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Old 03-29-09, 10:13 AM   #12
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
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Anvart,

The game loads those names by setting a base address (DMY_Soclu_UZO or DMY_Soclu_UZOR) and then reads 23h bytes maximum for each. There are 2 sets of bot data. One set of bot data has 0Ch names, the other set has 0Eh names. When reading in the bot data if it encounters a 0h (null termination) it jumps to the next name in the sequence up to the maximum number for that set (0Ch or 0Eh). I changed it so that the game reads 20h bytes at a time and the 0Ch set of names is now 0Dh and the 0Eh set of names is now 0Fh. I also had to rewrite all the names so that the layout of each set followed a 20h pattern. This allowed me to add a new name to each set (DMY_Soclu_POS__S and DMY_Soclu_POSR__S). Result is it works (reading all the names) but still won't show the new 'name' I added. So there is something else that tells the bridge or interior to only show 5 bots at a time. That is what I'm looking for now.
I know how to search binaries, I know how to modify binaries. I used to program in assembly so this is not hard for me to do at all.

EDIT: tried a little test just to see if the game is even 'populating' my new DMY_Soclu_POS__S with 'data'. I removed the DMY_Soclu_POS_SE and DMY_Soclu_POSR_SE watchstander from the .dat file and kept my new DMY_Soclu_POS__S in (this makes a total of 5 watchstanders). Ran the game - no new watchstander. So in the build of the watchstanders in the exe (my new one is the 6th in the list of bridge crew) mine isn't getting any 'data'....now I know where to concentrate my looking.

Last edited by TheDarkWraith; 03-29-09 at 10:44 AM.
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