR Beams as there are in SFB, so it's an easy fix to correct them.

Adam, you and I might have a conversation about coding the textures and whether it would be worth putting those sections of the exe into the offsets.txt for easy modding

Offline [UFP]Exeter

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Re: Hex Editing of Starfleet executables
« Reply #399 on: November 06, 2015, 05:40:55 pm »
i do not have sfb nor am i familiar with it, copyright deniability.