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User:0x517A5D

From Dwarf Fortress Wiki
Revision as of 07:00, 20 December 2007 by 0x517A5D (talk | contribs) (→‎Build)
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Build

Currently running

  • a single dwarf, legendary+5 in every skill

  • 4 steel picks
  • 4 steel battle axes
  • 10 steel crossbows
  • 50 steel bolts
    • Q: are these individual bolts or stacks of bolts?
    • if the former, they are very overpriced.
  • 1 iron anvil
  • 50 of each seed
  • 84 units of assorted alcohol, 21 of each type available
  • 15 plump helmet
  • 15 turtles
  • 1 of each type of meat
  • 1 of each type of fish
  • 15 leather
  • 15 pig tail cloth
  • 1 of every small 10p and 15p gem
  • 5 small star rubies
  • 1 large star ruby
  • 100 tower-cap logs
  • 10 bauxite stones
  • 18 bituminous coal stones
  • 9 magnetite stones
  • 6 charcoal blocks
  • 10 pearlash blocks
  • 15 cave spider silk ropes
  • 20 dogs

Bomrekevost, "Whipsects" is a 6x6 map known to have hidden magma, chalk, marble.

This guy thinks he's better than everyone else (and he's right; he is a minor god). When immigrants show up, he will have them do unskilled and military jobs only. He will do all skilled labor himself. (Or I may decide that he's a hermit, and kill off immigrants.)

I expect this will be an interesting balancing act.

I will play with using reveal this time. I enjoy it more that way.



Enable Magma Buildings

Helper utility for Rick's reveal.exe
enable_magma_buildings.zip

You need this utility in the case that you used the reveal utility, and there is a magma pool or pipe on your map that does not reach the surface. (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out. That worked in the old version.)

Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code. This means you need to run the patch every time you start dwarfort.exe.

This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.


Map Data Voodoo

To find the map_data, map_x_count, map_y_count, and map_z_count in an unknown version of dwarfort.exe,

// find certain map data variables.
// this is the simplest type of search -- no meta tokens at all.
d = search(6, 0xC6, 0x44, 0x24, 0x38, 0x3E, 0xBF);
if (!d) { handlefailure; }

// however this math complicates it.
map_data_loc = peekd(d + 0x18);
map_x_count_loc = peekd(d + 0x1E);
map_y_count_loc = peekd(d + 0x24);
map_z_count_loc = peekd(d + 0x2A);

if (map_x_count_loc + 4 != map_y_count_loc || map_y_count_loc + 4 != map_z_count_loc) { handlefailure; }

printf("map: %08X %08X %08X %08X", map_data_loc, map_x_count_loc, map_y_count_loc, map_z_count_loc); 

Race Voodoo

To find the variable holding the index of the dwarven race,

// find dwarven race variable.  shows use of some of the simpler meta tokens.

d = search(5+4,
	// movsx reg1, word ptr dorf_race_id
	0x0F, 0xBF, ANYBYTE, HERE, ADDRESS,
	// cmp [reg2+8Ch], reg1
	0x39, ANYBYTE, DWORD_, 0x0000008C
);

if (!d) { handlefailure; }

dwarven_race_index_loc = peekd(d);

printf("dwarven_race_index at %08X", dwarven_race_index_loc);

Note: the variable is 16-bit: int16_t or uint16_t.

Main Creature Vector Voodoo

To find the main creature vector,

// find main (complete) creature vector.
// this one feels a bit fragile.
// note use of EOL instead of a true count.
d = search(1000,
	0x8B, RANGE_LO,0x80, RANGE_HI,0xBF, DWORD_, 0x000004C8,
	0x8D, RANGE_LO,0x00, RANGE_HI,0x3F, RANGE_LO,0x80, RANGE_HI,0xBF,
	0x8B, RANGE_LO,0x00, RANGE_HI,0x3F, HERE, ADDRESS,
	0x85, ANYBYTE,
	EOL
);

if (!d) { handlefailure; }
main_creature_vector_loc = peekd(d) - 4;

// another way, also a bit fragile
d = search(1000,
	0x8B, RANGE_LO,0x80, RANGE_HI,0xBF, DWORD_, 0x228,
	0x3B, RANGE_LO,0xC0, RANGE_HI,0xFF,
	JZ,
	0xB8, HERE, ADDRESS,
	CALL,
	0x8B, RANGE_LO,0xC0, RANGE_HI,0xFF,
	0x85, RANGE_LO,0xC0, RANGE_HI,0xFF,
	EOL
);
if (!d) { handlefailure; }
main_creature_vector_ptr_loc = peekd(d);

