Galaxy Map Size

Galaxy Map Size; support/discussion/questions

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Gowron
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Post by Gowron »

Update: Alignment of star icons and system names can now be changed (see first posting).

Also, here's a list for maximum x and y dimensions, w.r.t. the grid multiplier.

m: grid multiplier
x: max. possible x dimension
y: max. possible y dimension
rx: number of remaining unused pixels in x direction
ry number of remaining unused pixels in y direction

Code: Select all

 m    x    y   rx   ry

50   10    7   15   33
49   10    7   25   40
48   10    7   35   47
47   10    8   45    6
46   11    8    8   14
45   11    8   19   22
44   11    8   30   30
43   11    8   41   38
42   12    9    9    3
41   12    9   21   12
40   12    9   33   21
39   13    9    5   30
38   13   10   18    0
37   13   10   31   10
36   14   10    7   20
35   14   10   21   30
34   15   11    0    5
33   15   11   15   16
32   15   11   30   27
31   16   12   13    6
30   16   12   29   18
29   17   13   15    0
28   18   13    3   13
27   18   13   21   26
26   19   14   12   12
25   20   15    5    0
24   21   15    0   15
23   21   16   21    6
22   22   16   19   22
21   23   17   19   16
20   25   18    0   12
19   26   19    5   10
18   27   20   12   10
17   29   21    3   12
16   30   22   15   16
15   32   24   13    6
14   35   26    0    0
13   37   27    7   12
12   40   30    5    0
11   43   32    9    6
10   47   35    8    5
 9   52   39    5    0
 8   58   43    3    3
 7   65   48    5    6
 6   75   55    0    5
 5   87   65    3    0
 4  105   78    0    0
 3  131   97    1    2
 2  175  130    0    0
 1  262  195    1    0
Be aware that large x and/or y dimensions may cause the game AND the operating system to freeze.
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Post by thunderchero »

Nice job Gowron :lol:

I knew you would figure it out.

Now I have alot of work to do :wink:

EDIT; I just counted 90 changes need to be made to change all 3 map sizes. Also after changing small map I noticed full map icons are a little big so might have to swap them with smaller ones.

setting up UDMIII 3.0.0 with 20x15 small, 30x22 medium, 40x30 large.

I can not thank you enough Gowron :wink:

thunderchero
Last edited by thunderchero on Sun Apr 05, 2009 11:47 pm, edited 1 time in total.
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Post by Gowron »

thunderchero wrote:Nice job Gowron :lol:

I knew you would figure it out.

Now I have alot of work to do :wink:

EDIT; I just counted 90 changes need to be made to change all 3 map sizes. Also after changing small map I noticed full map icons are a little big so might have to swap them with smaller ones.

setting up UDMIII 3.0.0 with 20x15 small, 30x22 medium, 40x30 large.

I can not thank you enough Gowron :wink:

thunderchero
You're welcome :)

There are indeed a lot of values to change, and I recommend using C++ or Java or something similar and combining all necessary changes in a small program. It's less error-prone :)

Icons are not desinged for grid multipliers below 20, so they're too big in many cases, but with a grid multiplier of 10 or so, the zoomed-out view is not very usable anyway, except for quick navigation or getting a general overview.
eber3 wrote:So now we can have properly displayed systems and names on the huge map?
Yes, we can! ^^

Here are example pictures for an 8x8 map and a 52x39 map (both zoomed out):
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Post by ruthlessferengi »

shoot, now the new problem would be - game hangs up at turn 867 with half the map still unexplored... :)) definition of small is redefined...
Relevance is a post hoc phenomenon

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Post by DOT »

After some time I managed to change map size for both the medium and the big galaxy.
Its great! :D :D :D Wonderfull! A dream has come true to most of us! Thanks to you, guys! Great work!


But there is a thing which makes me wonder if there are other values to be changed too.
When taking a cheated look onto the whole galaxy with F11, the majors seems to be crowded together too often (I am not the first one pointing this out).
So I guess trek.exe is using a unchanged value for placing the home systems of the majors in one subroutine and another subroutine to place the rest of the systems through the rest of the galaxy. When having big maps with small number of systems and high number of starting systems for every empire (e.g. 5 plus home system), the systems looks growded around the home of the majors and the major growded around each others in one fourth or so of the map, and the rest to be discovered by the winner...
With increased number of systems and on the big map this seems to get more and more unimportant.

Any hints about this?
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Post by Spocks-cuddly-tribble »

DOT wrote:the majors seems to be crowded together too often....I guess trek.exe is using a unchanged value for placing the home systems of the majors....Any hints about this?
This is also a mod independent issue (affects vanilla maps as well), IIRC the probability increases related to the map size.

:arrow: Fairer Starting Positions Spread for Default Maps: viewtopic.php?p=8910#p8910


However there is a long_edge related value which isn't listed by Gowron (maybe it has no effect):

ds: 5CB314 ->set by sub_4AF020 ->read in sub_4AF4D0(seems related to the race placement)

For testing purpose you can use a dynamic bypass i.e. read ds: 5CB330 instead:

:arrow: Trek.exe at 0xAE910 replace 0x14 with 0x30.

