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 Post subject: Mechanics - inside Rebellion
PostPosted: Wed Feb 19, 2003 5:46 pm 
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OK. I start this topic to publicate any knowledge and thought about how Rebellion works. This topic is only for those who have programing skills.


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 Post subject:
PostPosted: Thu Feb 20, 2003 5:45 am 
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The normal gamedata files (all *sd.dat except basicsd.dat.) have a common header. It is four DWORD long:
-always 1
-the number of things consisted
-the "lower" consisted family identifier
-the "higher" (not consisted) family identifier

The "higher" family identifier is usually is higher by steps of four except that of the facilities which are separated.

This does not apply to the *tb.dat files which have completely different structure.

Eg:
The troop family is 16, so the header of the Troopsd.dat is 1,10,16,20.
Next are the capital ships: 1,30,20,28 (Death Star is 24 all others are 20), the fighters: 1,8,28,32, and so on ...

However when I tried to add a new sector (data to the sectorsd.dat and name to textstrat.dll) to the game I failed so the number of consisted things (or maybe the file lenghts) must be stored elsewhere too.


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PostPosted: Thu Feb 20, 2003 8:11 pm 
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the program is probablly either storing that file somewhere else or it has "identified" the amount of files there are. Eg Sectors - it only accounts for 10 lines of files... Mabye


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 Post subject:
PostPosted: Sat Feb 22, 2003 3:48 pm 
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Possible, that you're alone with your skills here Vakundok? We need more programmers for this problem!
Help Wanted


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 Post subject:
PostPosted: Mon Feb 24, 2003 9:02 am 
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No my skills are not up to the task. A cracker would needed not a simple programer.


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 Post subject:
PostPosted: Mon Feb 24, 2003 3:28 pm 
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Wow, cracking!
What do you want to crack?

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 Post subject:
PostPosted: Mon Feb 24, 2003 4:46 pm 
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deXtoRious wrote:
Wow, cracking!
What do you want to crack?
Excuse me, but have you read the topic title? I would like to know how does Rebellion link things (the different data files and dlls) together and I would highly prefer the source code of Rebellion.


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 Post subject:
PostPosted: Tue Feb 25, 2003 12:43 am 
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I noticed there were patterns in the .dat files about 2 years ago. My text file which had certain hex locations are long gone, unless I have them backed up on CD somewhere. I have also tried to add systems and sectors without success.

The source code would be of great help. I mean, this game is going on 6 years and Lucasarts, being like they are, will probably never release the source, unless they can somehow make money off it.

Vakundok is not alone with his expertise, I have C++, C, VB and hex experience so I can look around the files in hex code. But converting hex to C++....meh, I'm sure it could be done but it might take a while.

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PostPosted: Tue Feb 25, 2003 4:07 pm 
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good luck. My experience lies only withen VB(gr 11 Programming - i am only in Gr 11...)


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 Post subject:
PostPosted: Mon Mar 17, 2003 7:22 pm 
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Troops (family 16)

Troopsd.dat (in DWORDS unless specified):
Header: 1,10,16,20
Structure (17):
1 - number (starting from 1)
2 - unknown (maybe the active flag) allways 1
3 - family of the producing facility, allways 41
4 - unknown (family of the producing facility +1), allways 42
5 - family, allways 16
6 - identifier (actually two WORDs, the second is allways 2, the first can be used as an entry to the name in Textstrat.dll)
7 - alliance, 0 or 1
8 - imperial, 0 or 1
9 - construction costs
10 - maintenance costs
11 - research order
12 - unknown (research difficulty)
13 - unknown (moral modifier)
14 - detection
15 - bombardment defense
16 - attack
17 - defense


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 Post subject:
PostPosted: Mon Mar 17, 2003 7:33 pm 
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Capital ships (family 20) and Death Star (family 24)

