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Editing 40d:Memory hacking

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{{Quality|Superior|11:03, 18 May 2015 (UTC)}}
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== New string format ==
{{av}}
 
== Versions ==
 
See the following subpages for version specific information
 
* '''[[Memory hacking/v0.27.169.33g|v0.27.169.33g]]'''
 
* [[Memory hacking/v0.27.169.33f|v0.27.169.33f]]
 
* [[Memory hacking/v0.27.169.33e|v0.27.169.33e]]
 
* [[Memory hacking/v0.27.169.33d|v0.27.169.33d]]
 
* [[Memory hacking/v0.27.169.33c|v0.27.169.33c]]
 
* [[Memory hacking/v0.27.169.33b|v0.27.169.33b]]
 
* [[Memory hacking/v0.27.169.33a|v0.27.169.33a]]
 
* [[Memory hacking/v0.28.181.40d16|v0.28.181.40d16]]
 
* [[Memory hacking/v0.28.181.40d17|v0.28.181.40d17]]
 
* [[Memory hacking/v0.28.181.40d18|v0.28.181.40d18]]
 
* [[Memory hacking/v0.28.181.40d19|v0.28.181.40d19]]
 
 
 
== Data Types ==
 
=== String ===
 
  
 
{|  border="1" cellpadding="2" width="100%"
 
{|  border="1" cellpadding="2" width="100%"
 
| Offset || Size || Type || Description
 
| Offset || Size || Type || Description
 
|-
 
|-
| 0x00 || 4 || Junk || Junk data that exists due to a curious artifact in the C++ standard. Technically it's the allocator - in reality, the default allocator has no data associated with it.
+
|0x00 || 16 || Character buffer || Holds the string data if capacity < 16
|-
 
| 0x04 || 16 || Character buffer || Holds the string data if capacity < 16
 
 
|-
 
|-
| 0x04 || 4 || Character pointer || Points to the string data if capacity >= 16
+
|0x00 || 4 || Character pointer || Points to the string data if capacity >= 16
 
|-
 
|-
| 0x14 || 4 || Length || Current length of the string
+
|0x10 || 4 || Length || Current length of the string
 
|-
 
|-
| 0x18 || 4 || Capacity || Current capacity of the string buffer (also indicates which mode the string is in)
+
|0x14 || 4 || Capacity || Current capacity of the string buffer (also indicates which mode the string is in)
 
|}
 
|}
  
Yes, the second two items overlap. This is correct. This is the MSVC Express string format - Toady appears to be using standard C++ structures pretty much everywhere.
+
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.
 +
 
 +
== Creature Structure ==
  
=== Vector ===
+
The creature vector is at 0x01415A00, so:
 +
List start: 0x01415A04
 +
List end:  0x01415A08
  
 +
Structure Offsets:
 
{|  border="1" cellpadding="2" width="100%"
 
{|  border="1" cellpadding="2" width="100%"
 
| Offset || Size || Type || Description
 
| Offset || Size || Type || Description
 
|-
 
|-
| 0x00 || 4 || Junk || Junk data that exists due to a curious artifact in the C++ standard. Technically it's the allocator - in reality, the default allocator has no data associated with it.
+
|0x00 || 4 || Vptr || Virtual function table pointer
|-
 
| 0x04 || 4 || Array start
 
|-
 
| 0x08 || 4 || Array end || (End - Start)/4 = # of elements (if pointers)
 
|-
 
| 0x0C || 4 || Array allocated end || (Allocated End - Start)/4 = capacity (if pointers)
 
|}
 
 
 
== Type ID list ==
 
 
 
Most likely incomplete, but this was all that could be found so far.
 
