Search found 6327 matches

by thunderchero
Sat Apr 17, 2021 3:51 pm
Forum: General Modding Information/Questions
Topic: minor races placed on left bug question
Replies: 3
Views: 54

Re: minor races placed on left bug question

IIRC I suggested a dynamic adjustment workaround, using the number of starsystems on the map, which I presume didn't work. one option I was considering would be to "cmp" for long edge of large map to a different minor race frequency value, but this would not be a universal patch and only work if ga...
by thunderchero
Sat Apr 17, 2021 2:36 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 842
Views: 222435

Re: Ultimate Editor

Another question comes to mind is if we want UE to enable the patch into shipbin.dat (inside Trek.exe). Currently that feature is not working. If i use QD patcher to enable the patch, UE will work correctly. I can change the message to state to run the patcher first before adding new name groups, o...
by thunderchero
Fri Apr 16, 2021 8:52 pm
Forum: General Modding Information/Questions
Topic: minor races placed on left bug question
Replies: 3
Views: 54

minor races placed on left bug question

Hi Everyone, calculation, have always been my main weakness. So I thought I would ask for some suggestions. On larger maps there has always been an issue of minors generating mainly on the left of map. we know this is due to the shared "minor density" value position: 0x17D668 length: 8 bytes default...
by thunderchero
Thu Apr 15, 2021 10:29 pm
Forum: General Modding Information/Questions
Topic: Extra code space using relocation table
Replies: 6
Views: 93

Re: Extra code space using relocation table

great work, next give it another try to add one section and double the AUTO code space :D just place it after the last section there but don't forget to increase the exe size along with the raw size for the new section maybe when we use up what we have now. :grin: here is my reserve area of code 0x...
by thunderchero
Thu Apr 15, 2021 3:13 pm
Forum: General Modding Information/Questions
Topic: Extra code space using relocation table
Replies: 6
Views: 93

Extra code space using relocation table

Hi Everyone, As Flocke suggested here I was able to use the relocation table to add new code to the game. This can be used in many different ways, 1. It will allow small code changes without moving code to make more space. 2. you could inject changes like was done with X Y project 3. complete sub-se...
by thunderchero
Thu Apr 15, 2021 2:23 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 842
Views: 222435

Re: Ultimate Editor

nice work, if you want one a little more challenging you could look at fixing extending shipname.bin UE issue. this was started by Dcer but never completed https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=50935#p50935 one other project would be to add the EdificePatcher UE would need...
by thunderchero
Thu Apr 15, 2021 11:57 am
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 221

Re: How to extend trek.exe code sections

I did get it to work, the issue was I had to use OllyDbg to calculate the virtual address of new code. plus any call within the old reloc section you need to also use OllyDbg to calculate return virtual address. I have tested using "call" command with C3 return on simple 10 bytes of code, as well as...
by thunderchero
Wed Apr 14, 2021 10:43 pm
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 221

Re: How to extend trek.exe code sections

Well I have attempted many different ways to get it to work with no luck. I did notice when looking at section info in ida it might be missing some setting? sections.jpg section 5 does not list; OS type : MS Windows Application type: 32bit Ideal p686 pmmx model flat also unknown data is dd while unk...
by thunderchero
Wed Apr 14, 2021 5:49 pm
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 221

Re: How to extend trek.exe code sections

I did some editing to my XY patch to place code outside of that sub-routine that it was within to confirm it is a sub-routine. here is image of my new sub for X Y displayed in ida sub_4B6879.jpg This makes me think my issue is due to section alignment? But no idea how to fix issue. Or if there is a ...
by thunderchero
Wed Apr 14, 2021 2:19 pm
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 221

Re: How to extend trek.exe code sections

Calls only work for whole subroutines. then I do not understand, I thought my code for XY is a sub-routine. it is separate from any other code and returns to previous location. It was labeled as a "loc" because it was within another sub-routine since I had no other place to put it. while writing th...
by thunderchero
Wed Apr 14, 2021 1:14 pm
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 221

Re: How to extend trek.exe code sections

I added changes and adjusted call to new location EDIT: I missread your code "call loc_4B6640" -> you mean now sub_4B6640, I guess. correct, I moved loc_4B6640 to new code area (it should show as new loc_??????). when I look at windows event viewer fail location is 3080 bytes past new code location...
by thunderchero
Wed Apr 14, 2021 11:09 am
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 221

Re: How to extend trek.exe code sections

Here is my latest attempt, test.jpg Game will load, energy screen added and loads properly. then I attempted to add my X Y code to new area. I added changes and adjusted call to new location and edited call to sprintf_ I expected this to work, but when entering into F2 screen game hangs and crashes.
by thunderchero
Wed Apr 14, 2021 7:21 am
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 221

Re: How to extend trek.exe code sections

I did make an attempt last night, but it failed. What I attempted was to split the relocation area into 2 areas 1 for data for energy screen project and second for code. But not sure how to "disable the whole relocation table in the section table" I have not read the link you have provided yet. here...
by thunderchero
Tue Apr 13, 2021 5:21 pm
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 221

Re: How to extend trek.exe code sections

As you might spot, the trek.exe .reloc relocation table section is flagged with "IMAGE_SCN_MEM_DISCARDABLE 0x02000000 The section can be discarded as needed.". could the .reloc relocation table section be changed to be used as code without increasing the size of the trek.exe? Note some patches and ...
by thunderchero
Sat Apr 10, 2021 9:54 pm
Forum: General Chat
Topic: Minor update to All in One will be in the works
Replies: 9
Views: 265

Re: Minor update to All in One will be in the works

Martok wrote: Sat Apr 10, 2021 9:35 pm Thanks, thunderchero. :)


I realize it's not part of the installer project, but is there any chance your XY patch and last.sav patch could/will be added to QD's patcher at some point?
the patch file is posted in each topic, just add them to the patch folder and apply with Qd's patcher.

Go to advanced search