thunderchero wrote: ↑Tue Mar 29, 2022 6:50 am
would it be possible to add a Edifice patch detection? if new format reset to original format then on close reset to new format if it detects structures above tech 10?
edit; don't forget we do have source code for Edifice patcher
files can be found in this post
viewtopic.php?p=53975#p53975
Lets get back to topic. I researched forums on edifice.bst and checked the edifice.zip file attached in above post.
The file format luckily is pretty much the same, and is very well documented in
viewtopic.php?f=261&t=1597
What changed indeed is the tech map, which currently is hard-coded by UE to 10 tech levels and got doubled to 20.
From 492 bytes (1ECh):
0x08-0x17 = 7 short numbers of buildings per tech requirement + empty 32bit alignment
7 * [tech requirement] = 7 * 68 bytes = 476 bytes (1DCh)
0x18-0x3F =
10 * [tech level] 4 byte address of first building
0x40-0x43 = 4 byte separator?
0x44-0x57 =
10 * [tech level] 2 byte number of buildings
0x58-0x5B = 4 byte separator?
To 920 bytes (398h):
0x08-0x17 = 7 short numbers of buildings per tech requirement + empty 32bit alignment
7 * [tech requirement] = 7 * 128 bytes = 896 bytes (380h)
0x18-0x67 =
20 * [tech level] 4 byte address of first building
0x68-0x6B = 4 byte separator?
0x6C-0x93 =
20 * [tech level] 2 byte number of buildings
0x94-0x97 = 4 byte separator?
This will be easy to detect and fix for UE. More problematic would be the ignore list when exceeding 384 buildings. Does there exists a patch for extending the ignore list too, or is 384 buildings still a hard limit?