What modification to BotF would you most like to see & w

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Spocks-cuddly-tribble
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Post by Spocks-cuddly-tribble »

DCER wrote:It's probably an overflow issue.

They used a byte index to access the palette list - when it goes to 128 it's interpreted as −128 and becomes invalid.

You'd need to find the code that loads/picks loaded palettes and fix it to use more of the register space.
Yep, sounds like a 1-byte register problem in sub_511630(+substructures). I'd start with manipulating sub_539C00.

Try this:

Code: Select all

mov     al, [esi+1]  // at 0x139017 & 0x13908B change 01 -> 00
add     esi, 2  // at  0x13901A & 0x13908E change 02 -> 01

mov     [edi+1] // at 0x13901D & 0x139091 change 01 -> 00
add     edi, 2 // at 0x139020 & 0x139094 change 02 -> 01
If it works then pallete limit should be doubled now.
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:
DCER wrote:It's probably an overflow issue.

They used a byte index to access the palette list - when it goes to 128 it's interpreted as −128 and becomes invalid.

You'd need to find the code that loads/picks loaded palettes and fix it to use more of the register space.
Yep, sounds like a 1-byte register problem in sub_511630(+substructures). I'd start with manipulating sub_539C00.

Try this:

Code: Select all

mov     al, [esi+1]  // at 0x139017 & 0x13908B change 01 -> 00
add     esi, 2  // at  0x13901A & 0x13908E change 02 -> 01

mov     [edi+1] // at 0x13901D & 0x139091 change 01 -> 00
add     edi, 2 // at 0x139020 & 0x139094 change 02 -> 01
If it works then pallete limit should be doubled now.
Damn...........

there must be more code tested at 134 and lockup going into battle (same happened before when over limit)
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Spocks-cuddly-tribble
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Post by Spocks-cuddly-tribble »

thunderchero wrote:Damn...........

there must be more code tested at 134 and lockup going into battle (same happened before when over limit)
Try increasing of:

Code: Select all

473D12      mov     eax, 86h
Seems to be some "packetDataSize" stuff for battles. :?
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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thunderchero
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Post by thunderchero »

Spocks-cuddly-tribble wrote: Try increasing of:

Code: Select all

473D12      mov     eax, 86h
Seems to be some "packetDataSize" stuff for battles. :?
I think you misunderstood it crashes at 128 too :cry:
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Spocks-cuddly-tribble
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Post by Spocks-cuddly-tribble »

thunderchero wrote:Damn...........

there must be more code tested
Another idea. Let's try the brute force method. It's time we show trek.exe what happens... :twisted:

Replace all occurrences of:

01 83 C6 02 88 47 01 83 C7 02
with:
00 83 C6 01 88 47 00 83 C7 01

(unmodded 619 times)

Works fine for unmodded BotF. So fingers crossed for palette issue.
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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thunderchero
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Post by thunderchero »

Spocks-cuddly-tribble wrote:
thunderchero wrote:Damn...........

there must be more code tested
Another idea. Let's try the brute force method. It's time we show trek.exe what happens... :twisted:

Replace all occurrences of:

01 83 C6 02 88 47 01 83 C7 02
with:
00 83 C6 01 88 47 00 83 C7 01

(unmodded 619 times)

Works fine for unmodded BotF. So fingers crossed for palette issue.
:cry: :cry: :cry: same as before, black screen and non responsive ctrl-alt-del to end process no crash log
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Post by Oskatat »

may have been mentioned before, but some way to negate some random events... It doesnt make too much sense that a comet smashed into a planet when it has orbitals and 3 warships to reduce any such comet to space dust
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Post by Martok »

Oskatat wrote:may have been mentioned before, but some way to negate some random events... It doesnt make too much sense that a comet smashed into a planet when it has orbitals and 3 warships to reduce any such comet to space dust

I mentioned it earlier, so we're covered. Getting rid of cometary strikes and planetary climate shifts is one of my fondest desires!
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Post by Tethys »

In my mod they are gone... replaced with Gamma ray bursts :twisted: :P
Not for the weak of heart...
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eber3
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Post by eber3 »

Tethys wrote:In my mod they are gone... replaced with Gamma ray bursts :twisted: :P
Well at least that makes more sense as far a threat that can't be stopped.
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Post by Tethys »

My thoughts exactly Eber :)
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Peter1981
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Post by Peter1981 »

Replace all occurrences of:

Code: Select all

01 83 C6 02 88 47 01 83 C7 02 
with: 
00 83 C6 01 88 47 00 83 C7 01 
(unmodded 619 times)
@thunderchero were you modding vanilla? and what were your 3d=???? settings? @SCT as wall
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Peter1981
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Post by Peter1981 »

I'm gonna look at each of these 619 statements individually, the first one SCT seems to be dealing with the AI diplomacy so doubt it needs changing. Any thoughts would be appreciated guys.
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Post by thunderchero »

vanilla 3d=software
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capt_blondbeard
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A few other ideas

Post by capt_blondbeard »

A few other ideas occurred to me:

1. System generation - is there a way set min / max / average number of planets in a system. It would be nice to eliminate those pesky 90 population systems along your border, that you have to colonize in order to prevent your opponents from doing so. 'Cause if you don't do it then you have to invade, deal with the disgruntled populace, etc. etc. Ruling the galaxy can be so tedious... ;-) Same with planet size.

2. Ship pricing - Calculation of the "fair" industry price for modified ships. Has anyone developed a formula for this?

3. Combat mechanics:
a. Ship system damage: once the shields are below a certain point, ship systems could be damaged (phaser banks, sensors, etc.)
b. Ships should be harder to hit once the shields are down (the shield envelope is much larger than the ship, right?)
c. Speed of retreat - is this parameter editable? Making it shorter would allow better "hit and run" tactics, and making it longer would eliminate this. Might be an interesting change.
d. Outposts and starbases may survive combat, and can be occupied by the attacking race. Perhaps they need to be repaired first by a troop transport.

4. Communication grid - how about a fix so that it does what its supposed to?

Oh, and one more general question - is there a specific graphics program or color scheme you can use to get graphics to get the "trek look" I'm specifically thinking of 2-D, as I'd like to create a couple new buildings.

Thanks!

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