Additional info for hex editing ROTK XI

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Re: Additional info for hex editing ROTK XI

Unread postby Lord_Cao_Cao » Sat Oct 06, 2012 5:48 pm

First free building seems to be at 0x000010dc at the start of the scenario, the longer you play the farther down it will be.
Technically, there should be as many possible buildings as there are usable tiles on the map.
In your particular screenshot, the first building begins further up. Those ff ff ff ff parts usually indicate that there are free building slots.

Force coding colours are easy to remember. I memorize them from 00 to 21.
Officer numbers are harder. To be honest, I only memorize Cao Cao, Liu Bei, Lu Bu, Xiahou Dun, Xiahou Yuan, Jia Xu, Ahui Nan and Wei Zhao. And the first few of the CCs. That's it, I have to look up the rest.
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Re: Additional info for hex editing ROTK XI

Unread postby kiko94 » Sat Oct 06, 2012 6:28 pm

What I meant about hte buildings is where is the first FF byte that I should replace with 01 to start "building" ? or is the 04 bytes that I need to replace ? that should have been my question in the first place hope it's clear now.

Nice to remember all of the forces number, helps when editing heavily , the officer number I remember is Tao Qian E4 01 , I used it so much when editing his force :lol:

one more question please, can white be used as a force color ?
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Re: Additional info for hex editing ROTK XI

Unread postby Lord_Cao_Cao » Sat Oct 06, 2012 6:42 pm

I'm a bit confused at the moment. Not by your question, but by the code itself. :lol:

I said it would always start with 01 at the beginning, but now I see different numbers as well, 02, 04, 05, 06. I'd say you'll leave it at that.
Go to 0x000010dc and you'll see 02 here. This is the supposed 01 byte in my pictures. The rest you can figure out yourself I guess.
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Re: Additional info for hex editing ROTK XI

Unread postby kiko94 » Sat Oct 06, 2012 7:48 pm

I got it now, the 01,02,04,03 are ..... The Rotation of the building :lol: 01 is north, 02 is east, 03 is west , 04 is south, that explains why the game crashes when put 00 there :D also the 3rd byte of current HP is the statue of the building, (01 for functional, 00 for "currently building" , I guess other numbers could be used in that place for the city models, I'll try it right away

PS: I think these are my first contributions to the Hex editing guides :P
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Re: Additional info for hex editing ROTK XI

Unread postby Lord_Cao_Cao » Sat Oct 06, 2012 8:26 pm

Rotation, I see... but I've also seen 05 here.
Yes, the 01 byte was not part of the HP, I didn't know it back then, but I didn't know what it was for either. Thanks.
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Re: Additional info for hex editing ROTK XI

Unread postby kiko94 » Sat Oct 06, 2012 9:14 pm

Lord_Cao_Cao wrote:Rotation, I see... but I've also seen 05 here.

My mistake there, 05 is west, 06 is south west , so 04 would be north east ...etc

Also if you give a building HP above its maximum, all the bonus HP will be gone in one hit, no matter how much you add or how weak the attacking unit is.

I'm trying to work out the alliance part now, allying Liu Bei, Cao Cao , Sun Jian, gives us : 06 in the first byte for Cao, 05 for Liu Bei and 03 for Sun jian, I can' seem to figure out any way on how that happened, I have theories, but I'll need to play around those for some time to tell them apart.

Edit on the alliance, Each force you ally with gives you a number, for example allying with Wei gives 01 (or just 1 if it works like techniques) added in the first byte, Shu gives you a 02 bonus in the first byte, Wu gives you a 04 , still didn't figure out all the things, for example which order the number you get is put is still a mystery, there are 7 bytes, and 42 possible forces, so there must be a way to get it.
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Re: Additional info for hex editing ROTK XI

Unread postby Zyzyfer » Mon Oct 08, 2012 2:17 am

The forces are in a specific order as per the order in the district order section, so it's probably relevant to that. I believe Wei is always the first force listed (except for 184, of course), Shu is second, Wu is third. But the 4 for Wu is weird, I'm assuming you're testing on RoH. If Wei or Shu have a district then it would make sense but if they don't then there is a specific numbering system rather than just the arbitrary 1, 2, 3 thing. Perhaps similar to the buildable land numbering system*?

Anyway you can see the order of forces by looking at the district code or I think if you go into the forces list menu and show order by forces and see it.

(*1 = Grassland 2 = Earth 4 = Sand 8 = Swamp 16 = Poison 32 = Forest 64 = River 1 128 = River 2 256 = Sea 512 = Wasteland 1024 = Road 2048 = Plankway 4096 = Crossing 8192 = Shallows 16384 = Shore 32768 = Cliff 65536 = City 131072 = Barrier 262144 = Harbour 524288 = Shortcut)
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Re: Additional info for hex editing ROTK XI

Unread postby foosoomin » Mon Oct 08, 2012 4:56 am

lord cao cao,


Have you ever thought of providing the hex offset value for all the 42 cities? Since it's not listed anywhere
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Re: Additional info for hex editing ROTK XI

Unread postby Lord_Cao_Cao » Mon Oct 08, 2012 8:35 am

If Ma Teng gives you a 08 bonus and Liu Yan/Zhang either 16 or 10, it will likely be solved.

lord cao cao,


Have you ever thought of providing the hex offset value for all the 42 cities? Since it's not listed anywhere

Didn't kiko post the offset list in one of those threads here?
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Re: Additional info for hex editing ROTK XI

Unread postby kiko94 » Mon Oct 08, 2012 9:34 am

Here's the list for the cities, it was in the discussion thread, you might want to add it next to the compatibility numbers list, I guess it would be helpful

City Hex Adresses in the Senario File :

2814f Xiang Ping

281a0 Bei Ping

281f1 Ji

28242 Nan pi

28293 Ping Yuan

282e4 Jin Yang

28335 Ye

28386 Bei Hai

283d7 Xia Pi

28428 Xiao Pei

28479 Shou Chun

284ca Pu Yang

2851b Chen Liu

2856c Xu Chang

285bd Ru Nan

2860e Luo Yang

2865f Wan

286b0 Chang An

28701 Shang Yong

28752 An Ding

287a3 Tian Shui

287f3 Wu Wei

28845 Jian Ye

28896 Wu

288e7 Hui Ji

28938 Lu Jiang

28989 Chai Sang

289da Jiang Xia

28a2b Xin Ye

28a7c Xiang Yang

28acd Jiang Ling

28b1e Chang Sha

28b6f Wu Ling

28bc0 Gui Yang

28c11 Ling Ling

28c62 Yong An

28cb3 Han Zong

28d04 Zi Tong

28d55 Jiang Zhou

28da6 Cheng Du

28df7 Jiang Ning

28e48 Yun Nan


I have some free time today (right now actually) , I'll be testing with the other forces and see what we get
BTW I'm testing in a RoH senario, so no districts are up yet.

EDIT : Indeed it is the same system as for the building tiles, it's something like 2^x where x is your force number :D
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