Hi Everyone,

The 20th Anniversary of the release of Birth of the Federation is now less than 2 months away "May 25 2019" it is gratuitous that it also falls on Saturday.

I propose we gather on GameRanger for quick multi-player games and reminiscing about our favorite game.

I will try to be on GameRanger as much as I can that day and night and hope to see you there.

thunderchero

For discussion see this Topic

Additional Starting Systems on any Starting Level

Additional Starting Systems on any Starting Level; support/discussion/questions

Moderator: thunderchero

Post Reply
User avatar
Gowron
Code Master
Code Master
Posts: 304
Joined: Sat Apr 26, 2008 2:00 am
Location: 50° N, 11° E

Additional Starting Systems on any Starting Level

Post by Gowron » Thu Jan 29, 2009 5:41 pm

Good news, I've found a way to disable the restrictions to the number of additional starting systems at the lower starting levels :)

There are two checks in trek.exe which control the limitations:

Code: Select all

Offset    hex code                asm code

:00450D28 83FA02                  cmp edx, 002   // first check
:00450D2B 0F8EAE020000            jle 00450FDF

:00450D58 83FA03                  cmp edx, 003   // second check
:00450D5B 0F852F020000            jne 00450F90
[edx] is the starting level of the respective major empire. It's between 0 (beginning) and 4 (advanced).

The first check disables additional starting systems for the lowest three starting levels.

The second check limits additional starting systems for "expanded" level.



EDIT:

A copy & paste hex code to disable both limits: :idea:

In trek.exe at 0x5012B change 0F 8E AE 02 00 00 to 90 90 90 90 90 90

AND at 0x50142 change 89 C1 to EB 31
A discovery consists in seeing something everybody has seen and at the same time thinking something nobody has thought yet.

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6029
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Post by thunderchero » Thu Jan 29, 2009 5:45 pm

that is great, :lol: I always thought even at tech 1 you should have more than 1 system.

thunderchero

User avatar
Gowron
Code Master
Code Master
Posts: 304
Joined: Sat Apr 26, 2008 2:00 am
Location: 50° N, 11° E

Post by Gowron » Wed Feb 11, 2009 1:27 pm

thunderchero wrote:help....

I have found code in exe but I am unsure what to change to disable checks.

I am just guessing but change 83 FA 02 to 90 90 90 and change 83 FA 03 to 90 90 90?

Edit; I was close. :lol: I got it now 83 FA 90 on both check points and edit meprvnum.bin
Yep, this works, as now you're comparing the starting level to 0x90 (signed), which is negative. You could also use
83 FA FF.
thunderchero wrote: I like this :lol: 2 systems on start 1, 3 systems on start 2, 4 systems on start 3, 5 systems on start 4, 6 systems on start 5 but I am counting home system.

thunderchero
Yep, that's been my choice as well :)
daniel wrote:can you include this knowledge in the Ultimate Editor ?
You'd have do ask this in the Ultimate Editor thread (stickied), but keep in mind that the UE is primarily an editor for stbof.res files which are edited a lot, not one-shot changes in trek.exe ;)
A discovery consists in seeing something everybody has seen and at the same time thinking something nobody has thought yet.

User avatar
Gowron
Code Master
Code Master
Posts: 304
Joined: Sat Apr 26, 2008 2:00 am
Location: 50° N, 11° E

Post by Gowron » Fri May 01, 2009 7:48 am

Translating assembler offsets into trek.exe offsets:
viewtopic.php?name=Forums&file=viewtopic&t=598
A discovery consists in seeing something everybody has seen and at the same time thinking something nobody has thought yet.

User avatar
Gurgeh
Cadet 2nd Year
Cadet 2nd Year
Posts: 6
Joined: Sat Mar 07, 2009 3:00 am

Post by Gurgeh » Sat May 02, 2009 1:32 am

Hey, guys.

I've tried editing meprvnum.bin and as long as all the values for the major races (Cards, Feds, Fergs, Klings, & Roms respectively (the alphabetical ordering of the various empires seems to be the default for values in trek.exe and the many files in stbof.res)) are the same (as below), there's no problem.

