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Difference between revisions of "User:0x517A5D"
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To find the location of the current_unit_focus variable, try both of these patterns. | To find the location of the current_unit_focus variable, try both of these patterns. | ||
− | <pre> | + | <pre>// find current unit focus variable |
+ | |||
// method 1, may be fragile | // method 1, may be fragile | ||
d = search(5+5, 0x66, 0x83, ANYBYTE, ADDRESS, 0x16, | d = search(5+5, 0x66, 0x83, ANYBYTE, ADDRESS, 0x16, | ||
− | 0x89, ANYBYTE, HERE, ADDRESS, | + | 0x89, ANYBYTE, HERE, ADDRESS, JNZ); |
if (!d) { handlefailure; } | if (!d) { handlefailure; } | ||
Line 209: | Line 210: | ||
// method 2, may also be fragile | // method 2, may also be fragile | ||
− | d = search(4+ | + | d = search(4+1+4+4, 0x3B, ANYBYTE, HERE, ADDRESS, JNZ, |
− | + | 0x8B, ANYBYTE, 0x24, 0x18, 0x8B, ANYBYTE, DWORD_, 0x814); | |
− | 0x8B, ANYBYTE, 0x24, 0x18, | ||
− | |||
if (!d) { handlefailure; } | if (!d) { handlefailure; } | ||
current_unit_focus_loc = peekd(d); | current_unit_focus_loc = peekd(d); | ||
− | current_unit_focus = peekd(current_unit_focus_loc);</pre> | + | current_unit_focus = peekd(current_unit_focus_loc); |
+ | </pre> | ||
I expect that at least one of them will work. | I expect that at least one of them will work. |
Revision as of 19:42, 18 November 2007
Build
Currently running
- a competent mason / proficient building designer / novice organizer / novice record keeper
- a proficient armorsmith / skilled metalsmith / novice furnace operator
- a proficient weaponsmith / skilled metalcrafter / novice furnace operator
- a proficient bowyer / proficient mechanic
- a skilled herbalist / novice bowyer / novice persuader / novice negotiator / novice judge of intent / novice appraiser / novice flatterer
- a proficient brewer / skilled grower / novice armorsmith
- a proficient cook / skilled grower / novice weaponsmith
And
- 2 copper picks
- 1 steel battle axe
- 1 iron anvil
- 28 plump helmet spawn
- 15 pig tail spawn
- 1 dimple cup spawn
- 1 cave wheat seed
- 1 sweet pod seed
- 1 rock nut
- 1 plump helmet
- 4 units of assorted alcohol, 1 of each type available
- 11 turtles
- 11 units of assorted 2p meats, 1 of each type available
- 11 units of assorted 4p meats, 1 of each type available
- 8 units of assorted 2p fish, 1 of each type available
- 2 units of assorted 4p meats, 1 of each type available
- 6 dogs
The drinks, plump helmet, meat, and fish are bought for the free barrels. Most seeds are bought for the free bags. Turtles are bought for the shells and bones.
I chose a 5x5 map which I had previously verified to have hidden magma, lots of limestone and marble, tons of magnetite, some coal, and lots of trees.
I wil play with using reveal this time. I enjoy it more that way.
Esmullogem, "Fullpaint". Could be worse. Stroike the oith!
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);
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);
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.