Additional info for hex editing ROTK XI

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Re: Additional info for hex editing ROTK XI

Unread postby Zyzyfer » Thu Jul 03, 2014 1:37 pm

Well hopefully someone figures out how to alter things like that, yeah?

-----

On a related note, I finally started playing around with rank bonuses. It was pretty easy to figure out the basics to choose a stat and the amount of the bonus. What I'm wondering is, is it possible to boost multiple stats for a rank bonus?
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Re: Additional info for hex editing ROTK XI

Unread postby Gray Riders » Sun Jul 06, 2014 10:25 pm

Editing unit stats:

The stats for the unit types are stored i scenario.s11.

First go to the unit type--the units start at 0x17c8, with swords. From the first letter of the unit name offset by 49 (as entered in the hex--you're actually going 73 hexes!); attack, defense, and movement speed are right there, in order. So if you think Spears are too weak and horses are too good, you can fix them. In fact, you can also decide horses should be good but you need to pay more for them; at 8C from the start is the cost of having some of that weapon created. It uses two byes and is read backwards--the default 700 cost for most weapons is bc02, while 2bc is the hex number for 700.

The numbers for attack and defense seem to be what an S aptitude unit's attack/defense will be by calculating it was a percent of the unit leader's War and Lead. Horses have an attack of 105, so Lu Bu, assuming he's healthy, has 105 attack with a horse unit. Elite Horse and the similar technologies change how this is calculated, of course.

Interestingly, Spears have a lower total attack/defense than Pikes and Horses--possibly part of the reason they are often considered unexceptional.

Next I want to figure out how tactics work. If we're very, very, VERY lucky I'll figure out how to set if a tactic can Confuse and things like that. If not, I'm pretty sure I can figure out how to affect their damage and Will cost.
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Re: Additional info for hex editing ROTK XI

Unread postby Stryke » Wed Jul 09, 2014 8:56 pm

Not sure if this is the right place to ask, but does anyone have a link to the translated bonus scenarios from the PuK? I'm looking for the Lu Bu in Xia Pi one in particular.
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Re: Additional info for hex editing ROTK XI

Unread postby Gray Riders » Wed Jul 09, 2014 10:23 pm

Stryke wrote:Not sure if this is the right place to ask, but does anyone have a link to the translated bonus scenarios from the PuK? I'm looking for the Lu Bu in Xia Pi one in particular.

Below should have them all:
http://the-scholars.com/viewtopic.php?f=2&t=22582
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Re: Additional info for hex editing ROTK XI

Unread postby Zyzyfer » Thu Jul 10, 2014 12:03 pm

Looking at the hex for skills. What a mess.

I don't know if this is already documented by someone, but the one pattern I am seeing is the ranking and classification of each skill. The final two bytes for each skill will be something like 04 00 for Flying General, 04 01 for God's Command, 02 01 for the X General skills, 03 01 for the Divine X skills. It doesn't really mean much, but I'm fairly certain the first byte is the skill rating (03 and 04 are not initially available for custom officers), and the second is the classification, with 00 being movement, 01 being attack, 02 being defense, etc.

Oh, and a trend in the data. It's common to see something like 82 -- 83 --. Like take Divine Cavalry, this is the hex after the description bytes.

00 95 4b 82 b8 83 4e 83 8a 83 65 83 42 88 ea 90 c4 8d 55 8c 82 8e 9e 81 41 35 30 81 93 82 cc 8a 03 01


82 and 83 seem to come up a lot. I can't decipher it, but perhaps it is meaningful to someone.

edit: Going to make a second post regarding tactics.
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Re: Additional info for hex editing ROTK XI

Unread postby Zyzyfer » Thu Jul 10, 2014 1:29 pm

Apologies for double post.

TACTICS

I figured out some neat things about tactics. Maybe some are already known. But I'll post my findings.

First, Thrust.

Thrust 00 82 cc 91 af 8f 8a 91 ae 82 00 93 af 14 00 0f 01 01 01 01 00 00 3b 3e 08 00 01


These are the bytes after the name of the tactic.

14 is the damage against units when the tactic is performed.
00 is the damage against structures when the tactic is performed.
0f is the will consumed to perform the tactic.
01 01 is the minimum and maximum executable range of the tactic.
01 01 seems to relate to ability to execute the tactic against land-based units, as only Smash and Clash do not have 01 01 here.
00 00 is the ability to attack naval units and buildings, respectively. I've lumped them together but there is variance for certain tactics.
3b 3e appears to be a kind of unit tactic classification. For instance, bow tactics and the tower's Incinerate tactic are classified as 9f 3f, and they are susceptible to counter-attacks from bow units. Unsure how this applies to other units, however.
01 indicates the APT value required to perform the tactic, with 0 being C, 1 being B, 2 being A, 3 being S.

I'm not going to color-code everything, but here is the hex for the tactics. It's easier to read if you copy and paste this on some sort of text file and right align the text.

It's interesting to note the damage modifier for pike tactics, it sort of redeems spears a bit.

