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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2579</id>
		<title>40d:Memory hacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2579"/>
		<updated>2007-10-30T15:36:08Z</updated>

		<summary type="html">&lt;p&gt;Zhentar: /* Creature Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New string format ==&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 16 || Character buffer || Holds the string data if capacity &amp;lt; 16&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 4 || Character pointer || Points to the string data if capacity &amp;gt;= 16&lt;br /&gt;
|-&lt;br /&gt;
|0x10 || 4 || Length || Current length of the string&lt;br /&gt;
|-&lt;br /&gt;
|0x14 || 4 || Capacity || Current capacity of the string buffer (also indicates which mode the string is in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Creature Structure ==&lt;br /&gt;
&lt;br /&gt;
The creature vector is at 0x01415A00, so:&lt;br /&gt;
List start: 0x01415A04&lt;br /&gt;
List end:   0x01415A08&lt;br /&gt;
&lt;br /&gt;
Structure Offsets:&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 4 || Vptr || Virtual function table pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x04 || 24 || First name || See above string format&lt;br /&gt;
|-&lt;br /&gt;
|0x32 || 4 || Surname word 1 || No part of speech, like in the old structure&lt;br /&gt;
|-&lt;br /&gt;
|0x36 || 4 || Surname word 2 || &lt;br /&gt;
|-&lt;br /&gt;
|0x70 || 24 || Custom profession name || See above string format&lt;br /&gt;
|-&lt;br /&gt;
|0x88 || 2 || Type ID #1 || rowspan=&amp;quot;2&amp;quot;|These two are wild guesses - I believe they are dwarf types. They appear to be duplicated (I'm told Toady stores the original dwarf type for legends) and I don't know which is the &amp;quot;old&amp;quot; and which is the &amp;quot;new&amp;quot;. I've entered the values I've found in the Type ID table below.  #2 is the current type.&lt;br /&gt;
|-&lt;br /&gt;
|0x8a || 2 || Type ID #2&lt;br /&gt;
|-&lt;br /&gt;
|0x8C || 4 || Creature Race || A6 is the dwarf default (this may be different if the user has a mod installed)&lt;br /&gt;
|-&lt;br /&gt;
|0xe4 || 4 || Flags || (1 &amp;lt;&amp;lt; 1) if creature is dead (redundant?)&lt;br /&gt;
|-&lt;br /&gt;
|0xe8 || 4 || Flags || (1 &amp;lt;&amp;lt; 7) if creature is dead (redundant?)&lt;br /&gt;
(1 &amp;lt;&amp;lt; 17) if creature is ready for slaughter&lt;br /&gt;
|-&lt;br /&gt;
|0x458 || 102 || Labor preferences || 102 1 byte values, corresponding to the profession list. Mostly bools, with notable exceptions of shieldtype,armortype, and weaponnum. I have No idea what the last one means.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Type ID list ==&lt;br /&gt;
&lt;br /&gt;
Hideously incomplete and may be completely wrong.&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| ID || Meaning&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || Miner&lt;br /&gt;
|-&lt;br /&gt;
|0x04 || Woodcutter&lt;br /&gt;
|-&lt;br /&gt;
|0x2f || Planter&lt;br /&gt;
|-&lt;br /&gt;
|0x29 || Cook&lt;br /&gt;
|-&lt;br /&gt;
|0x31 || Brewer&lt;br /&gt;
|-&lt;br /&gt;
|0x37 || Mechanic&lt;br /&gt;
|-&lt;br /&gt;
|0x3e || Architect&lt;br /&gt;
|-&lt;br /&gt;
|0x6c || Creature&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Profession list ==&lt;br /&gt;
&lt;br /&gt;
Obviously could do with some formatting.&lt;br /&gt;
&lt;br /&gt;
 PROFESSION_MINE,&lt;br /&gt;
 PROFESSION_HAUL_STONE,&lt;br /&gt;
 PROFESSION_HAUL_WOOD,&lt;br /&gt;
 PROFESSION_HAUL_BODY,&lt;br /&gt;
 PROFESSION_HAUL_FOOD,&lt;br /&gt;
 PROFESSION_HAUL_REFUSE,&lt;br /&gt;
 PROFESSION_HAUL_ITEM,&lt;br /&gt;
 PROFESSION_HAUL_FURNITURE,&lt;br /&gt;
 PROFESSION_HAUL_ANIMALS,&lt;br /&gt;
 PROFESSION_CLEAN,&lt;br /&gt;
 PROFESSION_CUTWOOD,&lt;br /&gt;
 PROFESSION_CARPENTER,&lt;br /&gt;
 PROFESSION_DETAIL,&lt;br /&gt;
 PROFESSION_MASON,&lt;br /&gt;
 PROFESSION_ARCHITECT,&lt;br /&gt;
 PROFESSION_ANIMALTRAIN,&lt;br /&gt;
 PROFESSION_ANIMALCARE,&lt;br /&gt;
 PROFESSION_HEALTHCARE,&lt;br /&gt;
 PROFESSION_BUTCHER,&lt;br /&gt;
 PROFESSION_TRAPPER,&lt;br /&gt;
 PROFESSION_DISSECT_VERMIN,&lt;br /&gt;
 PROFESSION_LEATHER,&lt;br /&gt;
 PROFESSION_TANNER,&lt;br /&gt;
 PROFESSION_BREWER,&lt;br /&gt;
 PROFESSION_ALCHEMIST,&lt;br /&gt;
 PROFESSION_SOAP_MAKER,&lt;br /&gt;
 PROFESSION_WEAVER,&lt;br /&gt;
 PROFESSION_CLOTHESMAKER,&lt;br /&gt;
 PROFESSION_MILLER,&lt;br /&gt;
 PROFESSION_PROCESS_PLANT,&lt;br /&gt;
 PROFESSION_MAKE_CHEESE,&lt;br /&gt;
 PROFESSION_MILK,&lt;br /&gt;
 PROFESSION_COOK,&lt;br /&gt;
 PROFESSION_PLANT,&lt;br /&gt;
 PROFESSION_HERBALIST,&lt;br /&gt;
