Jump to content
Sign in to follow this  
Jorge

Dune2000: Unknown Bytes for Units & Buildings

Recommended Posts

 

 

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

 

:excl: 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: :excl:

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 / (#)

 

:excl: (*) 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.

 

:excl: 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.

:skull: 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

Edited by Jorge

Share this post


Link to post
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

Whoa. You've been very busy :D

I added some binary calculations to your build-system, does this make sense (eg, 1 being Atreides, 2 Harkonnen, 4 Ordos, 8 Imperial, 16 Fremen, 32 some Ordos subhouse (IX?), 64 another Ordos subhouse)? If so, then we found that one ;)

Also, Byte 54: Status bar's Size could be it, if you've checked it. I can add this to TibEd, however it will break compatibility with earlier TibEd versions I think (for those bytes which are found will be renamed).

Share this post


Link to post
=====

 

Whoa. You've been very busy :D

I added some binary calculations to your build-system, does this make sense (eg, 1 being Atreides, 2 Harkonnen, 4 Ordos, 8 Imperial, 16 Fremen, 32 some Ordos subhouse (IX?), 64 another Ordos subhouse)? If so, then we found that one ;)

 

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).

 

Also, Byte 54: Status bar's Size could be it, if you've checked it.

 

It is also the size of unit's highlights that can be seen when unit is selected.

 

I can add this to TibEd, however it will break compatibility with earlier TibEd versions I think (for those bytes which are found will be renamed).

 

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

Share this post


Link to post

Your idea is working :D

Note the same calculations can be done in other bytes :idea:

 

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

Share this post


Link to post

Semi-Unknown Bytes: :crazyguy:

-------------------------

 

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

Share this post


Link to post

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)

 

 

 

 

 

 

Share this post


Link to post

A six-year old valid resurrection, wow, I'm impressed.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×