01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 05 00 00 00
01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 05 00 00 00
01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 05 00 00 00
01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 05 00 00 00
01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 05 00 00 00

However, if you have one line that's different from the others, that has, for example, higher values for one of the empires (I haven't yet tried lower ones) when you run the game the empire that line is for defaults to the same values as the others.... There must be some other sort of check involved.
Any ideas on how it may be working (and how it might be circumvented or disabled) ???

Spocks-cuddly-tribble wrote:BotF just reads the first i.e. cardassian data-set for all empires and ignores the other.

I don't know if this is a bug or unfinished feature, but isn't to fix in five minutes. :(

User avatar
DOT
Lieutenant-Commander
Lieutenant-Commander
Posts: 100
Joined: Tue Dec 23, 2008 3:00 am
Location: 49°N, 8°E

Post by DOT » Tue Aug 18, 2009 6:45 pm

It would be an interesting alternative to have only home system starting with highest possible tech level and the other starting systems with lower tech level to simulate a step by step expanding imperium.
Spocks-cuddly-tribble wrote:The empires starting eras(range 0-4) for the default buildings on additional starting systems via bldset.bin are loaded at these locations:

Code: Select all

450DD9    8B842434010000    mov  eax, [esp+134h]

450E0B    8B842434010000    mov  eax, [esp+134h]
But you need to insert a home system check/switch, since code is shared with them.
EDIT:

Since the AI permanently ignores my tries to give it a boost, is it possible to increase the number of starting systems by one only for AI?
I couldn't even find the code one my own to give it a try...

Spocks-cuddly-tribble wrote:The number of designated (above named limitations) additional starting systems is loaded into ebx at position 4B247B.
life long and prosper

User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 721
Joined: Sun Apr 27, 2008 2:00 am

Custom starting systems for each empire (meprvnum.bin fix)

Post by Spocks-cuddly-tribble » Sat Dec 04, 2010 11:03 am

Spocks-cuddly-tribble wrote:BotF just reads the first i.e. cardassian [meprvnum.bin] data-set for all empires and ignores the other.
==> Custom starting systems for each empire (meprvnum.bin bug-fix)


First, copy & paste meprvnum.bin into trek.exe at 0xB7128 (120 bytes)

Code: Select all

Then, in trek.exe at 0xB1843
Replace: (80 bytes)
31 C0 31 D2 83 C1 04 8A 90 2C 2B 5A 00 40 89 54 0C 10 83 F8 05 7C EB 8D 54 24 14 89 D8 E8 CB 58 00 00 30 E4 88 64 24 2C 55 8B 54 24 2C 52 31 D2 8A 54 24 34 89 F9 89 F0 8B 5C 94 08 E8 4C 00 00 00 8A 54 24 2C FE C2 88 54 24 2C 80 FA 05 72 D8
With:
0F B6 91 2C 2B 5A 00 6B C1 14 80 3D 44 2B 5A 00 05 7C 10 B5 01 D2 E5 84 2D 28 2B 5A 00 B5 00 75 02 B0 64 8B 9C 90 28 7D 4B 00 8A D1 8B C6 51 8B CF 55 FF 74 24 30 E8 52 00 00 00 59 80 C1 01 80 F9 05 72 BC 90 90 90 90 90 90 90 90 90 90 90 90