 PROFESSION_FISH,&lt;br /&gt;
 PROFESSION_CLEAN_FISH,&lt;br /&gt;
 PROFESSION_DISSECT_FISH,&lt;br /&gt;
 PROFESSION_HUNT,&lt;br /&gt;
 PROFESSION_SMELT,&lt;br /&gt;
 PROFESSION_FORGE_WEAPON,&lt;br /&gt;
 PROFESSION_FORGE_ARMOR,&lt;br /&gt;
 PROFESSION_FORGE_FURNITURE,&lt;br /&gt;
 PROFESSION_METAL_CRAFT,&lt;br /&gt;
 PROFESSION_CUT_GEM,&lt;br /&gt;
 PROFESSION_ENCRUST_GEM,&lt;br /&gt;
 PROFESSION_WOOD_CRAFT,&lt;br /&gt;
 PROFESSION_STONE_CRAFT,&lt;br /&gt;
 PROFESSION_BONE_CARVE,&lt;br /&gt;
 PROFESSION_GLASSMAKER,&lt;br /&gt;
 PROFESSION_EXTRACT_STRAND,&lt;br /&gt;
 PROFESSION_AXE,&lt;br /&gt;
 PROFESSION_SWORD,&lt;br /&gt;
 PROFESSION_MACE,&lt;br /&gt;
 PROFESSION_HAMMER,&lt;br /&gt;
 PROFESSION_SPEAR,&lt;br /&gt;
 PROFESSION_DAGGER,&lt;br /&gt;
 PROFESSION_CROSSBOW,&lt;br /&gt;
 PROFESSION_BOW,&lt;br /&gt;
 PROFESSION_BLOWGUN,&lt;br /&gt;
 PROFESSION_PIKE,&lt;br /&gt;
 PROFESSION_WHIP,&lt;br /&gt;
 PROFESSION_SHIELDLEVEL,&lt;br /&gt;
 PROFESSION_ARMORLEVEL,&lt;br /&gt;
 PROFESSION_SIEGECRAFT,&lt;br /&gt;
 PROFESSION_SIEGEOPERATE,&lt;br /&gt;
 PROFESSION_BOWYER,&lt;br /&gt;
 PROFESSION_MECHANIC,&lt;br /&gt;
 PROFESSION_WEAPONNUMBER,&lt;br /&gt;
 PROFESSION_POTASH_MAKING,&lt;br /&gt;
 PROFESSION_LYE_MAKING,&lt;br /&gt;
 PROFESSION_DYER,&lt;br /&gt;
 PROFESSION_BURN_WOOD,&lt;br /&gt;
 PROFESSION_OPERATE_PUMP,&lt;br /&gt;
 PROFESSION_UNUSED_3,&lt;br /&gt;
 PROFESSION_UNUSED_4,&lt;br /&gt;
 PROFESSION_UNUSED_5,&lt;br /&gt;
 PROFESSION_UNUSED_6,&lt;br /&gt;
 PROFESSION_UNUSED_7,&lt;br /&gt;
 PROFESSION_UNUSED_8,&lt;br /&gt;
 PROFESSION_UNUSED_9,&lt;br /&gt;
 PROFESSION_UNUSED_10,&lt;br /&gt;
 PROFESSION_UNUSED_11,&lt;br /&gt;
 PROFESSION_UNUSED_12,&lt;br /&gt;
 PROFESSION_UNUSED_13,&lt;br /&gt;
 PROFESSION_UNUSED_14,&lt;br /&gt;
 PROFESSION_UNUSED_15,&lt;br /&gt;
 PROFESSION_UNUSED_16,&lt;br /&gt;
 PROFESSION_UNUSED_17,&lt;br /&gt;
 PROFESSION_UNUSED_18,&lt;br /&gt;
 PROFESSION_UNUSED_19,&lt;br /&gt;
 PROFESSION_UNUSED_20,&lt;br /&gt;
 PROFESSION_UNUSED_21,&lt;br /&gt;
 PROFESSION_UNUSED_22,&lt;br /&gt;
 PROFESSION_UNUSED_23,&lt;br /&gt;
 PROFESSION_UNUSED_24,&lt;br /&gt;
 PROFESSION_UNUSED_25,&lt;br /&gt;
 PROFESSION_UNUSED_26,&lt;br /&gt;
 PROFESSION_UNUSED_27,&lt;br /&gt;
 PROFESSION_UNUSED_28,&lt;br /&gt;
 PROFESSION_UNUSED_29,&lt;br /&gt;
 PROFESSION_UNUSED_30,&lt;br /&gt;
 PROFESSIONNUM,&lt;/div&gt;</summary>
		<author><name>Zhentar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2573</id>
		<title>40d:Memory hacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2573"/>
		<updated>2007-10-30T04:18:53Z</updated>

		<summary type="html">&lt;p&gt;Zhentar: /* Creature Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New string format ==&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 16 || Character buffer || Holds the string data if capacity &amp;lt; 16&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 4 || Character pointer || Points to the string data if capacity &amp;gt;= 16&lt;br /&gt;
|-&lt;br /&gt;
|0x10 || 4 || Length || Current length of the string&lt;br /&gt;
|-&lt;br /&gt;
|0x14 || 4 || Capacity || Current capacity of the string buffer (also indicates which mode the string is in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Creature Structure ==&lt;br /&gt;
&lt;br /&gt;
The creature vector is at 0x01415A00, so:&lt;br /&gt;
List start: 0x01415A04&lt;br /&gt;
List end:   0x01415A08&lt;br /&gt;
&lt;br /&gt;
Structure Offsets:&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 4 || Vptr || Virtual function table pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x04 || 24 || First name || See above string format&lt;br /&gt;
|-&lt;br /&gt;
|0x32 || 4 || Surname word 1 || No part of speech, like in the old structure&lt;br /&gt;
|-&lt;br /&gt;
|0x36 || 4 || Surname word 2 || &lt;br /&gt;
|-&lt;br /&gt;
|0x70 || 24 || Custom profession name || See above string format&lt;br /&gt;
|-&lt;br /&gt;
|0x88 || 2 || Type ID #1 || rowspan=&amp;quot;2&amp;quot;|These two are wild guesses - I believe they are dwarf types. They appear to be duplicated (I'm told Toady stores the original dwarf type for legends) and I don't know which is the &amp;quot;old&amp;quot; and which is the &amp;quot;new&amp;quot;. I've entered the values I've found in the Type ID table below.  #2 is the current type.&lt;br /&gt;
|-&lt;br /&gt;
|0x8a || 2 || Type ID #2&lt;br /&gt;
|-&lt;br /&gt;
|0x8C || 4 || Creature Race || A6 is the dwarf default&lt;br /&gt;
|-&lt;br /&gt;
|0x458 || 104 || Labor preferences || 104 1 byte bools, corresponding to the profession list.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Type ID list ==&lt;br /&gt;
