disassembler help/energy screen project

Energy Screen with 15+ Building Buttons + patchtool; support/discussion/questions

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Spocks-cuddly-tribble
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Post by Spocks-cuddly-tribble » Sat Jun 25, 2011 12:53 pm

thunderchero wrote:with 42 object files and load feds I get this crash log

File: guifile.c, Line: 468,

with 42 object files and load any other race I get this type of crash log.

File: wdfread.c, Line: 193, Cannot retrieve Object typeId = 13, instanceId = 2417 not found in Csenergy.wdf

what worries me is it crashes on galaxy generation. If it was only related to the energy screen would it not crash when entering build energy screen?
Wrt to trek.exe this is good news, since it indicates a wdf file only problem. Your analysis of wdf seems incomplete i.e. there must be internal format limitations, counter, pointers or something else, that have to be adapted.

Also BotF loads & checks many important files at game start rep. when loading a savegame.
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Post by Peter1981 » Sat Jun 25, 2011 3:12 pm

sub_547490 has to do with handling the intrepretation of the .fnt files i changed the following values

Code: Select all

0x146909 1c -> 20 
0x146935 1c -> 20 upper case affected?
0x146943 1c -> 20  
0x146949 1c -> 20 
0x146979 1c -> 20 lower case affected?
0x146987 1c -> 20 
0x14698d 1c -> 20 
0x1469be 1c -> 20 
0x1469cc 1c -> 20 
0x1469d2 1c -> 20 
0x146a0d 1c -> 20 
0x146a24 1c -> 20 
0x146a2a 1c -> 20 
same crash as before each time.

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Post by thunderchero » Sat Jun 25, 2011 5:37 pm

Spocks-cuddly-tribble wrote:Wrt to trek.exe this is good news, since it indicates a wdf file only problem. Your analysis of wdf seems incomplete i.e. there must be internal format limitations, counter, pointers or something else, that have to be adapted.

Also BotF loads & checks many important files at game start rep. when loading a savegame.
Thanks, you made me go back and analyze the wdf file a little more.

It got us a little further. :D

With edited WDF I can now get into game. But hangs up when selecting build/F2 screen.

at 0x29 of wdf file change 26 to 2A (total objects used)
at 0x5d of wdf file change 0F to 11 (total image objects used)
at 0x61 of wdf file change 13 to 15 (total text objects used)

I will post a complete analysis of the hsenergy.wdf (vanilla unedited with every thing I know) later tonight.

