Nyerguds 100 Posted December 9, 2009 (edited) The C&C95 prerequisites list in TibEd 1 is missing the last item on the list. Bit #23 is the Technology Center... 00000001 Weapons Factory 00000002 Guard tower 00000004 Adv. guard tower 00000008 Obelisk of light 00000010 Comm. center 00000020 Gun turret 00000040 Construction yard 00000080 Refinery 00000100 Silo 00000200 Helipad 00000400 SAM site 00000800 Airstrip 00001000 Power plant 00002000 Adv. power plant 00004000 Hospital 00008000 Barracks 00010000 Oil Tanker (civilian building "ARCO") 00020000 Repair bay 00040000 Bio-technology lab 00080000 Hand of Nod 00100000 Temple of Nod 00200000 Adv. comm. center 00400000 Technology center Edited December 9, 2009 by Nyerguds Share this post Link to post
Nyerguds 100 Posted December 9, 2009 (edited) In fact, now I think about it, these are just the unit IDs... which explains why some civvie buildings can act as possible prerequisites for stuff instead the real building. It just cuts off everything beyond 32 bits... (0)00000001 Weapons Factory (0)00000002 Guard tower (0)00000004 Adv. guard tower (0)00000008 Obelisk of light (0)00000010 Comm. center (0)00000020 Gun turret (0)00000040 Construction yard (0)00000080 Refinery (0)00000100 Silo (0)00000200 Helipad (0)00000400 SAM site (0)00000800 Airstrip (0)00001000 Power plant (0)00002000 Adv. power plant (0)00004000 Hospital (0)00008000 Barracks (0)00010000 Oil Tanker (0)00020000 Repair bay (0)00040000 Bio-technology lab (0)00080000 Hand of Nod (0)00100000 Temple of Nod (0)00200000 Adv. comm. center (0)00400000 Technology center (0)00800000 V01 (0)01000000 V02 (0)02000000 V03 (0)04000000 V04 (0)08000000 V05 (0)10000000 V06 (0)20000000 V07 (0)40000000 V08 (0)80000000 V09 (1)00000001 V10 (1)00000002 V11 (1)00000004 V12 (1)00000008 V13 (1)00000010 V14 (tested: Comm. Center - also gives radar) (1)00000020 V15 (1)00000040 V16 (1)00000080 V17 (tested: refinery) (1)00000100 V18 (1)00000200 V19 (1)00000400 V20 (1)00000500 V21 (1)00001000 V22 (1)00002000 V23 (1)00004000 V24 (tested: hospital) (1)00008000 V25 (1)00010000 V26 (1)00020000 V27 (tested: Repair bay) (1)00040000 V28 (1)00080000 V29 (1)00100000 V30 (tested: Temple - also gives nuke, but can't be fired without actual Temple to perform the missile launch action) (1)00200000 V31 (tested: ACC - also gives 100% usable ion cannon. And on multiplayer maps those goddamn civvies use it too X_x) (1)00400000 V32 (1)00800000 V33 (1)01000000 V34 (1)02000000 V35 (1)04000000 V36 (1)08000000 V37 (1)10000000 SBAG (1)20000000 CYCL (1)40000000 BRIK (1)80000000 BARB (2)00000001 WOOD I guess they do a logical And of the value with 1F, and then take 2^(value) to match these prerequisites to the structure IDs... Summarized list: prereqbit --- struct IDs --- structures 00000001 --- 00/20/40 --- Weapons Factory / V10 / Wooden Fence 00000002 --- 01/21 --- Guard tower / V11 00000004 --- 02/22 --- Adv. guard tower / V12 00000008 --- 03/23 --- Obelisk of light / V13 00000010 --- 04/24 --- Comm. center / V14 00000020 --- 05/25 --- Gun turret / V15 00000040 --- 06/26 --- Construction yard / V16 00000080 --- 07/27 --- Refinery / V17 00000100 --- 08/28 --- Silo / V18 00000200 --- 09/29 --- Helipad / V19 00000400 --- 0A/2A --- SAM site / V20 00000800 --- 0B/2B --- Airstrip / V21 00001000 --- 0C/2C --- Power plant / V22 00002000 --- 0D/2D --- Adv. power plant / V23 00004000 --- 0E/2E --- Hospital / V24 00008000 --- 0F/2F --- Barracks / V25 00010000 --- 10/30 --- Oil Tanker / V26 00020000 --- 11/31 --- Repair bay / V27 00040000 --- 12/32 --- Bio-technology lab / V28 00080000 --- 13/33 --- Hand of Nod / V29 00100000 --- 14/34 --- Temple of Nod / V30 00200000 --- 15/35 --- Adv. comm. center / V31 00400000 --- 16/36 --- Technology center / V32 00800000 --- 17/37 --- V01 / V33 01000000 --- 18/38 --- V02 / V34 02000000 --- 19/39 --- V03 / V35 04000000 --- 1A/3A --- V04 / V36 08000000 --- 1B/3B --- V05 / V37 10000000 --- 1C/3C --- V06 / Sandbags 20000000 --- 1D/3D --- V07 / Chainlink Fence 40000000 --- 1E/3E --- V08 / Brick wall 80000000 --- 1F/3F --- V09 / Barbwire Fence Could you add em up to V09? Edited September 8, 2010 by Nyerguds Share this post Link to post
