Author Topic: scient replied  (Read 32664 times)

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Offline PlotinusRedux

Re: scient replied
« Reply #75 on: February 18, 2015, 04:03:33 PM »
I thought you might find this interesting, Yitzi--apparently since the developer is pretty much done improving Pandora, they gave a player access to the source code to improve the AI--http://www.slitherine.com/forum/viewtopic.php?f=173&t=55054.  Too bad they don't that with all games, like SMAC/X.

Offline Yitzi

Re: scient replied
« Reply #76 on: February 19, 2015, 04:19:09 AM »
I thought you might find this interesting, Yitzi--apparently since the developer is pretty much done improving Pandora, they gave a player access to the source code to improve the AI--http://www.slitherine.com/forum/viewtopic.php?f=173&t=55054.  Too bad they don't that with all games, like SMAC/X.


Thanks, but I don't think I'll work on that; I've got enough with SMAC/X.

(I've also been thinking some more about some interesting game-mechanics ideas that might be usable if we ever make a SMAC 2; ultimately, though, I think that what will really make or break the game is if we can match the thematic strengths of the original.)

Offline PlotinusRedux

Re: scient replied
« Reply #77 on: April 05, 2015, 06:36:26 AM »
Still no word from Scient, I take it?

Offline Buster's Uncle

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Re: scient replied
« Reply #78 on: April 05, 2015, 05:57:08 PM »
Not that I know of.

Offline Nevill

Re: scient replied
« Reply #79 on: May 01, 2015, 11:34:04 AM »
Was sighted commenting on rpgcodex forums earlier this week about the paid mods fiasco.

http://www.rpgcodex.net/forums/index.php?threads/steam-is-no-longer-charging-for-mods-now-lmao.98728/page-31#post-3884105

He is still around, but he tends to disappear for a long time once in a while.

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Re: scient replied
« Reply #80 on: July 31, 2015, 04:46:44 PM »
Actually, rather than wait two weeks if Yitzi or whoever would like to merge my patch that would be great. Releasing a stand alone patch just splitters the patches even more and since Yitzi has been doing the majority of patch work merging the new patches into his sounds like the best solution. Especially since I don't plan to continue releasing patches.

I highly recommend using NSIS to create a single click installer. I have included the NSI script along with all the comments. This allows for managing all the related files besides just the exes such as the various languages for text files and ability to update registry among other things. I tried to make clear comments for each section, but more than happy to explain anything.

I have a mix of various text files by Guv. The ones I have packaged as part of my patch are not the latest. I believe the ones in "final_update_txt.zip" are the final set he sent me via email. I didn't merge them together so folks can see. However, some kind of unified text files would be a good call. He did a LOT of work updating and cleaning up the stock ones.

Also, inside my patch files I included my internal patches.txt I use to locate specific patch data to speed up applying them to binary. Actually, I don't think I ever applied Kyrub's patches to my binaries. However, everything else should be there. I tested all my patch code extensively.

My readme includes detailed explanations of all the patches and what they do.

Enjoy. I should of shared this sooner with the community.
Can anyone tell me why I shouldn't post scientIficPatch v.2 in Downloads?

Offline Dio

Re: scient replied
« Reply #81 on: July 31, 2015, 05:17:24 PM »
Was sighted commenting on rpgcodex forums earlier this week about the paid mods fiasco.

http://www.rpgcodex.net/forums/index.php?threads/steam-is-no-longer-charging-for-mods-now-lmao.98728/page-31#post-3884105

He is still around, but he tends to disappear for a long time once in a while.

This was the last confirmed sighting of the elusive scient  :hunter:.

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Re: scient replied
« Reply #82 on: July 31, 2015, 05:50:05 PM »
He does that - it doesn't mean anything except he disappears for long spells.

I'm confident he wouldn't mind it being added to Downloads, so adding to my to-do list.