 
 
{|  border="1" cellpadding="2" width="100%"
 
| ID || Meaning
 
|-
 
| <code>0x00</code> || Miner
 
|-
 
| <code>0x01</code> || Woodworker
 
|-
 
| <code>0x02</code> || Carpenter
 
|-
 
| <code>0x03</code> || Bowyer
 
|-
 
| <code>0x04</code> || Woodcutter
 
|-
 
| <code>0x05</code> || Stoneworker
 
|-
 
| <code>0x06</code> || Engraver
 
|-
 
| <code>0x07</code> || Mason
 
|-
 
| <code>0x08</code> || Ranger
 
|-
 
| <code>0x09</code> || Animal Caretaker
 
|-
 
| <code>0x0A</code> || Animal Trainer
 
|-
 
| <code>0x0B</code> || Hunter
 
|-
 
| <code>0x0C</code> || Trapper
 
|-
 
| <code>0x0D</code> || Animal Dissector
 
|-
 
| <code>0x0E</code> || Metalsmith
 
|-
 
| <code>0x0F</code> || Furnace Operator
 
|-
 
| <code>0x10</code> || Weaponsmith
 
|-
 
| <code>0x11</code> || Armorer
 
|-
 
| <code>0x12</code> || Blacksmith
 
|-
 
| <code>0x13</code> || Metalcrafter
 
|-
 
| <code>0x14</code> || Jeweler
 
|-
 
| <code>0x15</code> || Gem Cutter
 
|-
 
| <code>0x16</code> || Gem Setter
 
|-
 
| <code>0x17</code> || Craftsman
 
|-
 
| <code>0x18</code> || Woodcrafter
 
|-
 
| <code>0x19</code> || Stonecrafter
 
|-
 
| <code>0x1A</code> || Leatherworker
 
|-
 
| <code>0x1B</code> || Bone Carver
 
|-
 
| <code>0x1C</code> || Weaver
 
|-
 
| <code>0x1D</code> || Clothier
 
|-
 
| <code>0x1E</code> || Glassmaker
 
|-
 
| <code>0x1F</code> || Strand Extractor
 
|-
 
| <code>0x20</code> || Queen
 
|-
 
| <code>0x21</code> || Queen Consort
 
|-
 
| <code>0x22</code> || Fishery Worker
 
|-
 
| <code>0x23</code> || Fisherman
 
|-
 
| <code>0x24</code> || Fish Dissector
 
|-
 
| <code>0x25</code> || Fish Cleaner
 
|-
 
| <code>0x26</code> || Farmer
 
|-
 
| <code>0x27</code> || Cheese Maker
 
|-
 
| <code>0x28</code> || Milker
 
|-
 
| <code>0x29</code> || Cook
 
|-
 
| <code>0x2A</code> || Thresher
 
|-
 
| <code>0x2B</code> || Miller
 
|-
 
| <code>0x2C</code> || Butcher
 
|-
 
| <code>0x2D</code> || Tanner
 
|-
 
| <code>0x2E</code> || Dyer
 
|-
 
| <code>0x2F</code> || Planter
 
|-
 
| <code>0x30</code> || Herbalist
 
|-
 
| <code>0x31</code> || Brewer
 
|-
 
| <code>0x32</code> || Soap Maker
 
|-
 
| <code>0x33</code> || Potash Maker
 
|-
 
| <code>0x34</code> || Lye Maker
 
|-
 
| <code>0x35</code> || Wood Burner
 
|-
 
| <code>0x36</code> || Engineer
 
|-
 
| <code>0x37</code> || Mechanic
 
|-
 
| <code>0x38</code> || Siege Engineer
 
|-
 
| <code>0x39</code> || Siege Operator
 
|-
 
| <code>0x3A</code> || Pump Operator
 
|-
 
| <code>0x3B</code> || Clerk
 
|-
 
| <code>0x3C</code> || Administrator
 
|-
 
| <code>0x3D</code> || Trader
 
|-
 
| <code>0x3E</code> || Architect
 
|-
 
| <code>0x3F</code> || Alchemist
 
|-
 
| <code>0x40</code> || Tax Collector
 
|-
 
| <code>0x41</code> || Hammerer
 
|-
 
| <code>0x42</code> || Baroness
 
|-
 
| <code>0x43</code> || Countess
 
|-
 
| <code>0x44</code> || Duchess
 
|-
 
| <code>0x45</code> || Baroness Consort
 
|-
 
| <code>0x46</code> || Countess Consort
 
|-
 
| <code>0x47</code> || Duchness Consort
 