&lt;br /&gt;
Hideously incomplete and may be completely wrong.&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| ID || Meaning&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || Miner&lt;br /&gt;
|-&lt;br /&gt;
|0x04 || Woodcutter&lt;br /&gt;
|-&lt;br /&gt;
|0x2f || Planter&lt;br /&gt;
|-&lt;br /&gt;
|0x29 || Cook&lt;br /&gt;
|-&lt;br /&gt;
|0x31 || Brewer&lt;br /&gt;
|-&lt;br /&gt;
|0x37 || Mechanic&lt;br /&gt;
|-&lt;br /&gt;
|0x3e || Architect&lt;br /&gt;
|-&lt;br /&gt;
|0x6c || Creature&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Profession list ==&lt;br /&gt;
&lt;br /&gt;
Obviously could do with some formatting.&lt;br /&gt;
&lt;br /&gt;
 PROFESSION_MINE,&lt;br /&gt;
 PROFESSION_HAUL_STONE,&lt;br /&gt;
 PROFESSION_HAUL_WOOD,&lt;br /&gt;
 PROFESSION_HAUL_BODY,&lt;br /&gt;
 PROFESSION_HAUL_FOOD,&lt;br /&gt;
 PROFESSION_HAUL_REFUSE,&lt;br /&gt;
 PROFESSION_HAUL_ITEM,&lt;br /&gt;
 PROFESSION_HAUL_FURNITURE,&lt;br /&gt;
 PROFESSION_HAUL_ANIMALS,&lt;br /&gt;
 PROFESSION_CLEAN,&lt;br /&gt;
 PROFESSION_CUTWOOD,&lt;br /&gt;
 PROFESSION_CARPENTER,&lt;br /&gt;
 PROFESSION_DETAIL,&lt;br /&gt;
 PROFESSION_MASON,&lt;br /&gt;
 PROFESSION_ARCHITECT,&lt;br /&gt;
 PROFESSION_ANIMALTRAIN,&lt;br /&gt;
 PROFESSION_ANIMALCARE,&lt;br /&gt;
 PROFESSION_HEALTHCARE,&lt;br /&gt;
 PROFESSION_BUTCHER,&lt;br /&gt;
 PROFESSION_TRAPPER,&lt;br /&gt;
 PROFESSION_DISSECT_VERMIN,&lt;br /&gt;
 PROFESSION_LEATHER,&lt;br /&gt;
 PROFESSION_TANNER,&lt;br /&gt;
 PROFESSION_BREWER,&lt;br /&gt;
 PROFESSION_ALCHEMIST,&lt;br /&gt;
 PROFESSION_SOAP_MAKER,&lt;br /&gt;
 PROFESSION_WEAVER,&lt;br /&gt;
 PROFESSION_CLOTHESMAKER,&lt;br /&gt;
 PROFESSION_MILLER,&lt;br /&gt;
 PROFESSION_PROCESS_PLANT,&lt;br /&gt;
 PROFESSION_MAKE_CHEESE,&lt;br /&gt;
 PROFESSION_MILK,&lt;br /&gt;
 PROFESSION_COOK,&lt;br /&gt;
 PROFESSION_PLANT,&lt;br /&gt;
 PROFESSION_HERBALIST,&lt;br /&gt;
 PROFESSION_FISH,&lt;br /&gt;
 PROFESSION_CLEAN_FISH,&lt;br /&gt;
 PROFESSION_DISSECT_FISH,&lt;br /&gt;
 PROFESSION_HUNT,&lt;br /&gt;
 PROFESSION_SMELT,&lt;br /&gt;
 PROFESSION_FORGE_WEAPON,&lt;br /&gt;
 PROFESSION_FORGE_ARMOR,&lt;br /&gt;
 PROFESSION_FORGE_FURNITURE,&lt;br /&gt;
 PROFESSION_METAL_CRAFT,&lt;br /&gt;
 PROFESSION_CUT_GEM,&lt;br /&gt;
 PROFESSION_ENCRUST_GEM,&lt;br /&gt;
 PROFESSION_WOOD_CRAFT,&lt;br /&gt;
 PROFESSION_STONE_CRAFT,&lt;br /&gt;
 PROFESSION_BONE_CARVE,&lt;br /&gt;
 PROFESSION_GLASSMAKER,&lt;br /&gt;
 PROFESSION_EXTRACT_STRAND,&lt;br /&gt;
 PROFESSION_AXE,&lt;br /&gt;
 PROFESSION_SWORD,&lt;br /&gt;
 PROFESSION_MACE,&lt;br /&gt;
 PROFESSION_HAMMER,&lt;br /&gt;
 PROFESSION_SPEAR,&lt;br /&gt;
 PROFESSION_DAGGER,&lt;br /&gt;
 PROFESSION_CROSSBOW,&lt;br /&gt;
 PROFESSION_BOW,&lt;br /&gt;
 PROFESSION_BLOWGUN,&lt;br /&gt;
 PROFESSION_PIKE,&lt;br /&gt;
 PROFESSION_WHIP,&lt;br /&gt;
 PROFESSION_SHIELDLEVEL,&lt;br /&gt;
 PROFESSION_ARMORLEVEL,&lt;br /&gt;
 PROFESSION_SIEGECRAFT,&lt;br /&gt;
 PROFESSION_SIEGEOPERATE,&lt;br /&gt;
 PROFESSION_BOWYER,&lt;br /&gt;
 PROFESSION_MECHANIC,&lt;br /&gt;
 PROFESSION_WEAPONNUMBER,&lt;br /&gt;
 PROFESSION_POTASH_MAKING,&lt;br /&gt;
 PROFESSION_LYE_MAKING,&lt;br /&gt;
 PROFESSION_DYER,&lt;br /&gt;
 PROFESSION_BURN_WOOD,&lt;br /&gt;
 PROFESSION_OPERATE_PUMP,&lt;br /&gt;
 PROFESSION_UNUSED_3,&lt;br /&gt;
 PROFESSION_UNUSED_4,&lt;br /&gt;
 PROFESSION_UNUSED_5,&lt;br /&gt;
 PROFESSION_UNUSED_6,&lt;br /&gt;
 PROFESSION_UNUSED_7,&lt;br /&gt;
 PROFESSION_UNUSED_8,&lt;br /&gt;
 PROFESSION_UNUSED_9,&lt;br /&gt;
 PROFESSION_UNUSED_10,&lt;br /&gt;
 PROFESSION_UNUSED_11,&lt;br /&gt;
 PROFESSION_UNUSED_12,&lt;br /&gt;
 PROFESSION_UNUSED_13,&lt;br /&gt;
 PROFESSION_UNUSED_14,&lt;br /&gt;
 PROFESSION_UNUSED_15,&lt;br /&gt;
 PROFESSION_UNUSED_16,&lt;br /&gt;
 PROFESSION_UNUSED_17,&lt;br /&gt;
 PROFESSION_UNUSED_18,&lt;br /&gt;
 PROFESSION_UNUSED_19,&lt;br /&gt;
 PROFESSION_UNUSED_20,&lt;br /&gt;
 PROFESSION_UNUSED_21,&lt;br /&gt;
 PROFESSION_UNUSED_22,&lt;br /&gt;
 PROFESSION_UNUSED_23,&lt;br /&gt;
 PROFESSION_UNUSED_24,&lt;br /&gt;
 PROFESSION_UNUSED_25,&lt;br /&gt;
 PROFESSION_UNUSED_26,&lt;br /&gt;
 PROFESSION_UNUSED_27,&lt;br /&gt;
 PROFESSION_UNUSED_28,&lt;br /&gt;
 PROFESSION_UNUSED_29,&lt;br /&gt;
 PROFESSION_UNUSED_30,&lt;br /&gt;
 PROFESSIONNUM,&lt;/div&gt;</summary>
		<author><name>Zhentar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2572</id>
		<title>40d:Memory hacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2572"/>
		<updated>2007-10-30T04:09:36Z</updated>