// a third way, now used in teleport22
d = search(1000,
	// mov reg1, [reg2+0C4h]
	0x8B, RANGE_LO,0x80, RANGE_HI,0xBF, DWORD_, 0xC4,
	// mov ebx, [reg1]
	0x8B, RANGE_LO,0x00, RANGE_HI,0x3F,
	// mov edi, offset main_creature_vector
	0xBF, HERE, ADDRESS,
	// call sub_41CCF0
	CALL,
	EOL
);
if (!d) { handlefailure; }
main_creature_vector_ptr_loc = peekd(d);

So if one doesn't work, try the other.

Another Creature Vector Voodoo

// find "another" creature vector
d = search(1000,
	0xF7, RANGE_LO,0x80, RANGE_HI,0xBF,
	DWORD_, 0xE4, DWORD_, 0x02000000,
	JNZ,
	RANGE_LO, 0xB8, RANGE_HI, 0xBF, HERE, ADDRESS,
	CALL,
	EOL
);

if (!d) { handlefailure; }

another_creature_vector_loc = peekd(d);

Yet Another Creature Vector Voodoo

// find "yet another" creature vector

d = search(1000, 0xE8, ANYDWORD, 
	0x83, 0xC4, 0x10, 
	0x89, RANGE_LO,0x00, RANGE_HI,0x3F, HERE, ADDRESS,
	0x8D, RANGE_LO,0x40, RANGE_HI,0x7F, 0x24, ANYBYTE,
	EOL
);

if (!d) { handlefailure; }

yet_another_creature_vector_loc = peekd(d) - 8;

What The! — Another Creature Vector

To find this vector, first find dwarven_race_index_loc, then

// find "what the! another creature vector"
d = search(1000, 0xB8, HERE, ADDRESS,
	CALL,
	0x8B, RANGE_LO,0x00, RANGE_HI,0x3F, DWORD_, dwarven_race_index_loc,
	0x8B, RANGE_LO,0xC0, RANGE_HI,0xFF,
	0x6A, 0x09,
	EOL
);
if (!d) { handlefailure; }
whathe_another_creature_vector_loc = peekd(d);

Initial 7 Dwarves Voodoo

To find the the number of dwarves you start with, first find dwarven_race_index_loc, then

// this search does not work in .32a because the 7 was relocated far
// away from this region due to excessive optimization.
d = search(1000,
	0x4F, 0, 0, 0,
	CALL,
	SKIP_UP_TO, 8,
	HERE, DWORD_, 7,
	SKIP_UP_TO, 8,
	CALL,
	0x0F, 0xB7, ANYBYTE, DWORD_, dwarven_race_index_loc,
	EOL
);

if (!d) { handlefailure; }

number_of_dwarves_loc = d;

printf("initial number of dwarves = %d", peekd(number_of_dwarves_loc));

Initial Points Voodoo

To find the number of points you are allocated when starting,

d = search(10, 0x66, 0xC7, 0x83, ANYBYTE, ANYBYTE, 0, 0, HERE, 0xC8, 0);

if (!d) { handlefailure; }

initial_starting_points_loc = d;

printf("intial starting points = %d", peekw(initial_starting_points_loc));

Note that it is a int16_t variable.

Current Unit Focus Voodoo

To find the location of the current_unit_focus variable, try both of these patterns.

// find current unit focus variable

// method 1, may be fragile
d = search(5+5, 0x66, 0x83, ANYBYTE, ADDRESS, 0x16,
	0x89, ANYBYTE, HERE, ADDRESS, JNZ);

if (!d) { handlefailure; }

current_unit_focus_loc = peekd(d);
current_unit_focus = peekd(current_unit_focus_loc);

// method 2, may also be fragile
d = search(4+1+4+4, 0x3B, ANYBYTE, HERE, ADDRESS, JNZ,
	0x8B, ANYBYTE, 0x24, 0x18, 0x8B, ANYBYTE, DWORD_, 0x814);

if (!d) { handlefailure; }

current_unit_focus_loc = peekd(d);
current_unit_focus = peekd(current_unit_focus_loc);

I expect that at least one of them will work.