EDIT

This is what I know about hsenergy.wdf unedited

0x00 02 00 00 00
0x04 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x14 BB 01 00 00 (size of main tga file width)
0x18 C6 01 00 00 (size of main tga file height)
0x1c 68 73 5F 65 6E 62 6B 67 2E 74 67 61 20 (main tga file used)
0x29 26 00 00 00 (total objects used)
0x2d 00 00 00 00
0x31 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 (02 00 00 00 might be total buttons used?) untested
0x45 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 (02 00 00 00 might be total sliders used?) untested
0x5d 0F 00 00 00 (total image objects used)
0x61 13 00 00 00 (total text objects used)
0x64 00 00 00 00
0x69 02 00 00 00 (02 is code used button)
0x6d 9D 09 00 00 (code to idenify object)
0x71 8B 01 00 00 (placement of top right pixel from right edge of *senbkg.tga)
0x75 4F 01 00 00 (placement of top right pixel from top edge of *senbkg.tga)
0x79 0D 00 00 00 (width of area in pixels to be used)
0x7d 10 00 00 00 (height of area in pixels to be used)
0x81 48 73 5F 73 64 72 72 2E 74 67 61 20 20 (tga file used)
0x8e FF FF FF FF 00 00 00 00 00 00 00 00 00
0x9b 48 73 5F 73 64 72 72 2E 74 67 61 20 20 (tga file used)
0xa8 68 73 5F 73 64 72 72 6F 2E 74 67 61 20 (tga file used)
0xa5 02 00 00 00 (02 is code used button)
0xb9 9C 09 00 00 (code to idenify object)
0xbd BA 00 00 00 (placement of top right pixel from right edge of *senbkg.tga)
0xc1 4F 01 00 00 (placement of top right pixel from top edge of *senbkg.tga)
0xc5 0D 00 00 00 (width of area in pixels to be used)
0xc9 10 00 00 00 (height of area in pixels to be used)
0xcd 48 73 5F 73 64 72 6C 2E 74 67 61 20 20 (tga file used)
0xda FF FF FF FF 00 00 00 00 00 00 00 00 00
0xe7 48 73 5F 64 72 6C 2E 74 67 61 20 20 (tga file used)
0xf4 68 73 5F 73 64 72 6C 6F 2E 74 67 61 20 (tga file used)
0x101 07 00 00 00 (07 is code used slider)
0x105 64 09 00 00 (code to idenify object)
0x109 CE 00 00 00 (placement of top right pixel from right edge of *senbkg.tga)
0x10d 4F 01 00 00 (placement of top right pixel from top edge of *senbkg.tga)
0x111 B6 00 00 00 (width of area in pixels to be used)
0x115 10 00 00 00 (height of area in pixels to be used)
0x119 48 73 5F 73 6C 64 33 30 2E 74 67 61 20 (tga file used)
0x126 00 00
0x128 5B 00 00 00
0x12c 5B 00 00 00
0x130 B6 00 00 00 (width of area in pixels to be used)
0x134 00 00 00 00
0x138 48 73 5F 73 6C 64 33 30 2E 74 67 61 20 (tga file used)
0x145 48 73 5F 73 6C 64 33 31 2E 74 67 61 20 (tga file used)
0x152 6E 6F 6E 65 20 20 20 20 20 20 20 20 20
0x15f 6E 6F 6E 65 20 20 20 20 20 20 20 20 20
0x16c 10 00 00 00 (height of area in pixels to be used)
0x170 00 00 00 00 00 00 00 00 00
0x178 07 00 00 00 (07 is code used slider)
0x17c 65 09 00 00 (code to idenify object)
0x180 CE 00 00 00 (placement of top right pixel from right edge of *senbkg.tga)
0x184 86 01 00 00 (placement of top right pixel from top edge of *senbkg.tga)
0x188 B6 00 00 00 (width of area in pixels to be used)
0x18c 10 00 00 00 (height of area in pixels to be used)
0x190 48 73 5F 73 6C 64 33 30 2E 74 67 61 20 (tga file used)
0x19d 00 00
0x19f 5B 00 00 00
0x1a3 5B 00 00 00
0x1a7 B6 00 00 00 (width of area in pixels to be used)
0x1ab 00 00 00 00
0x1af 48 73 5F 73 6C 64 33 30 2E 74 67 61 20 (tga file used)
0x1bc 49 73 5F 73 6C 64 33 31 2E 74 67 61 20 (tga file used)
0x1c9 6E 6F 6E 65 20 20 20 20 20 20 20 20 20
0x1d6 6E 6F 6E 65 20 20 20 20 20 20 20 20 20
0x1e3 10 00 00 00 00 00 00 00 00 00 00 00 (height of area in pixels to be used)

Image data area
starts 0x1ef - 0x455
it has 15 objects total 14 of them are for energy images.
other 1 is for orbital battery image
41 bytes of data each

0x1ef 0D 00 00 00 (0D is code used for images)
0x1f3 6A 09 00 00 (code to idenify object)
0x1f7 50 00 00 00 (placement of top right pixel from right edge of *senbkg.tga)
0x1fb 5A 00 00 00 (placement of top right pixel from top edge of *senbkg.tga)
0x1ff 1E 00 00 00 (width of area in pixels to be used)
0x203 1E 00 00 00 (height of area in pixels to be used)
0x207 6E 6F 6E 65 20 20 20 20 20 20 20 20 20
0x214 FF FF FF FF

text data area
starts 0x456 - 0xbd4
it has 19 objects total. 14 of them are used for energy value used.
101 bytes of data each.