		<summary type="html">&lt;p&gt;Zhentar: /* Creature Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New string format ==&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 16 || Character buffer || Holds the string data if capacity &amp;lt; 16&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 4 || Character pointer || Points to the string data if capacity &amp;gt;= 16&lt;br /&gt;
|-&lt;br /&gt;
|0x10 || 4 || Length || Current length of the string&lt;br /&gt;
|-&lt;br /&gt;
|0x14 || 4 || Capacity || Current capacity of the string buffer (also indicates which mode the string is in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Creature Structure ==&lt;br /&gt;
&lt;br /&gt;
The creature vector is at 0x01415A00, so:&lt;br /&gt;
List start: 0x01415A04&lt;br /&gt;
List end:   0x01415A08&lt;br /&gt;
&lt;br /&gt;
Structure Offsets:&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 4 || Vptr || Virtual function table pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x04 || 24 || First name || See above string format&lt;br /&gt;
|-&lt;br /&gt;
|0x32 || 4 || Surname word 1 || No part of speech, like in the old structure&lt;br /&gt;
|-&lt;br /&gt;
|0x36 || 4 || Surname word 2 || &lt;br /&gt;
|-&lt;br /&gt;
|0x70 || 24 || Custom profession name || See above string format&lt;br /&gt;
|-&lt;br /&gt;
|0x88 || 2 || Type ID #1 || rowspan=&amp;quot;2&amp;quot;|These two are wild guesses - I believe they are dwarf types. They appear to be duplicated (I'm told Toady stores the original dwarf type for legends) and I don't know which is the &amp;quot;old&amp;quot; and which is the &amp;quot;new&amp;quot;. I've entered the values I've found in the Type ID table below. I may be completely wrong.&lt;br /&gt;
|-&lt;br /&gt;
|0x8a || 2 || Type ID #2&lt;br /&gt;
|-&lt;br /&gt;
|0x8C || 4 || Creature Race || A6 is the dwarf default&lt;br /&gt;
|-&lt;br /&gt;
|0x458 || 104 || Labor preferences || 104 1 byte bools, corresponding to the profession list.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Type ID list ==&lt;br /&gt;
&lt;br /&gt;
Hideously incomplete and may be completely wrong.&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| ID || Meaning&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || Miner&lt;br /&gt;
|-&lt;br /&gt;
|0x04 || Woodcutter&lt;br /&gt;
|-&lt;br /&gt;
|0x2f || Planter&lt;br /&gt;
|-&lt;br /&gt;
|0x29 || Cook&lt;br /&gt;
|-&lt;br /&gt;
|0x31 || Brewer&lt;br /&gt;
|-&lt;br /&gt;
|0x37 || Mechanic&lt;br /&gt;
|-&lt;br /&gt;
|0x3e || Architect&lt;br /&gt;
|-&lt;br /&gt;
|0x6c || Creature&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Profession list ==&lt;br /&gt;
&lt;br /&gt;
Obviously could do with some formatting.&lt;br /&gt;
&lt;br /&gt;
 PROFESSION_MINE,&lt;br /&gt;
 PROFESSION_HAUL_STONE,&lt;br /&gt;
 PROFESSION_HAUL_WOOD,&lt;br /&gt;
 PROFESSION_HAUL_BODY,&lt;br /&gt;
 PROFESSION_HAUL_FOOD,&lt;br /&gt;
 PROFESSION_HAUL_REFUSE,&lt;br /&gt;
 PROFESSION_HAUL_ITEM,&lt;br /&gt;
 PROFESSION_HAUL_FURNITURE,&lt;br /&gt;
 PROFESSION_HAUL_ANIMALS,&lt;br /&gt;
 PROFESSION_CLEAN,&lt;br /&gt;
 PROFESSION_CUTWOOD,&lt;br /&gt;
 PROFESSION_CARPENTER,&lt;br /&gt;
 PROFESSION_DETAIL,&lt;br /&gt;
 PROFESSION_MASON,&lt;br /&gt;
 PROFESSION_ARCHITECT,&lt;br /&gt;
 PROFESSION_ANIMALTRAIN,&lt;br /&gt;
 PROFESSION_ANIMALCARE,&lt;br /&gt;
 PROFESSION_HEALTHCARE,&lt;br /&gt;
 PROFESSION_BUTCHER,&lt;br /&gt;
 PROFESSION_TRAPPER,&lt;br /&gt;
 PROFESSION_DISSECT_VERMIN,&lt;br /&gt;
 PROFESSION_LEATHER,&lt;br /&gt;
 PROFESSION_TANNER,&lt;br /&gt;
 PROFESSION_BREWER,&lt;br /&gt;
 PROFESSION_ALCHEMIST,&lt;br /&gt;
 PROFESSION_SOAP_MAKER,&lt;br /&gt;
 PROFESSION_WEAVER,&lt;br /&gt;
 PROFESSION_CLOTHESMAKER,&lt;br /&gt;
 PROFESSION_MILLER,&lt;br /&gt;
 PROFESSION_PROCESS_PLANT,&lt;br /&gt;
 PROFESSION_MAKE_CHEESE,&lt;br /&gt;
 PROFESSION_MILK,&lt;br /&gt;
 PROFESSION_COOK,&lt;br /&gt;
 PROFESSION_PLANT,&lt;br /&gt;
 PROFESSION_HERBALIST,&lt;br /&gt;
 PROFESSION_FISH,&lt;br /&gt;
 PROFESSION_CLEAN_FISH,&lt;br /&gt;
 PROFESSION_DISSECT_FISH,&lt;br /&gt;
 PROFESSION_HUNT,&lt;br /&gt;
 PROFESSION_SMELT,&lt;br /&gt;
 PROFESSION_FORGE_WEAPON,&lt;br /&gt;
 PROFESSION_FORGE_ARMOR,&lt;br /&gt;
 PROFESSION_FORGE_FURNITURE,&lt;br /&gt;
 PROFESSION_METAL_CRAFT,&lt;br /&gt;
 PROFESSION_CUT_GEM,&lt;br /&gt;
 PROFESSION_ENCRUST_GEM,&lt;br /&gt;
 PROFESSION_WOOD_CRAFT,&lt;br /&gt;
 PROFESSION_STONE_CRAFT,&lt;br /&gt;
 PROFESSION_BONE_CARVE,&lt;br /&gt;
 PROFESSION_GLASSMAKER,&lt;br /&gt;
 PROFESSION_EXTRACT_STRAND,&lt;br /&gt;
 PROFESSION_AXE,&lt;br /&gt;
 PROFESSION_SWORD,&lt;br /&gt;
 PROFESSION_MACE,&lt;br /&gt;
 PROFESSION_HAMMER,&lt;br /&gt;
 PROFESSION_SPEAR,&lt;br /&gt;
 PROFESSION_DAGGER,&lt;br /&gt;
 PROFESSION_CROSSBOW,&lt;br /&gt;
 PROFESSION_BOW,&lt;br /&gt;
 PROFESSION_BLOWGUN,&lt;br /&gt;
 PROFESSION_PIKE,&lt;br /&gt;
