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==0.31.03==
 
 
Manager queue found at 0x0165c418 (''0x0167ae64 in 31.10 --[[User:Devek|Devek]] 05:58, 23 July 2010 (UTC)'')
 
 
Looks like each queue item is <s>88</s> 60 bytes long. Some offsets defined in constructor.
 
 
 
{| border="1" cellpadding="2" width="100%"
 
! width="5%" | Offset
 
! width="10%" | Size
 
! width="10%" | Type
 
! width="20%" | Name
 
! width="55%" | Notes
 
 
|-
 
| <code>00h</code>
 
| 2
 
| Short
 
| Job ID
 
| Mostly matches up with job ID's in Dwarf Therapist. One or two seem off
 
 
|-
 
| <code>02h</code>
 
| 2
 
| Short
 
| Unknown. May be part of 04h
 
| Only seen 0xFFFF
 
 
|-
 
| <code>04h</code>
 
| 2
 
| Short
 
| Item ID
 
| Is 0xFFFF for jobs with only one output item (i.e. rock door) - pulls from enums for armour/weapons
 
 
|-
 
| <code>06h-0Bh</code>
 
|
 
|
 
| SNS
 
|
 
 
|-
 
| <code>0Ch</code>
 
| 1
 
| BYTE
 
|
 
| Set to 0 by the constructor. No change observed to date
 
 
|-
 
| <code>0Dh-1Bh</code>
 
|
 
|
 
| SNS
 
|
 
 
|-
 
| <code>1Ch</code>
 
| 4
 
| DWORD
 
|
 
| Set to 0 by the constructor. No change observed to date
 
 
 
|-
 
| <code>20h</code>
 
| 4
 
| DWORD
 
|
 
| Set to 15 by the constructor. No change observed to date
 
 
|-
 
| <code>24h-27h</code>
 
| probably 4
 
|
 
| SNS
 
|
 
 
|-
 
| <code>28h</code>
 
| 4
 
| long
 
| Material definition. 0xFFFF for jobs with no material choice.
 
|
 
 
|-
 
| <code>2Ch</code>
 
| 2
 
| bitfield
 
| Target definition? changes to 4/64/1024 for Encrust Ammo/Furniture/Finished Goods with <mat> - operates as a bitfield
 
|
 
 
|-
 
| <code>2Eh</code>
 
|
 
|
 
| SNS
 
|
 
 
 
|-
 
| <code>30h</code>
 
| 2
 
| bitfield
 
| Another material bitfield. This one covers plant/cloth/wood/leather/bone/horn/pearl at a minimum.
 
|
 
 
 
|-
 
| <code>32h</code>
 
|
 
|
 
| SNS
 
|
 
 
 
|-
 
| <code>34h</code>
 
| 2
 
| Short
 
| Runs remaining
 
|
 
 
|-
 
| <code>36h</code>
 
| 2
 
| Short
 
| Total Number of runs
 
|
 
 
|-
 
| <code>38h</code>
 
| 4
 
| DWORD
 
| Validated
 
| Looks like a very large bool. Set to 0 by the constructor. Wonder why it's so large - guessing alignment packing
 
 
|}
 
 
===Item ID===
 
 
 
{| border="1" cellpadding="2" width="100%"
 
! width="5%" |
 
! width="10%" | 04h - Weaponsmithing (J:97)
 
! width="10%" | 04h - Armoursmithing (J:101)
 
! width="20%" | 2Ch - Encrust  with  (J:87)
 
 
|-
 
| 0
 
| Whip
 
| Breastplate
 
| 4: Furniture
 
|-
 
| 1
 
| Battle Axe
 
| Iron Shirt
 
| 64: Ammo
 
|-
 
| 2
 
| War Hammer
 
| Armor
 
| 1024: Finished Goods
 
|-
 
| 3
 
| Short Sword
 
| Coat
 
 
|-
 
| 4
 
| Spear
 
| Shirt
 
 
|-
 
| 5
 
| Mace
 
| Cloak 
 
|-
 
| 6
 
| Crossbow
 
| Tunic 
 
|-
 
| 7
 
| Pick
 
| Toga 
 
|-
 
| 8
 
| Bow 
 
| Vest
 
|-
 
| 9
 
| Blowgun
 
| Dress 
 
|-
 
|}
 
 
===Material ID===
 
 
Partial list only
 
 
{|  border="1" cellpadding="2" width="100%"
 
|-
 
| 0 || Iron
 
|-
 
| 1 || Gold
 
|-
 
| 2 || Silver
 
|-
 
| 3 || Copper
 
|-
 
| 4 || Nickel
 
|-
 
| 5 || Zinc
 
|-
 
| 6 || Bronze
 
|-
 
| 7 || Brass
 
|-
 
| 8 || Steel
 
|-
 
| 9 || Pig Iron
 
|-
 
| 10 || Platinum
 
|-
 
|}
 
 
==0.28.40d19==
 
 
 
Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.
 
Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.
  
 
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.
 
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.
 
Never did get around to updating these... Ah well, archiving them
 
  
 
==Building Structure==
 
==Building Structure==
Line 473: Line 243:
 
===Building Job Structure===
 
===Building Job Structure===
  
Appears to be 128 bytes long. Appears that this is actually a 'task' structure for any task. I suspect that there will be a pointer to one of these in the creature structure. Maybe even pointing to the same object?
+
Appears to be 128 bytes long. Haven't looked at this yet.
{| border="1" cellpadding="2" width="100%"
 
! width="5%" | Offset
 
! width="10%" | Size
 
! width="10%" | Type
 
! width="20%" | Name
 
! width="55%" | Notes
 
 
 
|-
 
| <code>00h</code>
 
| 4
 
| long
 
| ID
 
| Increases with each new job. Doesn't appear to reuse. Haven't tried to rollover
 
 
 
|-
 
| <code>04h</code>
 
| 4
 
| pointer?
 
| Unknown
 
|
 
 
 
|-
 
| <code>08h</code>
 
| 2
 
| short
 
| Material Type?
 
| Common types for wood, cloth, rock etc. Sure I've seen a list on the wiki of these, but if not I'll throw one together
 
 
 
|-
 
| <code>0Ah</code>
 
| 2
 
| short
 
| Task
 
| Interestingly contains all dwarf tasks. Including half a dozen strange moods.
 
 
 
|-
 
| <code>0Ch</code>
 
| 4
 
| long
 
| Unknown
 
| Generally the same for the same workshop. Probably a pair of shorts
 
 
 
|-
 
| <code>10h</code>
 
| 4
 
| long
 
| Work left on item
 
| Unstarted jobs are 0xFFFFFFFF. When job becomes active changes to a job specific value then counts down. At 0 job is complete and removed from vector.
 
 
 
|-
 
| <code>14h</code>
 
| 4
 
| long
 
| Unknown
 
| Often 0, FFFFFFFF or 80008
 
 
 
|-
 
| <code>18h</code>
 
| 2
 
| short
 
| Unknown
 
| Generally 0, 0C00, FFFF
 
 
 
|-
 
| <code>1Ah</code>
 
| 2
 
| short
 
| Status bitfield
 
| 1 is repeat, 2 is suspend, 4 is active. 8 has been seen - appears to be 'about to start'.
 
 
 
|-
 
| <code>1Ch</code>
 
| 4
 
| long
 
| Unknown
 
| Remains 0xFFFFFFFF. May be non-workshop related
 
 
 
|-
 
| <code>20h</code>
 
| 2
 
| short
 
| Unknown
 
| Usually FFFF
 
 
 
|-
 
| <code>22h</code>
 
| 2
 
| short
 
| Unknown
 
| Usually 0000. Active job sometimes has a different value. Kitchens usually do. May be a quantity modifier?
 
 
 
|-
 
| <code>24h</code>
 
| 4
 
| long
 
| Unknown
 
|
 
 
 
|-
 
| <code>28h</code>
 
| 5*4
 
| long[5]
 
| Unknown
 
| Active jobs usually have values. Sometimes these look like pointers. Sometimes not. Inactive jobs are almost always 0
 
 
 
|-
 
| <code>3Ch</code>
 
| 4
 
| long
 
| Unknown
 
| Never seen it anything other than 0
 
 
 
|-
 
| <code>40h</code>
 
| 4
 
| long
 
| Unknown
 
| Never seen it anything other than F
 
 
 
|-
 
| <code>44h</code>
 
| 4
 
| long
 
| Unknown
 
| Active jobs sometimes have values.
 
 
 
|-
 
| <code>48h</code>
 
| 16
 
| vector
 
| Unknown
 
| Active jobs only. List of materials? list of dwarves?
 
 
 
|-
 
| <code>58h</code>
 
| 16
 
| vector
 
| Unknown
 
| I'm not convinced this one is a vector, but it looks a lot like one. I'll keep looking at it
 
 
 
|-
 
| <code>68h</code>
 
| 16
 
| vector
 
| Unknown
 
| Pretty sure this one is a vector. Generally seems to have 1-2 somethings each.
 
 
 
|-
 
| <code>78h</code>
 
| 4
 
| pointer?
 
| Unknown
 
|
 
 
 
|-
 
| <code>7Ch</code>
 
| 4
 
| long
 
| Unknown
 
|
 
 
 
|}
 
  
 
=== Building Types ===
 
=== Building Types ===
Line 679: Line 287:
 
| E3CC || Wagon
 
| E3CC || Wagon
 
|}
 
|}
 
[[Category:Hacking]]
 

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