Offline LetteredLion

Re: scient replied
« Reply #83 on: September 21, 2015, 10:26:09 PM »
Hello. Sorry if this is the wrong play to post. I could find no tread just about the 2.0 patch so am posting in the tread it was released in. I cant open the rar attachment. The zip was no problem. I have a program that opens rar files, PeaZip but cant seem to open this one. Anyone have any ideas? No matter how obvious please give them, extracting rar files is something i do once a year, if that, so i could be completely blanking on something simple.

Thanks,
Lion

Actually, rather than wait two weeks if Yitzi or whoever would like to merge my patch that would be great. Releasing a stand alone patch just splitters the patches even more and since Yitzi has been doing the majority of patch work merging the new patches into his sounds like the best solution. Especially since I don't plan to continue releasing patches.

I highly recommend using NSIS to create a single click installer. I have included the NSI script along with all the comments. This allows for managing all the related files besides just the exes such as the various languages for text files and ability to update registry among other things. I tried to make clear comments for each section, but more than happy to explain anything.

I have a mix of various text files by Guv. The ones I have packaged as part of my patch are not the latest. I believe the ones in "final_update_txt.zip" are the final set he sent me via email. I didn't merge them together so folks can see. However, some kind of unified text files would be a good call. He did a LOT of work updating and cleaning up the stock ones.

Also, inside my patch files I included my internal patches.txt I use to locate specific patch data to speed up applying them to binary. Actually, I don't think I ever applied Kyrub's patches to my binaries. However, everything else should be there. I tested all my patch code extensively.

My readme includes detailed explanations of all the patches and what they do.

Enjoy. I should of shared this sooner with the community.

Offline Nevill

Re: scient replied
« Reply #84 on: September 21, 2015, 10:32:27 PM »
7zip is my go-to program to work with archives. It's free and open source.

http://www.7-zip.org/

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Re: scient replied
« Reply #85 on: September 21, 2015, 10:56:21 PM »
I prefer ZipCentral - but I don't recall if it handles .rars; 7Zip definitely does..

I'll try to Skype scient, but don't hold your breath...

Offline LetteredLion

Re: scient replied
« Reply #86 on: September 21, 2015, 11:09:37 PM »
First. Thank you for the fast replies. 7-zip solved the issue of it no opening which means my program was failing.

I have however encountered a new error in this quest for getting the patch. When I load it into NSIS the following error appears

"Error in script "C:\Users\*\Documents\patch_2.0_files\##patcher\SMACX Patch.nsi" on line 150 -- aborting creation process"

I have downloaded the patch twice and downloaded both the release version and beta of NSIS. This is the error that appears every time. Any idea how on what the problem could be?

Lion

Offline LetteredLion

Re: scient replied
« Reply #87 on: September 24, 2015, 07:16:19 PM »
Hello, I realize it might be wise to add more data about the error i am encountering when using Scient's installer script. The full text of what NSIS is showing be it quoted at bottom.

It appears to me that the script is unable to find the CPU nn already linked.wav file. However, I can clearly see it in the "ALL" folder inside the "##current patch files" folder. To see what would happen I deleted that line of the NSIS script. This only lead to it returning the same error about the next line on the wpn missile launcher.wav file.

Any thoughts on how I might be able to fix this? Any idea no matter how simple it seems to you would be great. I only work with scripts very infrequently and can be considered a novice at many aspects of computers.