 PROFESSION_WHIP,&lt;br /&gt;
 PROFESSION_SHIELDLEVEL,&lt;br /&gt;
 PROFESSION_ARMORLEVEL,&lt;br /&gt;
 PROFESSION_SIEGECRAFT,&lt;br /&gt;
 PROFESSION_SIEGEOPERATE,&lt;br /&gt;
 PROFESSION_BOWYER,&lt;br /&gt;
 PROFESSION_MECHANIC,&lt;br /&gt;
 PROFESSION_WEAPONNUMBER,&lt;br /&gt;
 PROFESSION_POTASH_MAKING,&lt;br /&gt;
 PROFESSION_LYE_MAKING,&lt;br /&gt;
 PROFESSION_DYER,&lt;br /&gt;
 PROFESSION_BURN_WOOD,&lt;br /&gt;
 PROFESSION_OPERATE_PUMP,&lt;br /&gt;
 PROFESSION_UNUSED_3,&lt;br /&gt;
 PROFESSION_UNUSED_4,&lt;br /&gt;
 PROFESSION_UNUSED_5,&lt;br /&gt;
 PROFESSION_UNUSED_6,&lt;br /&gt;
 PROFESSION_UNUSED_7,&lt;br /&gt;
 PROFESSION_UNUSED_8,&lt;br /&gt;
 PROFESSION_UNUSED_9,&lt;br /&gt;
 PROFESSION_UNUSED_10,&lt;br /&gt;
 PROFESSION_UNUSED_11,&lt;br /&gt;
 PROFESSION_UNUSED_12,&lt;br /&gt;
 PROFESSION_UNUSED_13,&lt;br /&gt;
 PROFESSION_UNUSED_14,&lt;br /&gt;
 PROFESSION_UNUSED_15,&lt;br /&gt;
 PROFESSION_UNUSED_16,&lt;br /&gt;
 PROFESSION_UNUSED_17,&lt;br /&gt;
 PROFESSION_UNUSED_18,&lt;br /&gt;
 PROFESSION_UNUSED_19,&lt;br /&gt;
 PROFESSION_UNUSED_20,&lt;br /&gt;
 PROFESSION_UNUSED_21,&lt;br /&gt;
 PROFESSION_UNUSED_22,&lt;br /&gt;
 PROFESSION_UNUSED_23,&lt;br /&gt;
 PROFESSION_UNUSED_24,&lt;br /&gt;
 PROFESSION_UNUSED_25,&lt;br /&gt;
 PROFESSION_UNUSED_26,&lt;br /&gt;
 PROFESSION_UNUSED_27,&lt;br /&gt;
 PROFESSION_UNUSED_28,&lt;br /&gt;
 PROFESSION_UNUSED_29,&lt;br /&gt;
 PROFESSION_UNUSED_30,&lt;br /&gt;
 PROFESSIONNUM,&lt;/div&gt;</summary>
		<author><name>Zhentar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2569</id>
		<title>40d:Memory hacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2569"/>
		<updated>2007-10-30T03:39:39Z</updated>

		<summary type="html">&lt;p&gt;Zhentar: /* Creature Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New string format ==&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 16 || Character buffer || Holds the string data if capacity &amp;lt; 16&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 4 || Character pointer || Points to the string data if capacity &amp;gt;= 16&lt;br /&gt;
|-&lt;br /&gt;
|0x10 || 4 || Length || Current length of the string&lt;br /&gt;
|-&lt;br /&gt;
|0x14 || 4 || Capacity || Current capacity of the string buffer (also indicates which mode the string is in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Creature Structure ==&lt;br /&gt;
&lt;br /&gt;
The creature vector is at 0x01415A00, so:&lt;br /&gt;
List start: 0x01415A04&lt;br /&gt;
List end:   0x01415A08&lt;br /&gt;
&lt;br /&gt;
Structure Offsets:&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 4 || Vptr || Virtual function table pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x04 || 24 || First name || See above string format&lt;br /&gt;
|-&lt;br /&gt;
|0x32 || 4 || Surname word 1 || No part of speech, like in the old structure&lt;br /&gt;
|-&lt;br /&gt;
|0x36 || 4 || Surname word 2 || &lt;br /&gt;
|-&lt;br /&gt;
|0x70 || 24 || Custom profession name || See above string format&lt;br /&gt;
|-&lt;br /&gt;
|0x8c || 4 || Type ID ||&lt;br /&gt;
|-&lt;br /&gt;
|0x458 || 104 || Labor preferences || 104 1 byte bools, corresponding to the profession list.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Working notes ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Updates as I figure things out. [[User:ZorbaTHut|ZorbaTHut]] 22:10, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Toady is awesome and has sent me the following table:&lt;br /&gt;
&lt;br /&gt;
 PROFESSION_MINE,&lt;br /&gt;
 PROFESSION_HAUL_STONE,&lt;br /&gt;
 PROFESSION_HAUL_WOOD,&lt;br /&gt;
 PROFESSION_HAUL_BODY,&lt;br /&gt;
 PROFESSION_HAUL_FOOD,&lt;br /&gt;
 PROFESSION_HAUL_REFUSE,&lt;br /&gt;
 PROFESSION_HAUL_ITEM,&lt;br /&gt;
 PROFESSION_HAUL_FURNITURE,&lt;br /&gt;
 PROFESSION_HAUL_ANIMALS,&lt;br /&gt;
 PROFESSION_CLEAN,&lt;br /&gt;
 PROFESSION_CUTWOOD,&lt;br /&gt;
 PROFESSION_CARPENTER,&lt;br /&gt;
 PROFESSION_DETAIL,&lt;br /&gt;
 PROFESSION_MASON,&lt;br /&gt;
 PROFESSION_ARCHITECT,&lt;br /&gt;
 PROFESSION_ANIMALTRAIN,&lt;br /&gt;
 PROFESSION_ANIMALCARE,&lt;br /&gt;
 PROFESSION_HEALTHCARE,&lt;br /&gt;
 PROFESSION_BUTCHER,&lt;br /&gt;
 PROFESSION_TRAPPER,&lt;br /&gt;
 PROFESSION_DISSECT_VERMIN,&lt;br /&gt;
 PROFESSION_LEATHER,&lt;br /&gt;
 PROFESSION_TANNER,&lt;br /&gt;
 PROFESSION_BREWER,&lt;br /&gt;
 PROFESSION_ALCHEMIST,&lt;br /&gt;
 PROFESSION_SOAP_MAKER,&lt;br /&gt;
 PROFESSION_WEAVER,&lt;br /&gt;
 PROFESSION_CLOTHESMAKER,&lt;br /&gt;
 PROFESSION_MILLER,&lt;br /&gt;
 PROFESSION_PROCESS_PLANT,&lt;br /&gt;
 PROFESSION_MAKE_CHEESE,&lt;br /&gt;
 PROFESSION_MILK,&lt;br /&gt;
 PROFESSION_COOK,&lt;br /&gt;