|-
 
| <code>0x48</code> || Philosopher
 
|-
 
| <code>0x49</code> || Advisor
 
|-
 
| <code>0x4A</code> || Dungeon Master
 
|-
 
| <code>0x4B</code> || Merchant
 
|-
 
| <code>0x4C</code> || Diplomat
 
|-
 
| <code>0x4D</code> || Guild Representative
 
|-
 
| <code>0x4E</code> || Merchant Baroness
 
|-
 
| <code>0x4F</code> || Merchant Princess
 
|-
 
| <code>0x50</code> || Outpost Liaison
 
|-
 
| <code>0x51</code> || Druid
 
|-
 
| <code>0x52</code> || Champion
 
 
|-
 
|-
| <code>0x53</code> || Hammerman
+
|0x04 || 24 || First name || See above string format
 
|-
 
|-
| <code>0x54</code> || Hammer Lord
+
|0x32 || 4 || Surname word 1 || No part of speech, like in the old structure
 
|-
 
|-
| <code>0x55</code> || Spearman
+
|0x36 || 4 || Surname word 2 ||  
 
|-
 
|-
| <code>0x56</code> || Spearmaster
+
|0x70 || 24 || Custom profession name || See above string format
 
|-
 
|-
| <code>0x57</code> || Crossbowman
+
|0x88 || 2 || Type ID #1 || rowspan="2"|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 "old" and which is the "new". I've entered the values I've found in the Type ID table below. I may be completely wrong.
 
|-
 
|-
| <code>0x58</code> || Elite Crossbowman
+
|0x9a || 2 || Type ID #2
 
|-
 
|-
| <code>0x59</code> || Wrestler
+
|0x458 || 104 || Labor preferences || 104 1 byte bools, corresponding to the profession list.
 
|-
 
|-
| <code>0x5A</code> || Elite Wrestler
 
|-
 
| <code>0x5B</code> || Axeman
 
|-
 
| <code>0x5C</code> || Axe Lord
 
|-
 
| <code>0x5D</code> || Swordsman
 
|-
 
| <code>0x5E</code> || Swordmaster
 
|-
 
| <code>0x5F</code> || Maceman
 
|-
 
| <code>0x60</code> || Mace Lord
 
|-
 
| <code>0x61</code> || Pikeman
 
|-
 
| <code>0x62</code> || Pikemaster
 
|-
 
| <code>0x63</code> || Bowman
 
|-
 
| <code>0x64</code> || Elite Bowman
 
|-
 
| <code>0x65</code> || Blowgunner
 
|-
 
| <code>0x66</code> || Elite Blowgunner
 
|-
 
| <code>0x67</code> || Recruit
 
|-
 
| <code>0x68</code> || Hunting creature
 
|-
 
| <code>0x69</code> || War creature
 
|-
 
| <code>0x6A</code> || Master Thief
 
|-
 
| <code>0x6B</code> || Thief
 
|-
 
| <code>0x6C</code> || Peasant or creature
 
|-
 
| <code>0x6D</code> || Child
 
|-
 
| <code>0x6E</code> || Baby
 
|-
 
| <code>0x6F</code> || Drunk
 
|-
 
| <code>0x70</code> || Lasher
 
|-
 
| <code>0x71</code> || Master Lasher
 
 
|}
 
|}
  
== Profession list ==
+
== Working notes ==
 +
 
 +
----
 +
 
 +
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. [[User:ZorbaTHut|ZorbaTHut]] 22:10, 29 October 2007 (EDT)
 +
 
 +
Toady is awesome and has sent me the following table:
 +
 
 
  PROFESSION_MINE,
 
  PROFESSION_MINE,
 
  PROFESSION_HAUL_STONE,
 
  PROFESSION_HAUL_STONE,
Line 388: Line 160:
 
  PROFESSION_UNUSED_30,
 
  PROFESSION_UNUSED_30,
 
  PROFESSIONNUM,
 
  PROFESSIONNUM,
[[Category:Guides]] [[Category:Hacking]]
+
 
 +
 
 +
[[User:ZorbaTHut|ZorbaTHut]] 22:22, 29 October 2007 (EDT)

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