0x456 0E 00 00 00 (0E is code used for text)
0x45a 60 09 00 00 (code to idenify object)
0x45e 47 00 00 00 (placement of top right pixel from right edge of *senbkg.tga)
0x462 23 00 00 00 (placement of top right pixel from top edge of *senbkg.tga)
0x466 AA 00 00 00 (width of area in pixels to be used)
0x46a 16 00 00 00 (height of area in pixels to be used)
0x46e 6E 6F 6E 65 20 20 20 20 20 20 20 20 20
0x47b 00 00 00 00 00 00 00 00
0x483 AA 00 00 00 (width of area in pixels to be used)
0x487 16 00 00 00 (height of area in pixels to be used)
0x48b 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x4ae 68 75 6D 61 6E 31 35 2E 66 6E 74 20 20 (font file used)

EDIT

I hope this might help someone I have no idea what it means.

when I ran debugger in ida pro when I clicked to enter build "F2" screen game will freeze and go non responsive. And I get this message in debugger.

Code: Select all

trek.exe: The instruction at 0x540607 referenced memory at 0x2E353176. The memory could not be read (0x00540607 -> 2E353176)
I also took some screen shots here is 1 image.



I hope this might help someone :wink:

Edit I thought I would try 2 other different possible ways.

first test - I removed the 14 text from wdf and from trek.exe. all known pointer reset crashed/froze at same point when entering F2 screen.

second test - removed the 14 text from wdf and replaced them with 14 images (using the text codes from wdf and trek.exe from text) and reset all known pointer. crashed/froze at same point when entering F2 screen.

I figure if we used only images we could increase size of image and add a permanent energy requirement value below image.

thunderchero
Last edited by thunderchero on Sun Jun 26, 2011 1:41 am, edited 1 time in total.

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Post by Peter1981 » Sun Jun 26, 2011 5:35 am

great work TC slow but steady one day soon we shall succeed :) -- TRaking a look at this again to day thanks for the really useful info. I'll keep posting anything i find of use.

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Post by thunderchero » Mon Jun 27, 2011 12:30 am

Peter1981 wrote:great work TC slow but steady one day soon we shall succeed :)
I agree we may be trying to do too much too quickly.

We need to discover where the code is for everything.

first maybe something simple. (I hope)

I found tonight UE dev version when moving the orbital battery to any id other than 5 it will move into normal energy list. and energy screen will use what ever id uses 5.

So UE could use the help of this project if we could find how and where it selects the orbital battery.

thunderchero

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Post by Peter1981 » Mon Jun 27, 2011 12:29 pm

can anyone make sence of sub_443cd0 ? seems to have to do with the energy of structures???

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Post by thunderchero » Fri Jul 01, 2011 12:15 pm

Hi Everyone, (mainly Peter1981 and SCT)

Here is my next set of test files

66_edited_objects.rar

changes in new files;

all races wdf's are included
28 energy images and text for energy structures
moved unk_590A80, unk_590B03, unk_590D8C to old energy area
all new energy data at unk_590A80
first and second row use same codes (6A 09, 6B 09 ect) in wdf and trek.exe (changed in edited files)
third and forth row uses same codes (7E 09, 7F 09 ect) in wdf and trek.exe (changed in edited files)
all markers in trek.exe for each entry matches wdf

These new files will allow you to enter the F2/energy screen, but will not display any new structure entries. :evil:

The reason game would freeze before at F2 screen was the new code that I gave in the trek.exe for each new entry. :roll:

But now game will freeze/hangup (non responsive) when you exit game or starting new game after game has already been started. :cry:

What I have tried and results;

If I change all new energy structure entries (wdf and trek.exe) from 6A 09..... to 6A 08.... (each entry different). when looking at energy screen the second and forth row displays (when all entries are ** 09 first and third is displayed). 8O

So next I changed first and third set in wdf and trek.exe to ** 08 and set second and forth set to ** 09. I expected first and third to display in energy screen, but it still displayed second and forth. lol

Right now the main problem code is the command code that is only in the trek.exe for each energy structure (bold below)
0D 00 00 00 6A 09 00 00 90 01 00 00

each value increases by 4 but changing new entries will cause freeze up when F2 screen is selected

I have no idea on how or where this code is used.

