v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Memory hacking"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
Line 1: Line 1:
 +
Dwarf Fortress new string format:
 +
 +
{|  border="1" cellpadding="2" width="100%"
 +
| Offset || Size || Type || Description
 +
|-
 +
|0x00 || 16 || Character buffer || Holds the string data if capacity < 16
 +
|-
 +
|0x00 || 4 || Character pointer || Points to the string data if capacity >= 16
 +
|-
 +
|0x10 || 4 || Length || Current length of the string
 +
|-
 +
|0x14 || 4 || Capacity || Current capacity of the string buffer (also indicates which mode the string is in)
 +
|}
 +
 +
Yes, the first two items overlap. This is correct. This is the MSVC Express string format - Toady appears to be using standard C++ structures pretty much everywhere.
 +
 +
----
 +
 
I'm currently trying to figure out the internal representation of the new Dwarf Fortress. I'm putting notes here so if someone else wants to start, they can collaborate instead of duplicating efforts.
 
I'm currently trying to figure out the internal representation of the new Dwarf Fortress. I'm putting notes here so if someone else wants to start, they can collaborate instead of duplicating efforts.
  

Revision as of 02:32, 30 October 2007

Dwarf Fortress new string format:

Offset Size Type Description
0x00 16 Character buffer Holds the string data if capacity < 16
0x00 4 Character pointer Points to the string data if capacity >= 16
0x10 4 Length Current length of the string
0x14 4 Capacity Current capacity of the string buffer (also indicates which mode the string is in)

Yes, the first two items overlap. This is correct. This is the MSVC Express string format - Toady appears to be using standard C++ structures pretty much everywhere.


I'm currently trying to figure out the internal representation of the new Dwarf Fortress. I'm putting notes here so if someone else wants to start, they can collaborate instead of duplicating efforts.

Toady has said that the address to the active-creature vector seems to be 0x01415A00. This is indeed a vector, I haven't verified if it's the right one.

Toady's also using MSVC Express. He tends to use vectors and standard strings. MSVC's string is *weird* and I haven't deciphered it yet.

Updates as I figure things out. ZorbaTHut 22:10, 29 October 2007 (EDT)

Toady is awesome and has sent me the following table:

PROFESSION_MINE,
PROFESSION_HAUL_STONE,
PROFESSION_HAUL_WOOD,
PROFESSION_HAUL_BODY,
PROFESSION_HAUL_FOOD,
PROFESSION_HAUL_REFUSE,
PROFESSION_HAUL_ITEM,
PROFESSION_HAUL_FURNITURE,
PROFESSION_HAUL_ANIMALS,
PROFESSION_CLEAN,
PROFESSION_CUTWOOD,
PROFESSION_CARPENTER,
PROFESSION_DETAIL,
PROFESSION_MASON,
PROFESSION_ARCHITECT,
PROFESSION_ANIMALTRAIN,
PROFESSION_ANIMALCARE,
PROFESSION_HEALTHCARE,
PROFESSION_BUTCHER,
PROFESSION_TRAPPER,
PROFESSION_DISSECT_VERMIN,
PROFESSION_LEATHER,
PROFESSION_TANNER,
PROFESSION_BREWER,
PROFESSION_ALCHEMIST,
PROFESSION_SOAP_MAKER,
PROFESSION_WEAVER,
PROFESSION_CLOTHESMAKER,
PROFESSION_MILLER,
PROFESSION_PROCESS_PLANT,
PROFESSION_MAKE_CHEESE,
PROFESSION_MILK,
PROFESSION_COOK,
PROFESSION_PLANT,
PROFESSION_HERBALIST,
PROFESSION_FISH,
PROFESSION_CLEAN_FISH,
PROFESSION_DISSECT_FISH,
PROFESSION_HUNT,
PROFESSION_SMELT,
PROFESSION_FORGE_WEAPON,
PROFESSION_FORGE_ARMOR,
PROFESSION_FORGE_FURNITURE,
PROFESSION_METAL_CRAFT,
PROFESSION_CUT_GEM,
PROFESSION_ENCRUST_GEM,
PROFESSION_WOOD_CRAFT,
PROFESSION_STONE_CRAFT,
PROFESSION_BONE_CARVE,
PROFESSION_GLASSMAKER,
PROFESSION_EXTRACT_STRAND,
PROFESSION_AXE,
PROFESSION_SWORD,
PROFESSION_MACE,
PROFESSION_HAMMER,
PROFESSION_SPEAR,
PROFESSION_DAGGER,
PROFESSION_CROSSBOW,
PROFESSION_BOW,
PROFESSION_BLOWGUN,
PROFESSION_PIKE,
PROFESSION_WHIP,
PROFESSION_SHIELDLEVEL,
PROFESSION_ARMORLEVEL,
PROFESSION_SIEGECRAFT,
PROFESSION_SIEGEOPERATE,
PROFESSION_BOWYER,
PROFESSION_MECHANIC,
PROFESSION_WEAPONNUMBER,
PROFESSION_POTASH_MAKING,
PROFESSION_LYE_MAKING,
PROFESSION_DYER,
PROFESSION_BURN_WOOD,
PROFESSION_OPERATE_PUMP,
PROFESSION_UNUSED_3,
PROFESSION_UNUSED_4,
PROFESSION_UNUSED_5,
PROFESSION_UNUSED_6,
PROFESSION_UNUSED_7,
PROFESSION_UNUSED_8,
PROFESSION_UNUSED_9,
PROFESSION_UNUSED_10,
PROFESSION_UNUSED_11,
PROFESSION_UNUSED_12,
PROFESSION_UNUSED_13,
PROFESSION_UNUSED_14,
PROFESSION_UNUSED_15,
PROFESSION_UNUSED_16,
PROFESSION_UNUSED_17,
PROFESSION_UNUSED_18,
PROFESSION_UNUSED_19,
PROFESSION_UNUSED_20,
PROFESSION_UNUSED_21,
PROFESSION_UNUSED_22,
PROFESSION_UNUSED_23,
PROFESSION_UNUSED_24,
PROFESSION_UNUSED_25,
PROFESSION_UNUSED_26,
PROFESSION_UNUSED_27,
PROFESSION_UNUSED_28,
PROFESSION_UNUSED_29,
PROFESSION_UNUSED_30,
PROFESSIONNUM,


ZorbaTHut 22:22, 29 October 2007 (EDT)