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by Flocke
Sat Apr 17, 2021 3:44 am
Forum: General Modding Information/Questions
Topic: How to properly reference online hosted Git code
Replies: 0
Views: 12

How to properly reference online hosted Git code

As this is a usual issue that will raise for sure, let me add a note on proper code links to public git repositories hosted on GitLab or GitHub or the like. This is a proper link to some git file location with specified commit number: https://gitlab.com/stbotf/ultimate-editor/-/blob/33e0fb8ccc052390...
by Flocke
Sat Apr 17, 2021 3:10 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 837
Views: 222304

Re: Ultimate Editor

So not saying It's complete (still need to do more testing), but for UDM, how many name groups did you have in there? was it 60? @Lathon dunno what you implemented already, but if you started on this, check on my analysis over here for reference. Or if you prefer, push your changes to some branch a...
by Flocke
Sat Apr 17, 2021 2:53 am
Forum: General Modding Information/Questions
Topic: minor races placed on left bug question
Replies: 2
Views: 25

Re: minor races placed on left bug question

I'm not into asm analysis atm, but my guess would be that it loops through all the systems to place minors and in there it loops through all the systems already processed to check whether it is too close by the minor density modifier to locate another minor at the current system. When like you poste...
by Flocke
Fri Apr 16, 2021 7:37 pm
Forum: Shipname Appendix Fix & Adding new name groups
Topic: Shipname Appendix Fix & Adding new name groups
Replies: 40
Views: 13197

Re: Shipname Appendix Fix & Adding new name groups

I had a look on the UE code now and checked on the shipname.bin structure. From my stand point you completely messed this topic and DCER implemented exactly what he has been asked for. The file has a fixed header size of 248 bytes, followed by a useless 4 byte pointer to the entry list, which is 44 ...
by Flocke
Fri Apr 16, 2021 10:29 am
Forum: General Modding Information/Questions
Topic: Extra code space using relocation table
Replies: 6
Views: 89

Re: Extra code space using relocation table

Anyway, having the relocation table removed, thunderchero cannot use it's admin privileges to relocate you to the gulag, as penalty for kicking off projects and then letting do others the heavy lifting.... :wink: :wink: I already got promoted once, will I next become the super borg? :lol: But yeah,...
by Flocke
Fri Apr 16, 2021 10:06 am
Forum: General Chat
Topic: Talking to the Original Developers of BOTF
Replies: 2
Views: 91

Re: Talking to the Original Developers of BOTF

I just re-listened that whole podcast and you did a real great job on it Jean! An absolutely great talk! And I'm specially happy to hear on their feelings they still have with this game! :D Regarding possible fixes, it is sad they got locked out from code access when the project finished, but that i...
by Flocke
Fri Apr 16, 2021 3:25 am
Forum: General Modding Information/Questions
Topic: Extra code space using relocation table
Replies: 6
Views: 89

Re: Extra code space using relocation table

Good luck to both of you! Indeed the relocation section already offers quite some space. What I am not sure is how much it affects the disassembling like with ida. But if I'm correct, for modded code it is rather a benefit to have it removed when the relocation table hasn't been updated anyhow. Edit...
by Flocke
Thu Apr 15, 2021 5:58 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 837
Views: 222304

Re: Ultimate Editor

But, if I'm not mistaken after a quick research, the Eclipse Gradle import and build task is still useless without java programming knowledge (wrt updating UE)? Be honest, you just fear that you might get the taste to it! :razz: :lol: If you manage to read some text, I mean actual text and not such...
by Flocke
Thu Apr 15, 2021 5:07 pm
Forum: General Modding Information/Questions
Topic: Extra code space using relocation table
Replies: 6
Views: 89

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
by Flocke
Thu Apr 15, 2021 2:48 am
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 220

Re: How to extend trek.exe code sections

thunderchero wrote: Wed Apr 14, 2021 10:43 pm section 5 does not list;
OS type : MS Windows
Application type: 32bit
That is likely identified by the section name and not relevant. I'll check myself later if you can't get it work.
by Flocke
Wed Apr 14, 2021 4:31 pm
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 220

Re: How to extend trek.exe code sections

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. Well, I'd have to look into your code changes and read ...
by Flocke
Wed Apr 14, 2021 1:56 pm
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 220

Re: How to extend trek.exe code sections

I expected this to work, but when entering into F2 screen game hangs and crashes. By the section headers you posted I only can see you changed the characteristics flags on the now named .EXTEN section to: IMAGE_SCN_CNT_CODE|IMAGE_SCN_MEM_EXECUTE|IMAGE_SCN_MEM_READ like the already available AUTO se...
by Flocke
Wed Apr 14, 2021 10:37 am
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 220

Re: How to extend trek.exe code sections

I did make an attempt last night, but it failed. On first sight, you messed the section sizes. Your DGROUP2 is now larger than the .reloc section before, not to talk of the AUTO2 section. Sections may not overlap! The 4KB alignment I think is only relevant to the virtual address offset and looks fi...
by Flocke
Wed Apr 14, 2021 9:36 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 837
Views: 222304

Re: Ultimate Editor

Given the long stalled progress on improving this awesome tool, I set up a new project repository at https://gitlab.com/stbotf/ultimate-editor , updated and replaced those messy old build scripts with the more modern Gradle build system, and in addition fixed the trek.exe verification so it now runs...
by Flocke
Wed Apr 14, 2021 2:29 am
Forum: General Modding Information/Questions
Topic: How to extend trek.exe code sections
Replies: 17
Views: 220

Re: How to extend trek.exe code sections

could the .reloc relocation table section be changed to be used as code without increasing the size of the trek.exe? Sure, like already mentioned in last point of https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=4&t=4038 you just need to clean all references in the section headers, ...

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