 PROFESSION_PLANT,&lt;br /&gt;
 PROFESSION_HERBALIST,&lt;br /&gt;
 PROFESSION_FISH,&lt;br /&gt;
 PROFESSION_CLEAN_FISH,&lt;br /&gt;
 PROFESSION_DISSECT_FISH,&lt;br /&gt;
 PROFESSION_HUNT,&lt;br /&gt;
 PROFESSION_SMELT,&lt;br /&gt;
 PROFESSION_FORGE_WEAPON,&lt;br /&gt;
 PROFESSION_FORGE_ARMOR,&lt;br /&gt;
 PROFESSION_FORGE_FURNITURE,&lt;br /&gt;
 PROFESSION_METAL_CRAFT,&lt;br /&gt;
 PROFESSION_CUT_GEM,&lt;br /&gt;
 PROFESSION_ENCRUST_GEM,&lt;br /&gt;
 PROFESSION_WOOD_CRAFT,&lt;br /&gt;
 PROFESSION_STONE_CRAFT,&lt;br /&gt;
 PROFESSION_BONE_CARVE,&lt;br /&gt;
 PROFESSION_GLASSMAKER,&lt;br /&gt;
 PROFESSION_EXTRACT_STRAND,&lt;br /&gt;
 PROFESSION_AXE,&lt;br /&gt;
 PROFESSION_SWORD,&lt;br /&gt;
 PROFESSION_MACE,&lt;br /&gt;
 PROFESSION_HAMMER,&lt;br /&gt;
 PROFESSION_SPEAR,&lt;br /&gt;
 PROFESSION_DAGGER,&lt;br /&gt;
 PROFESSION_CROSSBOW,&lt;br /&gt;
 PROFESSION_BOW,&lt;br /&gt;
 PROFESSION_BLOWGUN,&lt;br /&gt;
 PROFESSION_PIKE,&lt;br /&gt;
 PROFESSION_WHIP,&lt;br /&gt;
 PROFESSION_SHIELDLEVEL,&lt;br /&gt;
 PROFESSION_ARMORLEVEL,&lt;br /&gt;
 PROFESSION_SIEGECRAFT,&lt;br /&gt;
 PROFESSION_SIEGEOPERATE,&lt;br /&gt;
 PROFESSION_BOWYER,&lt;br /&gt;
 PROFESSION_MECHANIC,&lt;br /&gt;
 PROFESSION_WEAPONNUMBER,&lt;br /&gt;
 PROFESSION_POTASH_MAKING,&lt;br /&gt;
 PROFESSION_LYE_MAKING,&lt;br /&gt;
 PROFESSION_DYER,&lt;br /&gt;
 PROFESSION_BURN_WOOD,&lt;br /&gt;
 PROFESSION_OPERATE_PUMP,&lt;br /&gt;
 PROFESSION_UNUSED_3,&lt;br /&gt;
 PROFESSION_UNUSED_4,&lt;br /&gt;
 PROFESSION_UNUSED_5,&lt;br /&gt;
 PROFESSION_UNUSED_6,&lt;br /&gt;
 PROFESSION_UNUSED_7,&lt;br /&gt;
 PROFESSION_UNUSED_8,&lt;br /&gt;
 PROFESSION_UNUSED_9,&lt;br /&gt;
 PROFESSION_UNUSED_10,&lt;br /&gt;
 PROFESSION_UNUSED_11,&lt;br /&gt;
 PROFESSION_UNUSED_12,&lt;br /&gt;
 PROFESSION_UNUSED_13,&lt;br /&gt;
 PROFESSION_UNUSED_14,&lt;br /&gt;
 PROFESSION_UNUSED_15,&lt;br /&gt;
 PROFESSION_UNUSED_16,&lt;br /&gt;
 PROFESSION_UNUSED_17,&lt;br /&gt;
 PROFESSION_UNUSED_18,&lt;br /&gt;
 PROFESSION_UNUSED_19,&lt;br /&gt;
 PROFESSION_UNUSED_20,&lt;br /&gt;
 PROFESSION_UNUSED_21,&lt;br /&gt;
 PROFESSION_UNUSED_22,&lt;br /&gt;
 PROFESSION_UNUSED_23,&lt;br /&gt;
 PROFESSION_UNUSED_24,&lt;br /&gt;
 PROFESSION_UNUSED_25,&lt;br /&gt;
 PROFESSION_UNUSED_26,&lt;br /&gt;
 PROFESSION_UNUSED_27,&lt;br /&gt;
 PROFESSION_UNUSED_28,&lt;br /&gt;
 PROFESSION_UNUSED_29,&lt;br /&gt;
 PROFESSION_UNUSED_30,&lt;br /&gt;
 PROFESSIONNUM,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:ZorbaTHut|ZorbaTHut]] 22:22, 29 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Zhentar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Memory_hacking&amp;diff=3294</id>
		<title>40d Talk:Memory hacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Memory_hacking&amp;diff=3294"/>
		<updated>2007-10-30T03:30:30Z</updated>

		<summary type="html">&lt;p&gt;Zhentar: New page:  == New Release Updates == I'm just updating the main page as I figure new things out. Someone else will probably have to redo the formatting, since I don't really know the wiki formatting...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== New Release Updates ==&lt;br /&gt;
I'm just updating the main page as I figure new things out. Someone else will probably have to redo the formatting, since I don't really know the wiki formatting. --[[User:Zhentar|Zhentar]] 23:30, 29 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Zhentar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2565</id>
		<title>40d:Memory hacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2565"/>
		<updated>2007-10-30T03:26:23Z</updated>

		<summary type="html">&lt;p&gt;Zhentar: /* Creature Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress new string format:&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 16 || Character buffer || Holds the string data if capacity &amp;lt; 16&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 4 || Character pointer || Points to the string data if capacity &amp;gt;= 16&lt;br /&gt;
|-&lt;br /&gt;
|0x10 || 4 || Length || Current length of the string&lt;br /&gt;
|-&lt;br /&gt;
|0x14 || 4 || Capacity || Current capacity of the string buffer (also indicates which mode the string is in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Updates as I figure things out. [[User:ZorbaTHut|ZorbaTHut]] 22:10, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Toady is awesome and has sent me the following table:&lt;br /&gt;
&lt;br /&gt;
 PROFESSION_MINE,&lt;br /&gt;
 PROFESSION_HAUL_STONE,&lt;br /&gt;
 PROFESSION_HAUL_WOOD,&lt;br /&gt;
 PROFESSION_HAUL_BODY,&lt;br /&gt;
 PROFESSION_HAUL_FOOD,&lt;br /&gt;
 PROFESSION_HAUL_REFUSE,&lt;br /&gt;