Koen 2 Posted December 12, 2009 I've added up to and including V08. It's in TibEd 1.71. Share this post Link to post
Nyerguds 100 Posted December 13, 2009 (edited) Huh, got problems adding the last one (V09)? Anyway, thanks [edit] I get this error, when it's loading my game exe... I originally tried with my 1.06-patched exe, but using a 100% original one didn't make any difference, so that's not the problem. (I never changed any of the data sections TibEd edits anyway) Edited December 13, 2009 by Nyerguds Share this post Link to post
Koen 2 Posted December 13, 2009 That's what I get for changing old editors... an untested change which was lying around got included. Updated 1.71. V09 might be the sign bit, and the TibEd1 code has never been tested with that sign bit, so it would probably introduce many bugs. You probably know this already, but certain units don't have a LONG for the BuildPrequisites but a CHAR (1 byte), so of course not all prereq's can be set for those. But that has always been like that. Share this post Link to post
Nyerguds 100 Posted December 13, 2009 (edited) I might expand that data in one of my future patch releases, giving all units and structures full editing potential. If you happen to still be interested in updating the editor for that later, I'll gladly provide you with the necessary offsets. Edited December 13, 2009 by Nyerguds Share this post Link to post
Koen 2 Posted December 14, 2009 Well, changing the offsets in the C&C95 executable would be a pain in terms of support - as it will break the current editor. The mismatch between different versions would be hard to resolve cleanly, as TibEd 1 can't do any identification. This issue is currently already there for the Dune 2000 editor; the user should upgrade the game to v1.06 first, or face mayhem, as all the offsets changed in that patch. Share this post Link to post
Nyerguds 100 Posted December 14, 2009 (edited) I just meant supporting that future version as extra entry in the list, just like you currently support different languages for the game. That puts the responsibility for choosing the version squarely with the user. (not to mention, 1.06b is already a unifying complete 3-language version, and I've had people click "French C&C95" on TibEd just because they had set the game to French... which obviously didn't work) Also keep in mind that with this change, every entry in (for example) the Units section will become exactly the same size, making it tons easier to calculate all adresses from a few basic values, and removing all special exceptions on sizes of the health and prerequisites Mind you, I'm not sure I'll actually do it; it's a crapload of work. I'm just curious about your thoughts about such a project. It would finally REALLY enable C&C95 modding though. it's kinda odd; Dune II doesn't have these limitations since it stores the actual unit object instead of the function that makes it. Which also has the advantage that absolutely EVERY setting is in there (for example, in C&C1, all types can have Stealth, but only the units have Stealth as a parameter for the constructor for its type) Edited December 15, 2009 by Nyerguds Share this post Link to post