Thrust 00 82 cc 91 af 8f 8a 91 ae 82 00 93 af 14 00 0f 01 01 01 01 00 00 3b 3e 08 00 01
Rush 00 e7 82 c8 82 ad 82 c8 82 e9 00 88 00 47 8a 19 00 14 01 01 01 01 00 00 3b 3e 08 00 02
Assault 00 e0 93 c1 8f 02 07 95 97 00 85 00 23 00 19 01 01 01 01 00 00 3b 3e 08 00 03
Rake 00 8f 8a 91 ae 93 73 8e 73 82 c5 82 00 82 c8 14 00 0f 01 01 01 01 00 00 3f 3e 08 00 01
Sideswipe 00 8e 52 02 95 97 02 00 90 6d 14 00 14 01 01 01 01 00 00 3f 3e 08 00 02
Whirlwind 00 8a e8 00 83 4c 83 00 83 93 14 00 1e 01 01 01 01 00 00 3f 3e 08 00 03
Incinerate 00 8d ec 82 aa 8b 00 82 ab 0a 0f 0a 02 02 01 01 01 01 9f 3f 0f 00 01
Penetrate 00 07 95 97 90 85 00 00 74 83 0f 0f 0f 02 02 01 01 01 01 9f 3f 0f 00 02
Shower 00 83 69 83 43 83 57 83 87 00 00 53 81 0f 0f 19 02 02 01 01 01 01 9f 3f 0f 00 03
Onslaught 00 8a 8e e8 82 cc 94 00 97 cd 14 00 0f 01 01 01 01 00 00 07 36 00 00 01
Breach 00 8a e8 00 83 4c 83 4b 83 93 00 74 83 1e 00 14 01 01 01 01 00 00 07 36 00 00 02
Charge 00 83 8a 83 77 83 43 83 5e 83 00 83 8c 32 00 19 01 01 01 01 00 00 07 36 00 00 03
Incinerate (tower) 00 96 40 82 cc 88 00 97 cd 0f 1e 0a 02 02 01 01 01 01 9f 3f 0f 00 00
Smash 00 03 03 00 ff 95 ba 97 00 00 e8 00 e8 03 00 82 0a 01 01 00 00 00 01 3f 3e 0f 00 00
Blaze 00 83 45 83 56 83 85 83 45 83 51 00 4c 00 14 9b 0a 01 01 01 01 00 01 3f 3e 0f 00 00
Catapult 00 9e 81 41 93 47 95 94 00 e0 82 1e 5a 0a 02 03 01 01 01 01 bf 3f 0f 00 00
Incinerate (boat) 00 07 04 00 00 8a 00 8f 50 0f 1e 0a 02 02 01 01 01 01 9f 3f 0f 00 01
Clash 00 8c 82 8e 9e 81 41 94 bd 8c 82 00 f0 8e 14 14 0a 01 01 00 00 01 00 80 01 00 00 02
Catapult (boat) 00 94 bd 8c 82 82 f0 8e 00 82 af 1e 5a 0f 02 03 01 01 01 01 bf 3f 0f 00 03
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Re: Additional info for hex editing ROTK XI

Unread postby David Lo Pan » Sat Jul 19, 2014 11:32 pm

Thanks for this thread and the hard work that has gone into it.

I have just begun to Hex edit the game and so far so good. I feel like I am at the bottom of a big hill looking way up at you guys.
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Re: Additional info for hex editing ROTK XI

Unread postby demiclise » Thu Aug 07, 2014 2:54 am

Hi guys! I have been playing this game since it came out on ps2 then decided to by the pc version since I no longer have a ps2. I have been editing and by no means am I an expert on hex editing but I was able to create a custom scenario among other things. I do have a question for the hex gurus here I know you can make custom items starting from the offset of 0x0001bbe8. What I do not know is where are the offsets for items 2 to 7 are (which I read on the boards the max number of custom items you can make is 7 though I am not sure of this). If someone can tell me in the MakeData.s11 I would greatly appreciate it. Also using hex editor neo I was able to add a short description of the item for my custom officer. You can write it after ff 01 where the ff is the city code for the item, though you need to input the letters with hex code for it to show in the game.

Second, I will use the Warlords scenario which is my favorite scenario to play in and was able to hex change the date from 194 6/1 to 194 1/1. Now It does show when I select my custom game but when I start a new game in that scenario it still starts on 6/1. Can anyone explain or guide me on fixing it to where the scenario starts on Jan. 1? There's great info here and thanks to those that have contributed to this thread.
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Re: Additional info for hex editing ROTK XI

Unread postby Zyzyfer » Thu Aug 07, 2014 8:26 am

I don't have home net access or I could check for you tonight. But I am sure someone can answer those questions for you pretty quickly, as they are fairly straightforward to resolve.

I've got my own question. I changed the range on the catapult tower (to 4) and eight pillars (to 2) facilities. However, although the increased range is highlighted when you hover over the facility, the range of effect has not actually changed. Am I missing something?
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Re: Additional info for hex editing ROTK XI

Unread postby Gray Riders » Thu Aug 07, 2014 2:46 pm

Zyzyfer wrote:I've got my own question. I changed the range on the catapult tower (to 4) and eight pillars (to 2) facilities. However, although the increased range is highlighted when you hover over the facility, the range of effect has not actually changed. Am I missing something?

I just ran some tests; band platform worked fine with it's range increased, but the archer turret had no effect. I also remember that changing a camp's range still had the food saving effect work and seemed to have the defense boost.

Tonight I'll try to see if San editor causes turrets range to work differently. If so I'll compare two files and see if it changed something else.
Edit: The Japanese PUK uses a different number of byters for a building than the English version. That complicated issues. Significantly.
Edit2: Towers don't use improved range with San11 editor, either. I gues the range is linked to the projectile type or something.
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