 PROFESSION_HAUL_ITEM,&lt;br /&gt;
 PROFESSION_HAUL_FURNITURE,&lt;br /&gt;
 PROFESSION_HAUL_ANIMALS,&lt;br /&gt;
 PROFESSION_CLEAN,&lt;br /&gt;
 PROFESSION_CUTWOOD,&lt;br /&gt;
 PROFESSION_CARPENTER,&lt;br /&gt;
 PROFESSION_DETAIL,&lt;br /&gt;
 PROFESSION_MASON,&lt;br /&gt;
 PROFESSION_ARCHITECT,&lt;br /&gt;
 PROFESSION_ANIMALTRAIN,&lt;br /&gt;
 PROFESSION_ANIMALCARE,&lt;br /&gt;
 PROFESSION_HEALTHCARE,&lt;br /&gt;
 PROFESSION_BUTCHER,&lt;br /&gt;
 PROFESSION_TRAPPER,&lt;br /&gt;
 PROFESSION_DISSECT_VERMIN,&lt;br /&gt;
 PROFESSION_LEATHER,&lt;br /&gt;
 PROFESSION_TANNER,&lt;br /&gt;
 PROFESSION_BREWER,&lt;br /&gt;
 PROFESSION_ALCHEMIST,&lt;br /&gt;
 PROFESSION_SOAP_MAKER,&lt;br /&gt;
 PROFESSION_WEAVER,&lt;br /&gt;
 PROFESSION_CLOTHESMAKER,&lt;br /&gt;
 PROFESSION_MILLER,&lt;br /&gt;
 PROFESSION_PROCESS_PLANT,&lt;br /&gt;
 PROFESSION_MAKE_CHEESE,&lt;br /&gt;
 PROFESSION_MILK,&lt;br /&gt;
 PROFESSION_COOK,&lt;br /&gt;
 PROFESSION_PLANT,&lt;br /&gt;
 PROFESSION_HERBALIST,&lt;br /&gt;
 PROFESSION_FISH,&lt;br /&gt;
 PROFESSION_CLEAN_FISH,&lt;br /&gt;
 PROFESSION_DISSECT_FISH,&lt;br /&gt;
 PROFESSION_HUNT,&lt;br /&gt;
 PROFESSION_SMELT,&lt;br /&gt;
 PROFESSION_FORGE_WEAPON,&lt;br /&gt;
 PROFESSION_FORGE_ARMOR,&lt;br /&gt;
 PROFESSION_FORGE_FURNITURE,&lt;br /&gt;
 PROFESSION_METAL_CRAFT,&lt;br /&gt;
 PROFESSION_CUT_GEM,&lt;br /&gt;
 PROFESSION_ENCRUST_GEM,&lt;br /&gt;
 PROFESSION_WOOD_CRAFT,&lt;br /&gt;
 PROFESSION_STONE_CRAFT,&lt;br /&gt;
 PROFESSION_BONE_CARVE,&lt;br /&gt;
 PROFESSION_GLASSMAKER,&lt;br /&gt;
 PROFESSION_EXTRACT_STRAND,&lt;br /&gt;
 PROFESSION_AXE,&lt;br /&gt;
 PROFESSION_SWORD,&lt;br /&gt;
 PROFESSION_MACE,&lt;br /&gt;
 PROFESSION_HAMMER,&lt;br /&gt;
 PROFESSION_SPEAR,&lt;br /&gt;
 PROFESSION_DAGGER,&lt;br /&gt;
 PROFESSION_CROSSBOW,&lt;br /&gt;
 PROFESSION_BOW,&lt;br /&gt;
 PROFESSION_BLOWGUN,&lt;br /&gt;
 PROFESSION_PIKE,&lt;br /&gt;
 PROFESSION_WHIP,&lt;br /&gt;
 PROFESSION_SHIELDLEVEL,&lt;br /&gt;
 PROFESSION_ARMORLEVEL,&lt;br /&gt;
 PROFESSION_SIEGECRAFT,&lt;br /&gt;
 PROFESSION_SIEGEOPERATE,&lt;br /&gt;
 PROFESSION_BOWYER,&lt;br /&gt;
 PROFESSION_MECHANIC,&lt;br /&gt;
 PROFESSION_WEAPONNUMBER,&lt;br /&gt;
 PROFESSION_POTASH_MAKING,&lt;br /&gt;
 PROFESSION_LYE_MAKING,&lt;br /&gt;
 PROFESSION_DYER,&lt;br /&gt;
 PROFESSION_BURN_WOOD,&lt;br /&gt;
 PROFESSION_OPERATE_PUMP,&lt;br /&gt;
 PROFESSION_UNUSED_3,&lt;br /&gt;
 PROFESSION_UNUSED_4,&lt;br /&gt;
 PROFESSION_UNUSED_5,&lt;br /&gt;
 PROFESSION_UNUSED_6,&lt;br /&gt;
 PROFESSION_UNUSED_7,&lt;br /&gt;
 PROFESSION_UNUSED_8,&lt;br /&gt;
 PROFESSION_UNUSED_9,&lt;br /&gt;
 PROFESSION_UNUSED_10,&lt;br /&gt;
 PROFESSION_UNUSED_11,&lt;br /&gt;
 PROFESSION_UNUSED_12,&lt;br /&gt;
 PROFESSION_UNUSED_13,&lt;br /&gt;
 PROFESSION_UNUSED_14,&lt;br /&gt;
 PROFESSION_UNUSED_15,&lt;br /&gt;
 PROFESSION_UNUSED_16,&lt;br /&gt;
 PROFESSION_UNUSED_17,&lt;br /&gt;
 PROFESSION_UNUSED_18,&lt;br /&gt;
 PROFESSION_UNUSED_19,&lt;br /&gt;
 PROFESSION_UNUSED_20,&lt;br /&gt;
 PROFESSION_UNUSED_21,&lt;br /&gt;
 PROFESSION_UNUSED_22,&lt;br /&gt;
 PROFESSION_UNUSED_23,&lt;br /&gt;
 PROFESSION_UNUSED_24,&lt;br /&gt;
 PROFESSION_UNUSED_25,&lt;br /&gt;
 PROFESSION_UNUSED_26,&lt;br /&gt;
 PROFESSION_UNUSED_27,&lt;br /&gt;
 PROFESSION_UNUSED_28,&lt;br /&gt;
 PROFESSION_UNUSED_29,&lt;br /&gt;
 PROFESSION_UNUSED_30,&lt;br /&gt;
 PROFESSIONNUM,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:ZorbaTHut|ZorbaTHut]] 22:22, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Creature Structure ==&lt;br /&gt;
&lt;br /&gt;
The creature vector is at 0x01415A00, so:&lt;br /&gt;
List start: 0x01415A04&lt;br /&gt;
List end:   0x01415A08&lt;br /&gt;
&lt;br /&gt;
Structure Offsets:&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x32 || 4 || Surname word 1 || No part of speech, like in the old structure&lt;br /&gt;
|-&lt;br /&gt;
|0x36 || 4 || Surname word 2 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Zhentar|Zhentar]] 23:26, 29 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Zhentar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2564</id>
		<title>40d:Memory hacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Memory_hacking&amp;diff=2564"/>
		<updated>2007-10-30T03:26:08Z</updated>

		<summary type="html">&lt;p&gt;Zhentar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress new string format:&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 16 || Character buffer || Holds the string data if capacity &amp;lt; 16&lt;br /&gt;
|-&lt;br /&gt;
|0x00 || 4 || Character pointer || Points to the string data if capacity &amp;gt;= 16&lt;br /&gt;
|-&lt;br /&gt;
|0x10 || 4 || Length || Current length of the string&lt;br /&gt;