Capshpsd.dat (in DWORDs unless specified)
Header: 1,30,20,28
Structure (50):
1 - number (sarting from 64 which is the mon cal)
2 - unknown (maybe the active flag), allways 1
3 - family of the producing facility, allways 40
4 - unknown (family of the producing facility +1), allways 41
5 - family, 20 for the capships and 24 for the DS
6 - identifier (actually two WORDs the second is 2 the first can be used directly to get the name from Textstrat.dll)
7 - alliance (0 or 1)
8 - imperial (0 or 1)
9 - conctruction costs
10 - miantenance
11 - research order
12 - unknown (maybe research difficulty)
13 - unknown (maybe moral modifier), basicly 0.45 * construction
14 - detection
15 - shield
16 - sublight
17 - maneuverability
18 - hyperdrive
19 - unknown (backup hyperdrive)
20-31 - turbolaser, ion and laser firepower per arcs (front, rear, sides)
32 - turbolaser range
33 - ion range
34 - laser range
35 - sum turbolaser firepower
36 - sum ion firepower
37 - sum laser firepower
38 - sum firepower
39 - hull
40 - bombardment
41 - tractor beam range
42-43 - gravity well (4 and 100 if present)
44 - tractor beam power
45 - damage control
46 - weapon recharge
47 - shield recharge
48 - fighter squadrons
49 - troop contingents
50 - unknown, allways 0


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 Post subject:
PostPosted: Mon Mar 17, 2003 7:44 pm 
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Fighters (family 28 )

Fightsd.dat (in DWORDs unless specified)
Header: 1,8,28,32
Structure (42):
1 - number (sarting from 1)
2 - unknown (maybe the active flag), allways 1
3 - family of the producing facility, allways 40
4 - unknown (family of the producing facility +1), allways 41
5 - family, allways 28
6 - identifier (actually two WORDs the second is 2 the first can be used directly to get the name from Textstrat.dll)
7 - alliance (0 or 1)
8 - imperial (0 or 1)
9 - conctruction costs
10 - miantenance
11 - research order
12 - unknown (maybe research difficulty)
13 - unknown (maybe moral modifier), allways 0
14 - detection
15 - shield
16 - sublight
17 - maneuverability
18 - hyperdrive
19 - unknown (backup hyperdrive), allways 0
20-31 - turbolaser, ion and laser firepower per arcs (front, rear, sides)
32 - turbolaser range
33 - ion range
34 - laser range
35 - sum turbolaser firepower
36 - sum ion firepower
37 - sum laser firepower
38 - sum firepower
39 - torpedo power
40 - torpedo range
41 - squadron size, allways 12
42 - bombardment

*Note that the turbolasers of the fighters do not show up in in-game statistics, but trust me, they are there, so I prefer to refer them as heavy bombs.


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 Post subject:
PostPosted: Tue Mar 18, 2003 3:19 am 
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Thanks for posting this. Now we just have to know how the planetssd.dat works to make another planet the imperial capitol for the TC. Btw, I'll mail you the things I meantioned earlier as soon as possible :D


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 Post subject:
PostPosted: Tue Mar 18, 2003 4:41 am 
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Good, I am waiting for it. Well, I have a theoretical structure for the systemsd.dat, but I don't have the time to really check it:

Header: 1,200,144,152
Structure (11):
1 - number (starting from 100)
2 - unknown (maybe the active flag), allways 1
3 - unknown, allways 0 (since it canot be produced)
4 - unknown, allways 0 (since it canot be produced)
5 - family, usually 146
6 - identifier (actually two WORDs the second is 2 the first can be used directly to get the name from Textstrat.dll)
7 - sector number (starting from 20, since the number of the sectors also starts from 20)
8 - type (picture)
9 - unknown, usually 1
10 - position (actually two WORDs, x and y, not relative to the sector position)
11 - unknown, usually 0

The position is very interesting, it is not counted in pixels (maybe it have to be divided by two) and 0,0 does not mean the topleft corner of the screen. I think there is an area larger that we can see during the game and the coordinates are relative to the topleft corner of that area.
The header suggests that there are more families, not only 146, I will check the family of Coruscant and Yavin soon.


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 Post subject:
PostPosted: Tue Mar 18, 2003 5:48 am 
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Ask Hastings about these coords, too ! As far as I can remember, he posted something about changing the positions manually in the semi-old forum. It was something about a planet that seemed to have vanished, then he found it was 'below' another :D
Well, at least this universe was truly 3D. :wink:


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