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Kashmir and hexadecimal number handling
Can anyone describe how Ubisoft's Kashmir data program for SH3 uses its hexadecimal numbers?
To take an example at random, chosen because the answer should be simple when using a hex editor, data file NSS_Uboat9D2.sim gives the surface range at 10 knots, with 10 knots described as "(00) 80 40 22 (00)". The submerged range is given, with 4 knots described as "(00) 20 41 26 (00)". There's no indication as to whether the numbers are taken as four-byte words, or as some other quantity. Nor whether the convention is used of reading the hex numbers forward or backward. Yet one of these numbers should be 2.5 times the other, whatever internal units Kashmir uses! I'm aware of TimeTraveller's SH3 Analyzer and SH3 Inspector. Oddly enough, neither describes the solution, which is a pity if your real problem doesn't fit these tools. |
Most data are Float (32) Integers backward so they'r rather easy to identify and to handle
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Rogerbo said:
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Stiebler. |
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