Current (instead of nominal) Hull as Damage to Opponent

Ramming possiblities -> (ramming ship always destroyed); support/discussion/questions

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Spocks-cuddly-tribble
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Current (instead of nominal) Hull as Damage to Opponent

Post by Spocks-cuddly-tribble » Fri Jan 29, 2010 2:49 pm

Mentat wrote:While I greatly agree with SCTs last post, at least from a realistic viewpoint, I think the perfect solution would be, that the actual hull value is used when computing the damage on the rammed/ramming ships, not the total/nominal hullpoints as it is done now.
I had an fresh inspiration and it seems to work. :)

Note: tevent still displays the old damage values, but without any real effect.

Code: Select all

trek.exe at 0x12933D

change:
82 2C FF FF FF 0F 87 CF 00 00 00 69 06 C8 03 00 00 8B 1D 64 78 59 00 8D 14 03 89 54 24 30 69 46 04 C8 03 00 00 01 C3 8B 44 24 30 8A 88 B0 01 00 00 89 74 24 3C F6 C1 01 0F 84 FA FE FF FF F6 83 B0 01 00 00 01 0F 84 ED FE FF FF E8 13 EC FF FF 8B 56 08 89 C7 E8 49 18 00 00

to:
85 D5 00 00 00 69 06 C8 03 00 00 8B 1D 64 78 59 00 8D 14 18 89 54 24 30 69 46 04 C8 03 00 00 03 D8 89 74 24 3C F6 82 B0 01 00 00 01 74 07 F6 83 B0 01 00 00 01 0F 84 FD FE FF FF 8B C3 E8 21 EC FF FF 8B 50 10 8B 44 24 30 E8 15 EC FF FF 8B F8 8B 48 10 E8 4B 18 00 00 8B D1

at 0x1293DD
change:
8B 54 24 3C
to:
90 90 90 90

and at 0x1293E6
change:
8B 52 0C
to:
90 90 90


529F3C    0F85 D5000000       JNZ 52A017
529F42    6906 C8030000       IMUL EAX, [ESI], 3C8
529F48    8B1D 64785900       MOV EBX, [597864]
529F4E    8D1418              LEA EDX, [EAX+EBX]
529F51    895424 30           MOV [ESP+30], EDX
529F55    6946 04 C8030000    IMUL EAX, [ESI+4], 3C8
529F5C    03D8                ADD EBX, EAX
529F5E    897424 3C           MOV [ESP+3C], ESI
529F62    F682 B0010000 01    TEST BYTE PTR [EDX+1B0], 1
529F69    74 07               JE SHORT 529F72
529F6B    F683 B0010000 01    TEST BYTE PTR [EBX+1B0], 1
529F72    0F84 FDFEFFFF       JE 529E75
529F78    8BC3                MOV EAX, EBX
529F7A    E8 21ECFFFF         CALL 528BA0
529F7F    8B50 10             MOV EDX, [EAX+10]
529F82    8B4424 30           MOV EAX, [ESP+30]
529F86    E8 15ECFFFF         CALL 528BA0
529F8B    8BF8                MOV EDI, EAX
529F8D    8B48 10             MOV ECX, [EAX+10]
529F90    E8 4B180000         CALL 52B7E0
529F95    8BD1                MOV EDX,ECX
…
529FDD    90909090            NOP
…
529FE6    909090              NOP
The swapped ship display-bug, if only the ramming(i.e. attacking) ships survive, is probably located in sub_525BD0. But I wasn't able to solve it (yet).
On the verge of a nervous breakdown? Try the relaxing tribble sounds.

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