Lion

Quote
Processing config:
Processing plugin dlls: "C:\Program Files (x86)\NSIS\Plugins\*.dll"
 - AdvSplash::show
 - Banner::destroy
 - Banner::getWindow
 - Banner::show
 - BgImage::AddImage
 - BgImage::AddText
 - BgImage::Clear
 - BgImage::Destroy
 - BgImage::Redraw
 - BgImage::SetBg
 - BgImage::SetReturn
 - BgImage::Sound
 - Dialer::AttemptConnect
 - Dialer::AutodialHangup
 - Dialer::AutodialOnline
 - Dialer::AutodialUnattended
 - Dialer::GetConnectedState
 - InstallOptions::dialog
 - InstallOptions::initDialog
 - InstallOptions::show
 - LangDLL::LangDialog
 - Math::Script
 - NSISdl::download
 - NSISdl::download_quiet
 - Splash::show
 - StartMenu::Init
 - StartMenu::Select
 - StartMenu::Show
 - System::Alloc
 - System::Call
 - System::Copy
 - System::Free
 - System::Get
 - System::Int64Op
 - System::Store
 - TypeLib::GetLibVersion
 - TypeLib::Register
 - TypeLib::UnRegister
 - UserInfo::GetAccountType
 - UserInfo::GetName
 - UserInfo::GetOriginalAccountType
 - VPatch::GetFileCRC32
 - VPatch::GetFileMD5
 - VPatch::vpatchfile
 - nsDialogs::Create
 - nsDialogs::CreateControl
 - nsDialogs::CreateItem
 - nsDialogs::CreateTimer
 - nsDialogs::GetUserData
 - nsDialogs::KillTimer
 - nsDialogs::OnBack
 - nsDialogs::OnChange
 - nsDialogs::OnClick
 - nsDialogs::OnNotify
 - nsDialogs::SelectFileDialog
 - nsDialogs::SelectFolderDialog
 - nsDialogs::SetRTL
 - nsDialogs::SetUserData
 - nsDialogs::Show
 - nsExec::Exec
 - nsExec::ExecToLog
 - nsExec::ExecToStack

!define: "MUI_INSERT_NSISCONF"=""

Changing directory to: "C:\Users\*\Documents\patch_2.0_files\##patcher"