So some (little) progress. I hope this might help Peter1981 and or a little help from SCT Please...

I plan on editing all entries for structure (6A 09 ect) to all new entries to see how this may effect how it loads.

EDIT
I tested changing (6A 09 ect) looks like this will be no problem but no matter what is used it will display second and forth row. I expect once command code problem is found and edited this will be fixed. I still need to edit other 4 races wdf files and will replace test file link later today with this setup.

Also when I made the other 4 wdf files I noticed they have slighlty different format. This is due to font file, the file names for cards, ferengi, klingon, and romulans use 6 letters while federation only has 5 letters. so the last 2 text entries are a little different (duplicated last entry + extra data)

Here is edited file link

66_edited_objects.rar

link above changed

I feel If this format can be used these wdf files should be last version.

I created a chart of the edited trek.exe

Code: Select all

   old           new       current command     placement
60 09 00 00  60 09 00 00     00 02 00 00     Energy Managment text
61 09 00 00  61 09 00 00     04 02 00 00     Special text 
62 09 00 00  62 09 00 00     08 02 00 00     Defence text
63 09 00 00  63 09 00 00     0C 02 00 00     Orbital Batteries text
66 09 00 00  66 09 00 00     10 02 00 00     Energy text
9C 09 00 00  9C 09 00 00     14 02 00 00     *s_sdrl.tga button
9D 09 00 00  9D 09 00 00     18 02 00 00     *s_sdrr.tga button
64 09 00 00  64 09 00 00     7C 01 00 00     *s_sld30.tga slide
65 09 00 00  65 09 00 00     78 01 00 00     *s_sld31.tga slide
A0 09 00 00  A0 09 00 00     20 02 00 00     orbital battery image

6A 09 00 00  B0 09 00 00     90 01 00 00     structure 1 row 1 image
6B 09 00 00  B1 09 00 00     94 01 00 00     structure 2 row 1 image
6C 09 00 00  B2 09 00 00     98 01 00 00     structure 3 row 1 image
6D 09 00 00  B3 09 00 00     9C 01 00 00     structure 4 row 1 image
6E 09 00 00  B4 09 00 00     A0 01 00 00     structure 5 row 1 image
6F 09 00 00  B5 09 00 00     A4 01 00 00     structure 6 row 1 image
70 09 00 00  B6 09 00 00     A8 01 00 00     structure 7 row 1 image

             C0 09 00 00     90 01 00 00     structure 1 row 2 image
             C1 09 00 00     94 01 00 00     structure 2 row 2 image
             C2 09 00 00     98 01 00 00     structure 3 row 2 image
             C3 09 00 00     9C 01 00 00     structure 4 row 2 image
             C4 09 00 00     A0 01 00 00     structure 5 row 2 image
             C5 09 00 00     A4 01 00 00     structure 6 row 2 image
             C6 09 00 00     A8 01 00 00     structure 7 row 2 image

7E 09 00 00  D0 09 00 00     C8 01 00 00     structure 1 row 3 image
7F 09 00 00  D1 09 00 00     CC 01 00 00     structure 2 row 3 image
80 09 00 00  D2 09 00 00     D0 01 00 00     structure 3 row 3 image
81 09 00 00  D3 09 00 00     D4 01 00 00     structure 4 row 3 image
82 09 00 00  D4 09 00 00     D8 01 00 00     structure 5 row 3 image
83 09 00 00  D5 09 00 00     DC 01 00 00     structure 6 row 3 image
84 09 00 00  D6 09 00 00     E0 01 00 00     structure 7 row 3 image