4B2443      0FB691 2C2B5A00    MOVZX EDX, [ECX+5A2B2C] // starting level race(ecx)
4B244A      6BC1 14            IMUL EAX, ECX, 14h   // base offset for race ID(ecx)
4B244D      803D 442B5A00 05   CMP BYTE [5A2B44], 5  // 'Impossible' ?
4B2454      7C 10              JL SHORT 4B2466 // if not skip AI feature
4B2456      B5 01              MOV CH, 1
4B2458      D2E5               SHL CH, CL
4B245A      842D 282B5A00      TEST [5A2B28], CH    // AI ?
4B2460      B5 00              MOV CH, 0   //  keep race ID(ecx) clean
4B2462      75 02              JNZ SHORT 4B2466  // if not AI skip next
4B2464      B0 64              MOV AL, 64h    // 'Impossible' AI offset [4B7D28] +100
4B2466      8B9C90 287D4B00    MOV EBX, [EAX+EDX*4+4B7D28] // number of systems
4B246D      8AD1               MOV DL, CL    // race ID
4B246F      8BC6               MOV EAX, ESI
4B2471      51                 PUSH ECX   // save race ID
4B2472      8BCF               MOV ECX, EDI
4B2474      55                 PUSH EBP
4B2475      FF7424 30          PUSH [ESP+30]
4B2479      E8 52000000        CALL 4B24D0 (PlaceStartingSystems)
4B247E      59                 POP ECX  // restore race ID
4B247F      80C1 01            ADD CL, 1
4B2482      80F9 05            CMP CL, 5
4B2485      72 BC              JB 4B2443 // loop for next empire ID
4B2487-4B2492  90              NOP
Now at 0xB718C (i.e. 6th data set) number of AI starting systems on 'Impossible', starting levels 1-5 for all AI empires.

(if you don't want this AI feature just replace 7C with EB at asm-4B2454)



AlexMcpherson79 wrote:Newbie to hex here,if someone could give an example of altered hex alongwith original just so I can set what exactly gets change
In trek.exe at 0x5012B change 0F 8E AE 02 00 00 to 90 90 90 90 90 90

AND at 0x50142 change 89 C1 to EB 31



This, however, won't take care of:
Gowron wrote:since empires can start at the edge of the map, it's not safe to set the value to 6 or higher (a 5 works, since empires cannot start in the corners).
-> X solarsystems at tech Y

Resolved -> Corner check -> edge check option :idea:

Code: Select all

1.) in trek.exe at 0xB2388
replace: (29 bytes)
39 F1 7D 04 39 F0 7C 3B 39 F1 7D 05 3B 04 24 7D 32 39 E9 7C 04 39 F0 7C 2A 39 E9 7C 05
with:
90 90 90 90 39 F0 7C 3B 90 90 90 90 90 39 E9 7D 32 90 90 90 90 39 F1 7C 2A 90 90 90 90

2.) at 0xB23C2 change 02 to -> 01

3.) at 0xB21AF change 7E -> to EB (skip 100 iterations limit)
Thanks to Gowron, now you can have up to 8 extra starting systems (i.e. in total 9 systems max). :)
On the verge of a nervous breakdown? Try the relaxing tribble sounds.

User avatar
Tethys
Past Administrator
Past Administrator
Posts: 2065
Joined: Fri Jul 18, 2008 2:00 am
Location: Your mom's bed ;)
Contact:

Post by Tethys » Sat Dec 04, 2010 5:06 pm

Awesome! 9 systems for mini-empire at tech 5 :D
Not for the weak of heart...
Image
GALM <--- GALM/Galaxies Mod

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6029
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: Additional Starting Systems on any Starting Level

Post by thunderchero » Fri Dec 16, 2011 11:58 pm

Spocks-cuddly-tribble wrote:==> Custom starting systems for each empire (meprvnum.bin bug-fix)
this would be great addition to UE trek.exe editing. :wink:


got a question here on corner check.

if galaxy generation is rushed by double clicking, will this allow it to try to place at current tested location?

I ask since I have seen rushed galaxy generation on edge and gotten this error with only 4 extra starting systems on small map.

or am I missing something?

File: ..\..\source\universe\placrace.c, Line: 998, pos.row>=0 && pos.col>=0

unless this is part of the needed code (I thought it is only an example to AlexMcpherson79)
Spocks-cuddly-tribble wrote:
AlexMcpherson79 wrote:Newbie to hex here,if someone could give an example of altered hex alongwith original just so I can set what exactly gets change
In trek.exe at 0x5012B change 0F 8E AE 02 00 00 to 90 90 90 90 90 90

AND at 0x50142 change 89 C1 to EB 31
thunderchero

Spocks-cuddly-tribble wrote:1.) I don't think the 100 iterations limit will be skipped when rushing galaxy generation via double clicking. But, like Gowron said, sometimes 100 iterations could be too less, especially when the corner check was replaced with an edge check.
-> I'll look into this, should be easy to solve.