Processing script file: "C:\Users\*\Documents\patch_2.0_files\##patcher\SMACX Patch.nsi"
!include: "C:\Program Files (x86)\NSIS\Include\MUI2.nsh"
!include: "C:\Program Files (x86)\NSIS\Contrib\Modern UI 2\MUI2.nsh"
NSIS Modern User Interface version 2.0 - Copyright 2002-2009 Joost Verburg (C:\Program Files (x86)\NSIS\Contrib\Modern UI 2\MUI2.nsh:8 )
!define: "MUI_INCLUDED"=""
!define: "MUI_SYSVERSION"="2.0"
!define: "MUI_VERBOSE"="3"
!include: closed: "C:\Program Files (x86)\NSIS\Contrib\Modern UI 2\MUI2.nsh"
!include: closed: "C:\Program Files (x86)\NSIS\Include\MUI2.nsh"
!define: "APP_NAME"="SMAC/X Unofficial Patch"
!define: "VERSION"="02.00.00.00"
!define: "VERSION_SHRT"="2.00"
!define: "REG_ROOT"="HKLM"
!define: "REG_APP_PATH"="Software\Microsoft\DirectPlay\Applications"
!define: "PATCH_FILES_PATH"="K:\#AC-ACX Project\##current patch files"
VIAddVersionKey: "ProductName" "SMAC/X Unofficial Patch"
VIAddVersionKey: "CompanyName" "scient"
VIAddVersionKey: "LegalCopyright" "scient © 2013"
VIAddVersionKey: "FileDescription" "SMAC/X Unofficial Patch"
VIAddVersionKey: "FileVersion" "02.00.00.00"
CRCCheck: on
XPStyle: on
SetCompressor: /FINAL /SOLID LZMA
Name: "SMAC/X Unofficial Patch"
Caption: "SMAC/X Unofficial Patch v2.00 Installer"
OutFile: "SMACX_UP_v2.00_Installer.exe"
!define: "MUI_ABORTWARNING"=""
!define: "MUI_UNABORTWARNING"=""
!define: "MUI_LANGDLL_REGISTRY_VALUENAME"="Installer Language"
!insertmacro: MUI_PAGE_DIRECTORY
!insertmacro: end of MUI_PAGE_DIRECTORY
!insertmacro: MUI_PAGE_INSTFILES
!insertmacro: end of MUI_PAGE_INSTFILES
!insertmacro: MUI_UNPAGE_CONFIRM
!insertmacro: end of MUI_UNPAGE_CONFIRM
!insertmacro: MUI_UNPAGE_INSTFILES
!insertmacro: end of MUI_UNPAGE_INSTFILES
!insertmacro: MUI_LANGUAGE
!insertmacro: end of MUI_LANGUAGE
!insertmacro: MUI_RESERVEFILE_LANGDLL
!insertmacro: end of MUI_RESERVEFILE_LANGDLL
Function: ".onInit"
!insertmacro: MUI_LANGDLL_DISPLAY
!insertmacro: end of MUI_LANGDLL_DISPLAY
ReadRegStr $0 HKLM\Software\Microsoft\DirectPlay\Applications\Sid Meier's Alpha Centauri\UnofficialPath
StrCmp "$0" "" equal=0, nonequal=default_path
ReadRegStr $0 HKLM\Software\Microsoft\DirectPlay\Applications\Sid Meier's Planetary Pack\Path
StrCmp "$0" "" equal=0, nonequal=default_path
ReadRegStr $0 HKLM\Software\Microsoft\DirectPlay\Applications\Sid Meier's Alpha Centauri\Path
StrCmp "$0" "" equal=0, nonequal=default_path
ReadRegStr $0 HKLM\Software\Microsoft\DirectPlay\Applications\Sid Meier's Alien Crossfire\Path
StrCmp "$0" "" equal=0, nonequal=default_path
StrCpy $0 "$PROGRAMFILES\Sid Meier's Alpha Centauri" () ()
StrCpy $INSTDIR "$0" () ()
FunctionEnd
!define: "BCKPATH"="$INSTDIR\_backup_v2.00"
Section: "-MainProgram"
SetShellVarContext: current
Rename: $INSTDIR\fungalpayld_sm.pcx->$INSTDIR\fungpayld_sm.pcx
Rename: $INSTDIR\humref_sm.pcx->$INSTDIR\humanref_sm.pcx
Rename: $INSTDIR\sporelnch_sm.pcx->$INSTDIR\sporlnch_sm.pcx
WriteINIStr: [PREFERENCES] ForceOldVoxelAlgorithm=0 in $INSTDIR\Alpha Centauri.ini
IfFileExists: "$INSTDIR\fx" ? 0 : +2
WriteRegStr: HKLM\Software\Microsoft\DirectPlay\Applications\Sid Meier's Alpha Centauri\Complete=Yes
WriteRegStr: HKLM\Software\Microsoft\DirectPlay\Applications\Sid Meier's Alpha Centauri\UnofficialVer=2.00
WriteRegStr: HKLM\Software\Microsoft\DirectPlay\Applications\Sid Meier's Alpha Centauri\UnofficialPath=$INSTDIR
CreateDirectory: "$INSTDIR\_backup_v2.00\fx"
Delete: "$INSTDIR\*.016"
Delete: "$INSTDIR\*.256"
Delete: "$INSTDIR\*.icd"
Delete: "$INSTDIR\clcd*.dll"
Delete: "$INSTDIR\clokspl.exe"
Delete: "$INSTDIR\dplayerx.dll"
Delete: "$INSTDIR\drvmgt.dll"
Delete: "$INSTDIR\secdrv.sys"
Delete: "$INSTDIR\logfile.txt"
CopyFiles: (silent) "$INSTDIR\fx\CPU nn already linked.wav" -> "$INSTDIR\_backup_v2.00\fx", size=0KB
CopyFiles: (silent) "$INSTDIR\fx\wpn missile launcher.wav" -> "$INSTDIR\_backup_v2.00\fx", size=0KB
CopyFiles: (silent) "$INSTDIR\fx\wpn singularity laser.wav" -> "$INSTDIR\_backup_v2.00\fx", size=0KB
CopyFiles: (silent) "$INSTDIR\terran.exe" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\alpha.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\basename.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\believe.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\blurbs.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\concepts.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\credits.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\facedit.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\faction.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\flavor.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\gaians.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\help.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\hive.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\Holobook.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\interlude.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\jackal.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\labels.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\menu.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\monument.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\morgan.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\movlist.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\peace.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\scenario.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\script.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\spartans.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\system.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\techlongs.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\techshorts.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\tutor.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
CopyFiles: (silent) "$INSTDIR\univ.txt" -> "$INSTDIR\_backup_v2.00", size=0KB
SetOutPath: "$INSTDIR\fx"
File: "K:\#AC-ACX Project\##current patch files\ALL\CPU nn already linked.wav" -> no files found.
Usage: File [/nonfatal] [/a] ([/r] [/x filespec [...]] filespec [...] |
   /oname=outfile one_file_only)
Error in script "C:\Users\*\Documents\patch_2.0_files\##patcher\SMACX Patch.nsi" on line 150 -- aborting creation process