             E0 09 00 00     C8 01 00 00     structure 1 row 4 image
             E1 09 00 00     CC 01 00 00     structure 2 row 4 image
             E2 09 00 00     D0 01 00 00     structure 3 row 4 image
             E3 09 00 00     D4 01 00 00     structure 4 row 4 image
             E4 09 00 00     D8 01 00 00     structure 5 row 4 image
             E5 09 00 00     DC 01 00 00     structure 6 row 4 image
             E6 09 00 00     E0 01 00 00     structure 7 row 4 image

74 09 00 00  B8 09 00 00     AC 01 00 00     structure 1 row 1 text
75 09 00 00  B9 09 00 00     BO 01 00 00     structure 2 row 1 text
76 09 00 00  BA 09 00 00     B4 01 00 00     structure 3 row 1 text
77 09 00 00  BB 09 00 00     B8 01 00 00     structure 4 row 1 text
78 09 00 00  BC 09 00 00     BC 01 00 00     structure 5 row 1 text
79 09 00 00  BD 09 00 00     C0 01 00 00     structure 6 row 1 text
7A 09 00 00  BE 09 00 00     C4 01 00 00     structure 7 row 1 text

             C8 09 00 00     AC 01 00 00     structure 1 row 2 text
             C9 09 00 00     B0 01 00 00     structure 2 row 2 text
             CA 09 00 00     B4 01 00 00     structure 3 row 2 text
             CB 09 00 00     B8 01 00 00     structure 4 row 2 text
             CC 09 00 00     BC 01 00 00     structure 5 row 2 text
             CD 09 00 00     C0 01 00 00     structure 6 row 2 text
             CE 09 00 00     C4 01 00 00     structure 7 row 2 text

88 09 00 00  D8 09 00 00     E4 01 00 00     structure 1 row 3 text
89 09 00 00  D9 09 00 00     E8 01 00 00     structure 2 row 3 text
8A 09 00 00  DA 09 00 00     EC 01 00 00     structure 3 row 3 text
8B 09 00 00  DB 09 00 00     F0 01 00 00     structure 4 row 3 text
8C 09 00 00  DC 09 00 00     F4 01 00 00     structure 5 row 3 text
8D 09 00 00  DD 09 00 00     F8 01 00 00     structure 6 row 3 text
8E 09 00 00  DE 09 00 00     FC 01 00 00     structure 7 row 3 text

             E8 09 00 00     E4 01 00 00     structure 1 row 4 text
             E9 09 00 00     E8 01 00 00     structure 2 row 4 text
             EA 09 00 00     EC 01 00 00     structure 3 row 4 text
             EB 09 00 00     FO 01 00 00     structure 4 row 4 text
             EC 09 00 00     F4 01 00 00     structure 5 row 4 text
             ED 09 00 00     F8 01 00 00     structure 6 row 4 text
             EE 09 00 00     FC 01 00 00     structure 7 row 4 text
every other section in trek.exe will need to be edited once code is figured out.

thunderchero
Last edited by thunderchero on Sat Jul 02, 2011 9:33 am, edited 3 times in total.

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Post by thunderchero » Sat Jul 02, 2011 12:00 am

HELP!!!!!!!

I found the location in the trek.exe that controls the energy structures.

at 0xf125f (special) and 0xf127d (defense) you will find 07

if I change to 06 energy screen will only display 6 in that section.

problems I am seeing is conflicts in the command codes from chart above.

at 0xf1289 is 90 01 00 00 first command code entry. I tried to change it to 20 03 00 00 and edited all command codes 20 03 00 00 - FC 03 00 00 but game went non responsive at galaxy loading.

but also in same location as 90 01 00 00 it has this.

Code: Select all

mov     esi, [ecx+eax*4+190h]
I attempted to change *4 to *2 so it will increase by 2 instead of 4, but game went non responsive at galaxy loading. I may be changing wrong code? 8B B4 81 90 01 00 00 to 8B B2 81 90 01 00 00?

