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PostPosted: Sun Mar 11, 2007 2:26 pm 
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Jahled wrote:
Emm, well thanks to that link Tex, I got the Hex editor up and running, but how you identify information from the game files remains a mystery to me 8O


No, honestly! :?

I've been using the hex editor to have a look at a few game data files, and can't fathom how any of you figured anything out. I'm probably not using the editor in the correct manor, but like, how on earth did someone figure out a particular number equates to a piece of game information, as concrete as a ship type for example?

All this remains a mystery.. 8O

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PostPosted: Mon Mar 12, 2007 8:08 am 
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Jahled wrote:
Jahled wrote:
Emm, well thanks to that link Tex, I got the Hex editor up and running, but how you identify information from the game files remains a mystery to me 8O


No, honestly! :?

I've been using the hex editor to have a look at a few game data files, and can't fathom how any of you figured anything out. I'm probably not using the editor in the correct manor, but like, how on earth did someone figure out a particular number equates to a piece of game information, as concrete as a ship type for example?

All this remains a mystery.. 8O

Well J, it helps a bit if you've prgrammed in the past. Now, it's been quite awhile since I've played with hex, but I guess it's sorta like riding a bike ... Now I can't program of this fancy new fangled "C" stuff or visual whatever (I mean, isn't all programming "visual", you gotta see to program, right?). But alas, nobody uses vacuum tubes or decks of cards anymore ... wait, that's a good thing :D But I digress, basically you "flag" data fields to describe what things are, and keep track of individual things somewhere later. "Startup" files are alot easier to decipher than the "save" files. But, that will come ... sometime later. :wink:

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PostPosted: Mon Mar 12, 2007 4:18 pm 
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(Double post, but at least it's a different subject within the topic :wink: )

I've wondered what all of the files in the GDATA folder are for :? . In that regard, I've noticed that several of the file names ending in MSTB before the .DAT, are probably mission tables (probability tables). So, I dug into the first file ABDCMSTB.DAT and mused the following ...

Image (click to enlarge)

Also, I'm guessing that all of the file names ending in SD are probably "starting data" files. Some of the names are fairly obvious to figure out, but I was trying to figure out ALL of the file names. Following are my best guesses; I'm sure I didn't get the correct descriptions exactly, so all help is appreciated.

ABDCMSTB.DAT - Abduction mission table
ABODESD.DAT - ?
ALLFACSD.DAT - Alliance facility start data
AO.FDT - ?
ASSNMSTB.DAT - Assassination mission table
BASICSD.DAT - Basic start data
C3POACT.SPT - C3PO stuff?
CAPSHPSD.DAT - Capital ship start data
CMUNAFTB.DAT - Alliance starting fleet data
CMUNALTB.DAT - Alliance random starting forces
CMUNCRTB.DAT - Coruscant starting forces
CMUNEFTB.DAT - Imperial starting fleet data
CMUNEMTB.DAT - Imperial random starting forces
CMUNHQTB.DAT - Alliance Headquarters starting forces
CMUNYVTB.DAT - Yavin starting forces
CSCRHTTB.DAT - ?
DEFFACSD.DAT - Default facility start data
DIPLMSTB.DAT - Diplomacy mission table
DSSBMSTB.DAT - Death Star sabotage mission table
EO.FDT - ?
ESCAPETB.DAT - Escape mission table
ESPIMSTB.DAT - Espionage mission table
FACLCRTB.DAT - Facilities on Coruscant table
FACLHQTB.DAT - Facilities on Alliance Headquarters table
FDECOYTB.DAT - ?
FIGHTSD.DAT - Fighter start data
FLEETSD.DAT - Fleet start data
FOILTB.DAT - Foil mission table
GNPRTB.DAT - ?
IMP22ACT.SPT - IMP22 stuff?
INCTMSTB.DAT - Incite Uprising mission table
INFORMTB.DAT - Informants provide information table
MANFACSD.DAT - Manufacturing facilities start data
MANMGRSD.DAT - ?
MISSNSD.DAT - Mission start data
MJCHARSD.DAT - Major character start data
MNCHARSD.DAT - Minor character start data
PROFACSD.DAT - ? facility start data
RCRTMSTB.DAT - Reconnaissance mission table
RESCMSTB.DAT - Rescue mission table
RESRCTB.DAT - ?
RLEVADTB.DAT - ?
SBTGMSTB.DAT - Sabotage mission table
SDPRTB.DAT - ?
SECTORSD.DAT - Sector start data
SPECFCSD.DAT - Special forces start data
SUBDMSTB.DAT - Subdue uprising mission table
SYFCCRTB.DAT - ?
SYFCRMTB.DAT - ?
SYSTEMSD.DAT - System start data
TDECOYTB.DAT - ?
TROOPSD.DAT - Troop start data
UNIQUESD.DAT - Unique start data
UPRIS1TB.DAT - Uprising table 1
UPRIS2TB.DAT - Uprising table 2

Please post your best suggestions so that a nice index can be created. Thanks!!

