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Jorge

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About Jorge

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  1. Never too late for an update Weapons Byte 8: 1: Parabolic trajectory (with shadow) 2: Unknown (used on debris) 4: Unknown (unused) 16: Projectile have a trail 32: Lock on Target 64: Deviator's projectile (turns enemies to your side, temporarily) 128: Projectile rotates (think grenade, ornithopter`s bomb etc) We can get any combination from : 0: None of the above 255: All of them (1+2+4+8+16+32+64+128)
  2. Jorge

    Lost Reg Code for Tibed 1

    Got your mail, Code worked fine, Thanks for quick response :lol: I'll edit my old post on dune2000 to remove repetitive info and any error I could find on it. :roll: best regards Jorge
  3. Hello Months ago I've lost my registration code for Tibed 1 Please could you send it to my e-mail address? If i remember correcly, the e-mail address I've used to register was [email protected] (registration was made before 2002 I think. Just in case, send it also to [email protected] (if possible) By the way, On Feb 27, 2004 I left a post on TibEd Technical Support forum about unknown bytes for dune2000 Would you consider to update Tibed 1 to include those findings? best regards Jorge Herrada
  4. Semi-Unknown Bytes: ------------------------- Buildings ====== Long 68: Related to owner (very similar to unit's unknown byte 0) Byte 76: Related to owner (very similar to unit's unknown byte 0) 1 Atreides 2 Harkonnen 4 Ordos 16 Fremen 8 Imperial 16 Fremen 32 Smuggler 64 Mercenary 256 Unknown 17 Atreides + Fremen ( 1+16 ) 10 Harkonnen + IMperial ( 2+8 ) 100 Ordos+Smuggler+Mercenary ( 4+32+64 ) 273 Atreides + Fremen ( 256+16+1 ) 266 Harkonnen + Imperial ( 256+8+2 ) 356 Ordos+Smuggler+Mercenary ( 256+64+32+4 ) Byte 90: 1: Unknown attribute If building is sold, another cannot be deployed in it's former place 2: Unknown attribute Sietch (Fremen barracks) cannot be sold if has this attribute 4: Crew (infantry) come out of building when building is deployed If building don't have this attribute, crew come out of building when building is sold. 8: Unknown attribute No crew come out of building when it is sold/deployed 16: Invisible Building. Asphalted ground is visible (if building has it) 32: New-built unit can be seen when comes out of building (building don't hide completely the unit). If building don't have this attribute, unit is hidden by building until completely gets out of it. Also, Building has asphalted ground in the front. 64: Building can be deployed intact without concrete slabs If building don't have this attribute, it gets damage when deployed without concrete. Also, If building is sold, another cannot be deployed in it's former place 128: Some effect on building's misc. animation see Byte 139: Misc. Animation (lights, radar antena e.t.c.) Still Unknown: :bang: ---------------- Buildings ====== Byte 132: Always 0 Byte 133: Byte 137: Byte 140: Always 255 except Medium Gun Turret (46) Byte 5: Can take these values: 1, 2, 5, 8. Byte 6: Always 0 Byte 18: Always 255 Byte 19: Always 255 except Heavy Factory (5) Long 36: Always 0 Long 40: Always 0 except Heavy Factory (200) Long 52: Always 0 except Heavy Factory (50) Long 56: Always 0 except Heavy Factory (50) Long 48: Const. Yard ( 18 ), Barrack (54), Light factory (42), Heavy factory (24), High Tech factory (12) Other (0) Byte 78: Always 0 except Large Gun Turret (1) Byte 88: Can take these values: 0, 64, 80 Byte 93: Units === Byte 15: Can take these values: 0, 1, 2, 3 Byte 46: Shows 1 If infantry Otherwise 0 Byte 52: Shows 0 If infantry Otherwise 1 (*) Byte 55: Can take these values: 0, 2, 3, 4, 5, 7 (*) Sandworm and Choam Frigate also shows 0. Best regards Jorge
  5. Siberian Gremlim has released Dune 2000 Image Converter 1.2 beta. The programm allows to export D2k R8 files as bmp, and replace default images importing bmp files. Download on his homepage http://www.gremlin.4u.ru/ Current version don't have R16 format support yet (but is on the way, as far as i know). best regards Jorge