I hope with this info we may get a little closer. (if not get this finally working)

BTW I found this area by changing each instance of 30.tga to 60.tga and loading game and when it changed energy screen tga's I started looking at that location. lol

thunderchero

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Post by Tethys » Sat Jul 02, 2011 9:39 am

thunderchero wrote:at 0xf125f (special) and 0xf127d (defense) you will find 07
Did you try 08?

In the senergy.wdf (or whichever wdf the energy screen uses) I believe you will need to increase the displayed area in order to get the 8th building displayable. Fore example, vanilla displayed width is set at 400 pixels and height of 200 pixels(<- values are incorrect), and you need an additional 60-80 pixels or whatever to get additional building spots. This requires a good knowledge of wdf file and structure, which at this time is incomplete? Remember that you also may need to add an 8th slot to the wdf file for button toggle (<- assumption is to copy/paste from 07 and rename to 08, edit placement on senergy.wdf and also edit wdf to be larger then previous and edit how many objects are in the wdf total, which would typically be at the beginning of the file?). ALTERNATIVELY, you could smush the existing boxes together if you know where in the wdf all 7 special and all 7 defense structures are located, but would still need the 08 placement at both locations and editing as stated above.

Also can you explain command codes or provide me a link to some reading material? :P

Hope I helped or at least gave some ideas for testing? :)

EDIT: at 0xf125f (special) changed 07 to 08, game loaded into galaxy, solar system, and energy screens with no crashes. This is using GALM 0.2.6a (unreleased) I will have to test on vanilla.

EDIT 2: Vanilla tested, same result.

EDIT 3: at 0xf125f try putting 00 for kicks and giggles :P
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Post by Peter1981 » Sat Jul 02, 2011 12:18 pm

In trek.exe

0xf125f (special) 07 -> 0E (14)

and

0xf127d (defense) 07 -> 0E (14)

works upto 7 energy using buildings in either then eighth energy building ctd non-responsive treki.exe

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Post by thunderchero » Sat Jul 02, 2011 2:02 pm

Peter1981 wrote:In trek.exe

0xf125f (special) 07 -> 0E (14)

and

0xf127d (defense) 07 -> 0E (14)

works upto 7 energy using buildings in either then eighth energy building ctd non-responsive treki.exe
any thoughts on how to prevent ctd non-responsive when more than 7 buildings?

thunderchero

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Post by Peter1981 » Sat Jul 02, 2011 2:26 pm

Hay TC great work on these but no i've been working on the ctd for the last three hours and havn't found a solution (or where the error occures)

i think it is to do with
Right now the main problem code is the command code that is only in the trek.exe for each energy structure (bold below)
0D 00 00 00 6A 09 00 00 90 01 00 00
more than trek.exe itself but I don't understand either where the b]90 01 00 00[/b] is used/stored/read etc. :( -- You said using any other values caused Ctd?

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Post by thunderchero » Sat Jul 02, 2011 2:32 pm

yes any other value causes non-responsive CTD.

I even attempted going back to the 48 and editing starting at 80 01 00 00 - FC 01 00 00 the entries in the unk. with same results (set to 8 on both)

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Post by Peter1981 » Sat Jul 02, 2011 3:12 pm

yep the entries may be offsets for some where?

I tried 90 01 00 00 to 6C 02 00 00 and CTD :(


EDIT:
(this is how I feel at the moment [lol] http://www.youtube.com/watch?v=dULOjT9GYdQ )

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Post by thunderchero » Sat Jul 02, 2011 3:21 pm

Peter1981 wrote:yep the entries may be offsets for some where?

I tried 90 01 00 00 to 6C 02 00 00 and CTD :(

Code: Select all

00 02 00 00     Energy Managment text 
04 02 00 00     Special text
08 02 00 00     Defence text
0C 02 00 00     Orbital Batteries text 
10 02 00 00     Energy text
14 02 00 00     *s_sdrl.tga button 
18 02 00 00     *s_sdrr.tga button 
7C 01 00 00     *s_sld30.tga slide 
78 01 00 00     *s_sld31.tga slide 
20 02 00 00     orbital battery image 
any of these values would cause a conflict

thunderchero

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