Show whole topic Sep 29, 2008 2:30 am
shaktazuki Offline
Mitglied
Registered since: Apr 30, 2008
Location: -


Subject: Re: max file formats
I am about to do that with the map overlays I found in the DTA files...
Quote:
In save10.dta, from offset 224 - 12767 (decimal) inclusive, that is a map overlay - possibly the resources, one byte each entry; observed values: 1, 2, 4, 8 .

I think that's the map resource data.

Quote:

From 12768 - 37855 (decimal) inclusive, that is another map overlay - two bytes per entry, second byte is almost always 0 (3 observed exceptions, which appear to come in groups of 3, value (hex) 10), first byte observed values (hex) 80 (vast majority), 40, 90, 83, 84, 22, 23, 2A, 00, 82, 29, 28, 2B, 24, 88, 85, 47, 46, 41, 42, 8B, 49, 43, 8C, 27, can't be sure about the rest.

I suspect that's the unit data.

I'm about to start poking around - I have responsibilities that prevent me from doing as much as I would like (kids).

[edit] Offset 12768 - 37855 contain the resource data. 0x80 means no resource in that particular square. 0x81-0x90 are the amount of raw resources there, 0x41-0x50 is the amount of gold, 0x21-0x30 is the amount of fuel. I have no idea what the second (usually 0x00) byte is for. The original game does not use range checking; 0x91 is still 16 raw, and so forth.

[edit] Sal, you rock. If we could figure out where the units were being stored, and their statistics, and the victory conditions, then we might be able to use the scenario savegames for the single player missions.
This post has been edited 6 times. Last edit on Sep 29, 2008 6:46 am by shaktazuki.