- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "User:Bartavelle"
Bartavelle (talk | contribs) |
Bartavelle (talk | contribs) |
||
Line 173: | Line 173: | ||
| lay pewter ... | | lay pewter ... | ||
+ | |||
+ | |} | ||
+ | |||
+ | |||
+ | == map analysis == | ||
+ | ==Map Block== | ||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="5%" | Offset | ||
+ | ! width="10%" | Size | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Name | ||
+ | ! width="55%" | Notes | ||
+ | |||
+ | |- | ||
+ | | <code>0000h</code> | ||
+ | | 4 | ||
+ | | pointer | ||
+ | | Unknown | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>000Ch</code> | ||
+ | | 4:4 | ||
+ | | vector | ||
+ | | [[#Veins|Vein]] vector | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>005Eh</code> | ||
+ | | 2 * 16 * 16 | ||
+ | | list of shorts | ||
+ | | Unknown | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0260h</code> | ||
+ | | 4 * 16 * 16 | ||
+ | | list of longs | ||
+ | | Designation | ||
+ | | | ||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="10%" | Bit | ||
+ | ! width="90%" | Description | ||
+ | |||
+ | |- | ||
+ | | 0-2 | ||
+ | | Flow Size (0-7) | ||
+ | |||
+ | |- | ||
+ | | 9 | ||
+ | | Hidden | ||
+ | |||
+ | |- | ||
+ | | 22 | ||
+ | | Damp? | ||
+ | |||
+ | |- | ||
+ | | 28 | ||
+ | | Mossy | ||
+ | |||
+ | |} | ||
+ | |||
+ | |- | ||
+ | | <code>0660h</code> | ||
+ | | 4 * 16 * 16 | ||
+ | | list of longs | ||
+ | | Unknown | ||
+ | | | ||
+ | Is probably flags? | ||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="10%" | Bit | ||
+ | ! width="90%" | Description | ||
+ | |||
+ | |- | ||
+ | | 6 | ||
+ | | Muddy | ||
+ | |||
+ | |- | ||
+ | | 31 | ||
+ | | Snow-covered | ||
+ | |||
+ | |} | ||
+ | |||
+ | |- | ||
+ | | <code>0A60h</code> | ||
+ | | 1 * 16 * 16 | ||
+ | | list of bytes | ||
+ | | Unknown | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0B60h</code> | ||
+ | | 4 * 16 * 16 | ||
+ | | list of longs | ||
+ | | Pathfinding | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>1160h</code> | ||
+ | | 2 * 16 * 16 | ||
+ | | list of shorts | ||
+ | | Unknown | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>1360h</code> | ||
+ | | 2 * 16 * 16 | ||
+ | | list of shorts | ||
+ | | Unknown | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>1560h</code> | ||
+ | | 2 * 16 * 16 | ||
+ | | list of shorts | ||
+ | | Temperature #1 | ||
+ | | 10100 or above counts as 'Warm'. | ||
+ | |||
+ | |- | ||
+ | | <code>1760h</code> | ||
+ | | 2 * 16 * 16 | ||
+ | | list of shorts | ||
+ | | Temperature #2 | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>1960h</code> | ||
+ | | 2 * 16 * 16 | ||
+ | | list of shorts | ||
+ | | Unknown | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>1B60h</code> | ||
+ | | 2 * 16 * 16 | ||
+ | | list of shorts | ||
+ | | Unknown | ||
+ | | | ||
+ | |||
+ | |} | ||
+ | |||
+ | |||
+ | ===Veins=== | ||
+ | |||
+ | Veins designate a chunk of some material, be it stone, ore or gems, that can be dug up by miners. Using a bit-mask scheme, a vein can be placed anywhere in a 16x16 map block. All it takes for a vein to exist at a given column on a given row is for the corresponding bit in the bit-mask to be 1 for the given row. I've yet to do full-on editing of these veins other than making existing tiles toggle off as well as changing the vein type. Adding to the vein doesn't seem possible yet. There is likely a stacking priority with the different grouping of rock elements. | ||
+ | <br /><br /> | ||
+ | [[Image:Veinbitmask.png]] | ||
+ | <br />View of the bit mask scheme | ||
+ | <br /><br /> | ||
+ | {| border="1" cellpadding="2" width="100%" | ||
