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There are currently 47 users playing Freelancer on 44 servers.
March. 3, 2021
The Starport Forum Index > All Posts (adoxa)

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Re: Singleplayer savegame editor
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Simple Save Editor is Delphi, flcodec is C; .NET isn't going to help. Since the only thing SSE does is automatically decode/encode, you could always just decode manually, use your favorite editor, encode manually (and you can skip that, FL will read decoded files). Alternatively, give this one a go.

Posted on: 2020/3/8 1:18
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Re: Programatically working out how many weapons/turrets a ship has
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iDunno6. Here's HpAttachmentType in FriendlyFire's GitHub.

Posted on: 2020/3/5 13:22
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Re: Programatically working out how many weapons/turrets a ship has
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The unknown is a vector consisting of HpAttachmentType and a vector of CacheString. You could process the vector directly, or use get_legal_hps with each type. You'd then have to look at each CacheString and count the unique ones (or maybe you could get away with the one with maximum length).

Posted on: 2020/3/5 2:37
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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Quote:
[W]e were both wondering if there was any documentation out there for us to learn from?

There's lots of tutorials on learning assembly/reversing, but I learnt pre-internet (initially Z80 on an Amstrad CPC 464), so can make no recommendations.

Quote:
[...] I have absolutely no idea what's instructing jflp to look into common.dll or even at the addresses it does.

Finding the addresses involves analysing the disassembly, where exports and text-based ini prove very useful (which is what makes content.dll so hard, since it has no exports and little text). Then it's off to the debugger, setting breakpoints on where it reads ini values, then hardware breakpoints to find where it uses those values. Once I have an address I try and find existing calls or jumps to use as a hook point, as that allows reusability with other hooks. That's what NEWOFS in a plugin does, replacing an existing call/jump destination with the plugin's. If there's no call or jump to hook, then I overwrite code with one, which is what CALL and JMP do. (I'm still amazed that with all the plugins out there, there's only been one conflict, where the first version of EngClass didn't get along with MultiCruise.)

Posted on: 2020/3/5 1:11
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Re: Request:reduce the asset plugin need
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I set the Starflier to ship_class = 4, died (atmosphere), respawned, and had half as much money. As long as it's not SP or an NPC it should work.

Posted on: 2020/3/4 7:24
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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They both work fine with my 7. I would suspect the section alignment (0x200 instead of 0x1000), but I find it hard to believe that would work on my 7 and not someone else's. I don't know what else to suggest, though.

Posted on: 2020/3/4 7:03
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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Might be easiest to attach both versions here and I'll have a look.

Posted on: 2020/3/4 5:28
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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Sure it's not just missing the runtime distributable? Remove /MD from the compile command and you'll get a static version (bigger, but not dependent on the runtime DLL).

Posted on: 2020/3/3 9:34
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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Disassembly listing. I use a modified version of PeReader, although I expect most people use IDA.

Posted on: 2020/2/28 9:17
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Re: Extra lines in dynamic infocards (Reverse-engineering jflp.dll/plugins)
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ShieldGenerator is AttachedEquipment, so there's other data before the shield data, and the order was wrong (Archetype::ShieldGenerator::read in common.dll shows that).

Code:
struct ShieldGenerator
{
  BYTE equip[0x70];
  BYTE attached_equip[0x1C];
  UINT shield_type;
  float regeneration_rate;
  float max_capacity;
  float constant_power_draw;
  float rebuild_power_draw;
  float offline_threshold;
  float offline_rebuild_time;
  // std::vector<IObjInspect*> hp_shield_type;
};

Posted on: 2020/2/28 0:41
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Re: Crash Offsets
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Mission objective (it seems to point to a commodity nickname, so that's what I'm assuming).

Posted on: 2020/2/25 8:41
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Re: Crash Offsets
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The good and equipment nicknames must be the same, so provided the good is also commodity_bounty_voucher it looks okay.

Posted on: 2020/2/25 8:05
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Re: Crash Offsets
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I think it might be commodities for jobs.

Posted on: 2020/2/25 7:23
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Re: Quick Question about Adoxa's Storylvl mod
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Only those levels; iirc use MISSIONS\ptough.ini for level requirements outside the story.

Posted on: 2020/2/15 1:31
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Re: Crash Offsets
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If it's not dacomsrv.ini or flhook, then maybe it's freelancer.ini? I don't know how else flserver would be loading it. If you deleted it from EXE but it still loads, maybe it's in DLLS\BIN?

Posted on: 2020/2/14 14:38
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