|-&lt;br /&gt;
|0x14 || 4 || Capacity || Current capacity of the string buffer (also indicates which mode the string is in)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Updates as I figure things out. [[User:ZorbaTHut|ZorbaTHut]] 22:10, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Toady is awesome and has sent me the following table:&lt;br /&gt;
&lt;br /&gt;
 PROFESSION_MINE,&lt;br /&gt;
 PROFESSION_HAUL_STONE,&lt;br /&gt;
 PROFESSION_HAUL_WOOD,&lt;br /&gt;
 PROFESSION_HAUL_BODY,&lt;br /&gt;
 PROFESSION_HAUL_FOOD,&lt;br /&gt;
 PROFESSION_HAUL_REFUSE,&lt;br /&gt;
 PROFESSION_HAUL_ITEM,&lt;br /&gt;
 PROFESSION_HAUL_FURNITURE,&lt;br /&gt;
 PROFESSION_HAUL_ANIMALS,&lt;br /&gt;
 PROFESSION_CLEAN,&lt;br /&gt;
 PROFESSION_CUTWOOD,&lt;br /&gt;
 PROFESSION_CARPENTER,&lt;br /&gt;
 PROFESSION_DETAIL,&lt;br /&gt;
 PROFESSION_MASON,&lt;br /&gt;
 PROFESSION_ARCHITECT,&lt;br /&gt;
 PROFESSION_ANIMALTRAIN,&lt;br /&gt;
 PROFESSION_ANIMALCARE,&lt;br /&gt;
 PROFESSION_HEALTHCARE,&lt;br /&gt;
 PROFESSION_BUTCHER,&lt;br /&gt;
 PROFESSION_TRAPPER,&lt;br /&gt;
 PROFESSION_DISSECT_VERMIN,&lt;br /&gt;
 PROFESSION_LEATHER,&lt;br /&gt;
 PROFESSION_TANNER,&lt;br /&gt;
 PROFESSION_BREWER,&lt;br /&gt;
 PROFESSION_ALCHEMIST,&lt;br /&gt;
 PROFESSION_SOAP_MAKER,&lt;br /&gt;
 PROFESSION_WEAVER,&lt;br /&gt;
 PROFESSION_CLOTHESMAKER,&lt;br /&gt;
 PROFESSION_MILLER,&lt;br /&gt;
 PROFESSION_PROCESS_PLANT,&lt;br /&gt;
 PROFESSION_MAKE_CHEESE,&lt;br /&gt;
 PROFESSION_MILK,&lt;br /&gt;
 PROFESSION_COOK,&lt;br /&gt;
 PROFESSION_PLANT,&lt;br /&gt;
 PROFESSION_HERBALIST,&lt;br /&gt;
 PROFESSION_FISH,&lt;br /&gt;
 PROFESSION_CLEAN_FISH,&lt;br /&gt;
 PROFESSION_DISSECT_FISH,&lt;br /&gt;
 PROFESSION_HUNT,&lt;br /&gt;
 PROFESSION_SMELT,&lt;br /&gt;
 PROFESSION_FORGE_WEAPON,&lt;br /&gt;
 PROFESSION_FORGE_ARMOR,&lt;br /&gt;
 PROFESSION_FORGE_FURNITURE,&lt;br /&gt;
 PROFESSION_METAL_CRAFT,&lt;br /&gt;
 PROFESSION_CUT_GEM,&lt;br /&gt;
 PROFESSION_ENCRUST_GEM,&lt;br /&gt;
 PROFESSION_WOOD_CRAFT,&lt;br /&gt;
 PROFESSION_STONE_CRAFT,&lt;br /&gt;
 PROFESSION_BONE_CARVE,&lt;br /&gt;
 PROFESSION_GLASSMAKER,&lt;br /&gt;
 PROFESSION_EXTRACT_STRAND,&lt;br /&gt;
 PROFESSION_AXE,&lt;br /&gt;
 PROFESSION_SWORD,&lt;br /&gt;
 PROFESSION_MACE,&lt;br /&gt;
 PROFESSION_HAMMER,&lt;br /&gt;
 PROFESSION_SPEAR,&lt;br /&gt;
 PROFESSION_DAGGER,&lt;br /&gt;
 PROFESSION_CROSSBOW,&lt;br /&gt;
 PROFESSION_BOW,&lt;br /&gt;
 PROFESSION_BLOWGUN,&lt;br /&gt;
 PROFESSION_PIKE,&lt;br /&gt;
 PROFESSION_WHIP,&lt;br /&gt;
 PROFESSION_SHIELDLEVEL,&lt;br /&gt;
 PROFESSION_ARMORLEVEL,&lt;br /&gt;
 PROFESSION_SIEGECRAFT,&lt;br /&gt;
 PROFESSION_SIEGEOPERATE,&lt;br /&gt;
 PROFESSION_BOWYER,&lt;br /&gt;
 PROFESSION_MECHANIC,&lt;br /&gt;
 PROFESSION_WEAPONNUMBER,&lt;br /&gt;
 PROFESSION_POTASH_MAKING,&lt;br /&gt;
 PROFESSION_LYE_MAKING,&lt;br /&gt;
 PROFESSION_DYER,&lt;br /&gt;
 PROFESSION_BURN_WOOD,&lt;br /&gt;
 PROFESSION_OPERATE_PUMP,&lt;br /&gt;
 PROFESSION_UNUSED_3,&lt;br /&gt;
 PROFESSION_UNUSED_4,&lt;br /&gt;
 PROFESSION_UNUSED_5,&lt;br /&gt;
 PROFESSION_UNUSED_6,&lt;br /&gt;
 PROFESSION_UNUSED_7,&lt;br /&gt;
 PROFESSION_UNUSED_8,&lt;br /&gt;
 PROFESSION_UNUSED_9,&lt;br /&gt;
 PROFESSION_UNUSED_10,&lt;br /&gt;
 PROFESSION_UNUSED_11,&lt;br /&gt;
 PROFESSION_UNUSED_12,&lt;br /&gt;
 PROFESSION_UNUSED_13,&lt;br /&gt;
 PROFESSION_UNUSED_14,&lt;br /&gt;
 PROFESSION_UNUSED_15,&lt;br /&gt;
 PROFESSION_UNUSED_16,&lt;br /&gt;
 PROFESSION_UNUSED_17,&lt;br /&gt;
 PROFESSION_UNUSED_18,&lt;br /&gt;
 PROFESSION_UNUSED_19,&lt;br /&gt;
 PROFESSION_UNUSED_20,&lt;br /&gt;
 PROFESSION_UNUSED_21,&lt;br /&gt;
 PROFESSION_UNUSED_22,&lt;br /&gt;
 PROFESSION_UNUSED_23,&lt;br /&gt;
 PROFESSION_UNUSED_24,&lt;br /&gt;
 PROFESSION_UNUSED_25,&lt;br /&gt;
 PROFESSION_UNUSED_26,&lt;br /&gt;
 PROFESSION_UNUSED_27,&lt;br /&gt;
 PROFESSION_UNUSED_28,&lt;br /&gt;
 PROFESSION_UNUSED_29,&lt;br /&gt;
 PROFESSION_UNUSED_30,&lt;br /&gt;
 PROFESSIONNUM,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:ZorbaTHut|ZorbaTHut]] 22:22, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Creature Structure ==&lt;br /&gt;
&lt;br /&gt;
The creature vector is at 0x01415A00, so:&lt;br /&gt;
List start: 0x01415A04&lt;br /&gt;
List end:   0x01415A08&lt;br /&gt;
&lt;br /&gt;
Structure Offsets:&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| Offset || Size || Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|0x32 || 4 || Surname word 1 || No part of speech, like in the old structure&lt;br /&gt;
|-&lt;br /&gt;
|0x36 || 4 || Surname word 2 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zhentar</name></author>
	</entry>
</feed>