2.) The example to AlexMcpherson79 is best option to disable the checks in post 1.
-> I'll update this & related topic(s) when I fix point #1.

EDIT:

Code: Select all

004B2DAF                 jle     short loc_4B2DC6 // jle -> jmp
-> Above code is updated.

User avatar
mickar
UDMIII tournament winner
UDMIII tournament winner
Posts: 338
Joined: Wed Jun 18, 2008 2:00 am
Location: Surrey, BC Canada

Re: Additional Starting Systems on any Starting Level

Post by mickar » Sun Jan 12, 2014 4:11 pm

I've searched but couldn't find the answer to this question:

How do I change the number of starting systems for each tech level on UDM? I want to change it so I start with only the 1 system.

Thanks to anyone who can help me.

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6029
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: Additional Starting Systems on any Starting Level

Post by thunderchero » Sun Jan 12, 2014 4:31 pm

mickar wrote:I've searched but couldn't find the answer to this question:

How do I change the number of starting systems for each tech level on UDM? I want to change it so I start with only the 1 system.

Thanks to anyone who can help me.
open the trek.exe with a hex editor

at 0x0b7125 - 0x0b719f

if you want only home system edit this area with 00

thunderchero

User avatar
mickar
UDMIII tournament winner
UDMIII tournament winner
Posts: 338
Joined: Wed Jun 18, 2008 2:00 am
Location: Surrey, BC Canada

Re: Additional Starting Systems on any Starting Level

Post by mickar » Sun Jan 12, 2014 6:37 pm

thunderchero wrote:
mickar wrote:I've searched but couldn't find the answer to this question:

How do I change the number of starting systems for each tech level on UDM? I want to change it so I start with only the 1 system.

Thanks to anyone who can help me.
open the trek.exe with a hex editor

at 0x0b7125 - 0x0b719f

if you want only home system edit this area with 00

thunderchero
I opened trek.exe but don't can't find oxob7125 - oxob719f. What are they, the offset?

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6029
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: Additional Starting Systems on any Starting Level

Post by thunderchero » Sun Jan 12, 2014 7:36 pm

yes those are offsets.

but those are zero's not o's

most hex editors will have a "go to" function in "search" tab. this would take you directly to location 0x0b7125

you will see in normal UDM trek.exe

Code: Select all

00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 
change all of the numbers to 00

thunderchero

User avatar
mickar
UDMIII tournament winner
UDMIII tournament winner
Posts: 338
Joined: Wed Jun 18, 2008 2:00 am
Location: Surrey, BC Canada

Re: Additional Starting Systems on any Starting Level

Post by mickar » Sun Jan 12, 2014 7:40 pm

thunderchero wrote:yes those are offsets.

but those are zero's not o's

most hex editors will have a "go to" function in "search" tab. this would take you directly to location 0x0b7125

you will see in normal UDM trek.exe

Code: Select all

00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 
change all of the numbers to 00

thunderchero
When I use goto it says 'the entered number contains an invalid digit'.

User avatar
mickar
UDMIII tournament winner
UDMIII tournament winner
Posts: 338
Joined: Wed Jun 18, 2008 2:00 am
Location: Surrey, BC Canada

Re: Additional Starting Systems on any Starting Level

Post by mickar » Sun Jan 12, 2014 7:43 pm

mickar wrote:
thunderchero wrote:yes those are offsets.

but those are zero's not o's

most hex editors will have a "go to" function in "search" tab. this would take you directly to location 0x0b7125

you will see in normal UDM trek.exe

Code: Select all

00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 
change all of the numbers to 00

thunderchero
When I use goto it says 'the entered number contains an invalid digit'.
Ok I got it now.

Thanks thunder :smile:

Post Reply

Return to “Additional Starting Systems on any Starting Level”

Who is online

Users browsing this forum: No registered users