Let us know if it works. :wink:
Last edited by Spocks-cuddly-tribble on Tue Jun 21, 2022 4:48 pm, edited 1 time in total.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Post by thunderchero »

Spocks-cuddly-tribble wrote::arrow: Trek.exe at 0xAE910 replace 0x14 with 0x30.

Let us know if it works. :wink:
I just tested on large map of UDMIII 3.0.0, It looks much better now. :D


great job Spocks-cuddly-tribble :wink:

Note; when getting images above it took 2-3 loads to get this spread out.

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Post by Spocks-cuddly-tribble »

thunderchero wrote:I just tested on large map of UDMIII 3.0.0, It looks much better now.
Good to hear it, and now I seem to have found the variable for the minimum distance between major home systems.:)

ds:5CB310 -> (3-6 by default) depending on galaxy size and shape

Its kind hard to describe since it seems to be an approximate value -> diagonal calculation unknown.

If you want to play with it:

At 0xAE914 replace 8B 0D 10 B3 5C 00 with B9 XX 00 00 00 90 - (XX being your test value)

Note this is for testing purpose only (breaks the code)!
Also note too large values lead to a galaxy hang-up!


Some of the other variables are used in sub_4AF9A0 (an early stage of galaxy creation befor generation of stars) and have something to do with the galactic density.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Post by Gowron »

Spocks-cuddly-tribble wrote:However there is a long_edge related value which isn't listed by Gowron (maybe it has no effect):

ds: 5CB314 ->set by sub_4AF020 ->read in sub_4AF4D0(seems related to the race placement)
Thank you very much, I forgot to include these in the list. I've updated it now :)
Spocks-cuddly-tribble wrote:Good to hear it, and now I seem to have found the variable for the minimum distance between major home systems.:)

ds:5CB310 -> (3-6 by default) depending on galaxy size and shape

Its kind hard to describe since it seems to be an approximate value -> diagonal calculation unknown.
Good work :)
I'll add both 5CB310 and 5CB314 to the list of dynamic variables.
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Post by Dafedz »

This literally blows me away! For how many years have we dreamed of this!

I always said that this discovery only would eclipse the implementation of new ship models into the game, which me and Jig did way back in the day. I can't believe you've done it Gowron! Infinite kudos.

Now if I only had the time it may indeed be time to dust off those modding tools. But where to begin lol.
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Post by thunderchero »

GeorgiaBoy wrote:
jigalypuff wrote:Is there an .exe available with just the enlarged map sizes? for me to add to my own mods?
That would be great...if a program is created, maybe the end user could determine the map size...

Just dreamin'

GB
I would also really like an map size editor.
But this breakthough is not complete yet :wink:
I suspect Gowron is working on how to edit other galaxy types (spiral, ring, and elliptical) so they display correctly.
Also just like finding Spocks-cuddly-tribble just found for monster map movement & system behavior.
so new things are being found everyday for this breakthough. :D

I have started a text document and will try to keep it up to date.

larger map hex txt

I have added hexadecimal for each needed entry and converted trek assembler offset to hexadecimal.

NOTE: UE 7.0dev5 now converts assembler offset to hexadecimal :lol:

NOTE 2: 154 bytes need to change for all 3 maps as of now. 8O

NOTE 3: this does not include Star Frequency and starting system max population/planets. :wink:

starting system max population/planets

Star Frequency

If you find any errors in txt please tell me so it can be corrected.

thunderchero
Last edited by thunderchero on Tue May 12, 2009 3:55 pm, edited 1 time in total.
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Gowron
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Post by Gowron »

Spocks-cuddly-tribble wrote:Small:
44F5E2 mov eax, 0A
44F5F9 mov eax, 0D

Medium:
44F70D mov eax, 0C
44F723 mov eax, 10

Large:
44F717 mov eax, 12
44F72D mov eax, 19
All included now, thank you very much :)
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Post by thunderchero »

Hi Gowron,

Just wondering about your thoughts, have all or at least almost all of the Variables for larger maps been found? if not what is left to find?

the list I have been keeping is very long now. :D

I tried to get variables as close as I could, but spiral was the hardest and may need some tweaking :wink:

hex_for_larger_maps

I hope you can at least say we are getting close :wink:

I will allways understand about improvements though :wink:

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Post by Gowron »

thunderchero wrote:Hi Gowron,

Just wondering about your thoughts, have all or at least almost all of the Variables for larger maps been found?
I really hope so :)

But never say never ;)
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Post by thunderchero »

Gowron wrote:
thunderchero wrote:Hi Gowron,

Just wondering about your thoughts, have all or at least almost all of the Variables for larger maps been found?
I really hope so :)

But never say never ;)
this sounds like you agree on at least most of code has been found (no emoticon to express feelings).

thunderchero
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