Offline LetteredLion

Re: scient replied
« Reply #88 on: September 28, 2015, 06:19:58 AM »
Hi. I found the cause of the error i posted about earlier and this is how to fix it should anyone have it in the future after downloading the 2.0 patch.

First here are the first few lines of the NCIS script file Scient included in the patch.

Quote
# TODO
# custom image on launch -> AdvSplash
# banner image

!include "MUI2.nsh"

!define APP_NAME "SMAC/X Unofficial Patch"
#!define WEB_SITE "http://www.civgaming.net/forums/"
!define VERSION "02.00.00.00"
!define VERSION_SHRT "2.00"
!define REG_ROOT "HKLM"
!define REG_APP_PATH "Software\Microsoft\DirectPlay\Applications"
#!define REG_GOG_PATH "Software\GOG.com"
!define PATCH_FILES_PATH "K:\#AC-ACX Project\##current patch files"


The last line is the important one. If i was more computer savvy than I am, I expect it would have taken me less time to solve this mystery. The default file path "K:\#AC-ACX Project\##current patch files" wont work for you most likely. The way i solved it was to rename the folder with the patch in it which by default is "patch_2.0_files" to "#AC-ACX Project" then drop it into my C drive and change K to C in the file path in the script to keep the script changes to a minimum. However the path can just be rewritten to wherever you have the folder and whatever you have named it. I hope this is helpful to anyone not that good with tech like me who downloads the patch.

Lion

Offline scient

Re: scient replied
« Reply #89 on: May 15, 2016, 12:35:40 AM »
scient talked to ANYone five months ago and I'm only hearing about it now?


Like Rumpelstiltskin just say my name and I appear (maybe with a bit of delay haha). I'll do a more in-depth post in one of other threads related to my work on SMACX.

For learning RCE, I suggest writing small basic programs in C/C++ and then popping the compiled debug binary into IDA/debugger. OllyDbg is great debugger for beginners. For disassembly, IDA is industry standard. There are some others like Hopper for mac. IDA also had a great decompiler plugin that is quite helpful with SMACX code. This way you have your own original source code and can see what's going on under the hood.

Great books under Reverse Engineering section here:
http://dfir.org/?q=node/8

The x86 binary (windows) was compiled with an older version of Microsoft Visual C++ (5 or 6).

So I've been talking with DrazharLn about sharing the database like a week ago. He reached out to me via email, my life has been hectic. I have a little bit of time before things get busy again so I'm currently working on cleaning a few things up and merging notes into the database. There is much do to with understanding data structures as well as what certain globals or enums do. I have tried to identify as much as I can as I work on it. Either way, it makes it a lot easier to say find specific combat, base or diplomacy code than blindly look around. Want to understand something related to global map? Just see all references to g_MAP in database. Things like this. It makes finding patterns and understanding code flow more manageable.

Once I finish a draft ready for public, I will host it on here as reference and maybe if people identify more stuff merge that info in future draft. If I run out of time and don't finish want I wanted to, will post it anyway. Either way, it will get posted by first week in June.
Glad you're not dead, sir. :D

Sooner is better than later - just sayin'.


So as not to hijack that other thread, moving over to here. Haha yeah, I'm not dead even though I feel like it sometimes. Don't worry, DrazharLn has a draft copy as of yesterday that he has full permission to post in the event I get struck by lightening or I doze off and disappear for another couple years. I'd just like to attempt a little work on it while I have some time over next two weeks.