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PostPosted: Thu Mar 15, 2007 1:41 pm 
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Nice work Tex fella! :) Despite being unable to help atall, I would reckon the natural disaster formular must be in there somewhere, given facility data files would appear to be in there...

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PostPosted: Fri Mar 16, 2007 11:18 am 
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Jahled wrote:
Nice work Tex fella! :) Despite being unable to help atall, I would reckon the natural disaster formular must be in there somewhere, given facility data files would appear to be in there...


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PostPosted: Fri Mar 16, 2007 11:42 am 
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Lord_La_forge wrote:
Jahled wrote:
Nice work Tex fella! :) Despite being unable to help atall, I would reckon the natural disaster formular must be in there somewhere, given facility data files would appear to be in there...


Jahled's greatest foe:D


Not just the disaster, but the one or two energy slot systems. I'm current playing a game where one system in the Sumitra Sector doesn't have any system energy or the other one (at work, forgot name of), and is an uncolonized planet. The rebs keep on colonizing it, but can't actually build anything there! It's like completely stupid in a hilarious way. It would be cool to have between fifteen to eighteen slots of energy throughout the galaxy, including outer rim systems, and with no natural disasters! :)

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PostPosted: Thu Mar 22, 2007 10:06 am 
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OK, I have just about finished messing around with the SYSTEMSD.DAT file, and had a wild idea hit me. With the data in hand, I created a spreadsheet to calculate the travel time from any system in the galaxy to anyother system. I've only spot checked several dozen of the possible thousands of combinations and it seems pretty dead on. I will say it's not fool proof as there are a couple of combinations that were +/- 1 day off. Since I don't have the exact formula used by Rebellion, but it seems pretty obvious I got that nailed, I think my problem has to do with rounding and precision (more than likely too much precision considering the age of the game :wink: ) I'll keep posting updates as they become available.

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PostPosted: Thu Mar 22, 2007 1:47 pm 
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I guess we've been waiting the 'travel distance' graph for years Tex, or for someone who could be bothered to do it! :lol: No seriously, good stuff :) Any such thing i'm sure would deserve a place on the site's game FAQ or encyclopedia I guess!

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PostPosted: Thu Mar 22, 2007 3:25 pm 
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Maybe we could setup something like wiki.swrebellion.com where you document all these finds and make them easily searchable rather than digging through threads?


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PostPosted: Thu Mar 22, 2007 4:01 pm 
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budious wrote:
Maybe we could setup something like wiki.swrebellion.com where you document all these finds and make them easily searchable rather than digging through threads?


I was refering to the Encyclopedia entries we've got when you drop the Rebellion menu above this post, along side where it says Welcome Budious! Not that most experienced players would need it during general gameplay, but it certain situations it would serve it uses..

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PostPosted: Thu Mar 22, 2007 4:34 pm 
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I was seriously off topic... but I glad were on speaking terms. Kiss and make up baby :oops:


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PostPosted: Thu Mar 22, 2007 5:09 pm 
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PERV!! :lol:

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PostPosted: Mon Mar 26, 2007 3:48 pm 
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DarthTex wrote:
OK, I have just about finished messing around with the SYSTEMSD.DAT file, and had a wild idea hit me. With the data in hand, I created a spreadsheet to calculate the travel time from any system in the galaxy to anyother system. I've only spot checked several dozen of the possible thousands of combinations and it seems pretty dead on. I will say it's not fool proof as there are a couple of combinations that were +/- 1 day off. Since I don't have the exact formula used by Rebellion, but it seems pretty obvious I got that nailed, I think my problem has to do with rounding and precision (more than likely too much precision considering the age of the game :wink: ) I'll keep posting updates as they become available.

Just an update: I nailed down that hyperspace flux capacitor hickup in the thingy-ma-bob when the dohickey thing is cross connected. In other words, I fixed the variance within the calculations and believe I have a 100% hyperspace correct travel spreadsheet :D Now, I'm not going to be 100% sure as I'm not going to check ~20 thousand system combinations, but those I did have problems on have all worked out. If there's a way, maybe I can send this to Evaders to get posted in the downloads section? That's if anybody is interested, that is :?

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PostPosted: Mon Mar 26, 2007 5:43 pm 
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I could definitely use this in larger more complicated games.

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PostPosted: Sat Apr 21, 2007 3:26 pm 
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Looks like alot of new info here. If anyone posts file formats, I can slap a GUI on it and allow it to be modded. I dont have time to figure out the format and add the code to modify it. But I can make some time over the next week or two to add functionity to my SWRDE program so we can edit these new files.


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