  6. Your idea is working Note the same calculations can be done in other bytes Buildings: ====== Byte 80: Deployment Squares Arrange (Upper section) (*) Byte 81: Deployment Squares Arrange (Lower section) (*) Byte 84: Occupied Squares Arrange (Upper section) (**) Byte 85: Occupied Squares Arrange (Lower section) (**) (*) Square areas needed to be Free in order to deploy a building. (**) Square areas where unit's path is bloked. Also (maybe): Square areas where concrete slabs are needed. :arrow: Both Deployment and Occupied Squares negate deployment for another buildings. :arrow: Occupied Squares block's unit's path. X=Deployment/Ocuppied square. 0: OOOO OOOO 1: XOOO OOOO 2: OXOO OOOO 4: OOXO OOOO 8: OOOX OOOO 16: OOOO XOOO 32: OOOO OXOO 64: OOOO OOXO 128: OOOO OOOX We can get any combination from 0: OOOO OOOO to 255 (1+2+4+8+16+32+64+128): XXXX XXXX Byte 89: 0: Building cannot be selected/repaired/captured 1: Unknown Attribute Can't figure why wall uses 1 and concrete uses 0. 2: Building can be selected/repaired ; cannot be captured 3 (1+2): Building can be selected/repaired ; cannot be captured 4: Building can be captured ; cannot be selected/repaired 5 (1+4): Building can be captured ; cannot be selected/repaired 6 (2+4): Building can be selected/repaired/captured 7 (1+2+4): Building can be selected/repaired/captured Units ===== Byte 0 (Reviewed) 1 Atreides 2 Harkonnen 4 Ordos 16 Fremen 8 Imperial 16 Fremen 32 Smuggler 64 Mercenary 17 Atreides + Fremen ( 1+16 ) 10 Harkonnen + IMperial ( 2+8 ) 100 Ordos+Smuggler+Mercenary ( 4+32+64 ) 27 Atreides + Fremen + Harkonnen + Imperial ( 1+16+2+8 ) Jorge
  7. That seems to be right. :!: :!: Building's Long68 and Byte76 work roughly in the same way as unit's byte 0, and for them 32=smuggler 64=Mercenary (both ordos allies in the campagn game). It is also the size of unit's highlights that can be seen when unit is selected. I can't figure why dune2000 programmers needed "owner" in addition to "byte 0". :?: I find them somewhat redundant but when tested both seemed to be necesary to made units available to houses. Best regards :block: Jorge
  8. Hello Dune2000 is getting old but is still my favorite, so hope isn't too late to put my two cents. By the way, sorry if my english isn't too good. UNITS ===== Byte 0: House which can builds the unit (related to "owner") 1 Atreides 2 Harkonnen 4 Ordos 17=1+16 Atreides 10=2+8 Harkonnen 100=4+32+64 Ordos 27=1+2+8+16 Atreides and Harkonnen 8 Imperial 16 Fremen 127=1+2+4+8+16+32+64 Any Byte 54: Status bar's Size (the green/yellow/red bar that shows unit's health) 0 Small: Mainly used for infantry units 1 Medium: Mainly used for light/Medium Vehicles 2 Large: Mainly Used for Heavy Vehicles BUILDINGS ========= Byte 96: Location where New-built Unit appears - X axis / Column Byte 97: Location where New-built Unit appears - Y axis / File Byte 98: Location where New-built Unit goes - X axis / Column Byte 99: Location where New-built Unit goes - Y axis / File Example: If Byte 96=0; Byte 97=0; Byte 98=1 and Byte 99=1, This indicates that new unit appears on Top-Left building's square and goes one square down and one square right from the place where appeared. Byte 138: Constructing/Selling Animation Byte 139: Misc. Animation (lights, radar antena e.t.c.) Byte 15: Can shots Y(1)/N(0). Required for any building which has a weapon. Byte 92: Special Attribute: 1: Outpost / Can Activate Radar Screen 2: Construction Yard / (#) 4: Refinery / Can Collect and store spice (**) 5: Silo / Can store spice 6: Repair Pad / Can Repair Vehicles 7: Light Factory / Can Build Light Vehicles (*) 8: Heavy Factory / Can Build Heavy Vehicles (*) 9: High tech Factory (Harkonnen, ordos) / Can Build Carryals (*) 10: High tech Factory (Atreides) / Can Build Carryals(*) 11: Barracks / Can Build Infantry (*) 13: Starport / Can Receive Choam Frigate (*) 14: Wall / (#) 15: Concrete / 16: Gun towers / (#) 17: Harkonnen palace / (#) 18: Ordos palace / (#) 19: Atreides palace / (#) (*) Any building can be set as Barrack, Factory or Starport without changue its Behavior :block: . However only a building which have the default behavior can be set as 1st Prerequisite for units. In order to set a building as 1st Prerequisite such building must have the default behavior: i.e. Barrack for infantry, Light Factory for light vehicles e.t.c. Changue on behavior (to default) is not required in order to set building as 2nd Prerequisite. Alternate barracks, factories, and starports (those which don't have the default behavior) can be selected as primary building using Ctrl P. However, If an alternate barrack or factory is going to be sold, default barrack/factory should be set as primary (Ctrl P) before do the sell. Otherwise, game will crash when user try to set default barrack/factory as primary. (**) To be Fully Functional alternate refinery requires the following values: Byte 96=2; Byte 97=1; Byte 98=2; Byte 99=2. It seems cost cannot be less than 1200, otherwise game will crash when building is sold (#) Didn't find any visible effect when tested Greetings from Perú Jorge Herrada
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