There are a few things I left undone when I got burnt out the last time. Translating all the PPC mac binary functions over to x86 database is tedious. Right now I'm going through systematically and checking for ones I missed. There aren't many, maybe like 10-20 so far. I'm also making note of any functions that were in PPC binary but I couldn't find in x86. I'm starting to put some notes in IDB notes section. Most of them are small functions that got inlined by compiler, say like checking flag on certain faction inside another factions global diplomacy struct. Also, I am unifying everything. Since I was working on it off and on, a few of my naming conventions became piecemeal. So as I review over all functions, correcting some of those. And of course trying to identify globals and structs when possible.

There is something weird I came across related to map. So there is the large map of all tiles stored in memory that it allocates based on X bounds (2 x horizontal value) * Y bounds. However, it creates this "alternate" map that is compressed. A lot of missing functions were related to accessing it that either got inlined or I couldn't find. I haven't spent a lot of time trying to debug it but I wasn't sure if someone had any idea.

Also, here is a list so far of missing functions that I couldn't locate.

Quote
alt_at(int, int)
bad_reg(int) : 00575502
base_project(int)
bit_at(int, int)
by_zoom(int, int) : bases
byteflip_dogleader(DogLeader *)
byteflip_dogvehicle(DogVehicle *)
byteflip_leaders(Leader *)
byteflip_monument(Monuments *)
byteflip_offers(void)
byteflip_player(Player *)
byteflip_regions(Region *)
byteflip_snoopdogleader(SnoopDogLeader *)
byteflip_timecontrol(TimeControl *)
byteflip_vehicle(Vehicle *)
clear(char *) : null string
climate_at(int, int)
code_at(int, int)
crappy(int, int) : something to do with base_terraform()
expand(int) : expanding abstract map?, param * 5
friction_level(int, int) : get fac_struct_friction_level (0056CB82)
get_special(char *, int *) : 005DC85C
get_special_link(char *,int *) : 005DC817
has_agenda(int fac1, int fac2, int enum) : checks against fac_struct_diplo_agenda (00577AA9)
has_treaty(int,int,int) : checks against fac_struct_diplo_status (00560CBB)
help_spock(void): 0x0051F1EC
hof_load(void) : hall_of_fame()
hof_save(void) : hall_of_fame()
io_mapwin(MapWin *, std::_FILE *)
is_ocean(int, int)
map_loc(int, int)
on_abstract(int, int)
polygon(Buffer *, Vert *, int, int)
polygon_dest(Buffer *, Vert *, int, unsigned char *)
pop_close(void)
popp(char *, char *, int (*)(void))
population_limit(int) : base_growth() / base_doctors()
reactor_power(int) : 005799CD
recurse_zorder(Win *) : 005F4EC0
region_at(int, int)
rocky_at(int, int)
scan_out_line_poly(int, int)
scan_out_line_poly_dest(int, int)
sunny(int, int)
temp_at(int, int)
vector_dist(int, int)
vector_dist(int, int, int, int)
veh_down(int)
veh_who(int, int)
xrange_abstract(int) : similar to xrange but specifc to WORLD global?

 

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* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
24 (7%)
XP Compatibility patch
-=-
9 (2%)
Gog version for Windows
-=-
103 (32%)
Scient (unofficial) patch
-=-
40 (12%)
Kyrub's latest patch
-=-
14 (4%)
Yitzi's latest patch
-=-
89 (28%)
AC for Mac
-=-
3 (0%)
AC for Linux
-=-
6 (1%)
Gog version for Mac
-=-
10 (3%)
No patch
-=-
16 (5%)
Total Members Voted: 314
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The chief aim of their constitution and government is that, whenever public needs permit, all citizens should be free, so far as possible, to withdraw their time and energy from the service of the body, and devote themselves to the freedom and culture of the mind. For that, they think, is the real happiness of life.
~Sir Thomas More ’Utopia’, Datalinks

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