+ | ! width="5%" | Offset | ||
+ | ! width="10%" | Size | ||
+ | ! width="10%" | Type | ||
+ | ! width="20%" | Name | ||
+ | ! width="55%" | Notes | ||
+ | |- | ||
+ | | <code>0000h</code> | ||
+ | | 4 | ||
+ | | pointer | ||
+ | | Vtable | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | <code>0004h</code> | ||
+ | | 2 | ||
+ | | short | ||
+ | | Vein type | ||
+ | | Ore, Stone, Gems are all in the same list | ||
+ | |||
+ | |- | ||
+ | | <code>0006h</code> | ||
+ | | 2*16 | ||
+ | | list of shorts | ||
+ | | 16-bit mask for each row in the block | ||
+ | | Bits start from the west side of the row, going east with each bit position. | ||
|} | |} |
Revision as of 16:35, 12 December 2007
hacks
These hacks require the installation of:
- Python 2.4
- pydbg
wound list
This script lists the wounded dwarves : Woundlist script It currently only prints the first name of the affected dwarf, as i have not reversed yet the location of the name
mood2item
14 : 3/65535/13/65535 raw green glass
A (Object type?) | B (Object subtype?) | C (Material type?) | D (Material ID?) | Type |
---|---|---|---|---|
3 | 65535 | 65535 | 65535 | gems???? used raw green glass |
5 | 65535 | 65535 | 65535 | Wood logs |
0 | 65535 | 65535 | 65535 | Any bar ? |
0 | 65535 | 2 | (metaltype) | any metal bar |
0 | 65535 | 18 | 65535 | charcoal |
4 | 65535 | 1 |
65535 |
any rock ? |
55 | 65535 | 65535 | 65535 | any leather ? |
60 | 65535 | 11 | 65535 | silk clothes |
60 | 65535 | 12 | 65535 | clothes? used rope reed, pigtail |
56 | 65535 | 65535 | 65535 | bones |
MetalID) | Metaltype) |
---|---|
0 | iron |
1 | gold |
2 | silver |
3 | copper |
4 | nickel |
5 | zinc |
6 | bronze |
7 | brass |
8 | steel |
9 | pig iron |
10 | platinum |
11 | electrum |
10 | platinum |
11 | electrum |
12 | tin |
13 | fine pewter |
14 | trifle pewter |
15 | lay pewter ...
|
map analysis
Map Block
Offset | Size | Type | Name | Notes | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0000h
|
4 | pointer | Unknown | |||||||||||
000Ch
|
4:4 | vector | Vein vector | |||||||||||
005Eh
|
2 * 16 * 16 | list of shorts | Unknown | |||||||||||
0260h
|
4 * 16 * 16 | list of longs | Designation |
| ||||||||||
0660h
|
4 * 16 * 16 | list of longs | Unknown |
Is probably flags?
| ||||||||||
0A60h
|
1 * 16 * 16 | list of bytes | Unknown | |||||||||||
0B60h
|
4 * 16 * 16 | list of longs | Pathfinding | |||||||||||
1160h
|
2 * 16 * 16 | list of shorts | Unknown | |||||||||||
1360h
|
2 * 16 * 16 | list of shorts | Unknown | |||||||||||
1560h
|
2 * 16 * 16 | list of shorts | Temperature #1 | 10100 or above counts as 'Warm'. | ||||||||||
1760h
|
2 * 16 * 16 | list of shorts | Temperature #2 | |||||||||||
1960h
|
2 * 16 * 16 | list of shorts | Unknown | |||||||||||
1B60h
|
2 * 16 * 16 | list of shorts | Unknown |
Veins
Veins designate a chunk of some material, be it stone, ore or gems, that can be dug up by miners. Using a bit-mask scheme, a vein can be placed anywhere in a 16x16 map block. All it takes for a vein to exist at a given column on a given row is for the corresponding bit in the bit-mask to be 1 for the given row. I've yet to do full-on editing of these veins other than making existing tiles toggle off as well as changing the vein type. Adding to the vein doesn't seem possible yet. There is likely a stacking priority with the different grouping of rock elements.
View of the bit mask scheme
Offset | Size | Type | Name | Notes |
---|---|---|---|---|
0000h
|
4 | pointer | Vtable | |
0004h
|
2 | short | Vein type | Ore, Stone, Gems are all in the same list |
0006h
|
2*16 | list of shorts | 16-bit mask for each row in the block | Bits start from the west side of the row, going east with each bit position. |