New memory values skeleton

develop
simon 2010-05-17 15:49:28 +02:00
parent f828880042
commit 3e57950228
1 changed files with 195 additions and 1 deletions

@ -1423,7 +1423,7 @@ map_data_1b60_offset 0x1B9c
<Offset name="creature_mood">0x288</Offset>
<Offset name="creature_birth_year">0x298</Offset>
<Offset name="creature_birth_month">0x29C</Offset>
<Offset name="creature_birth_time">0x29C</Offset>
<Offset name="creature_physical">0x464</Offset>
<!--
<Offset name="creature_strength">0x464</Offset>
@ -1564,6 +1564,200 @@ map_data_1b60_offset 0x1B9c
<!-- Windows logo by Microsoft -->
<!-- Tux logo by the Linux guys :) -->
<Entry version="v0.30_04" os="linux" id="30_04lin" base="meta-2010">
<String name="md5">1d759a11af258263ef5c139d6d9a3e15</String>
<HexValue name="sizeof_vector">0x10</HexValue>
<Offset name="vector_triplet">0x4</Offset>
Name struct
===========
<Offset name="name_firstname">0x0</Offset>
<Offset name="name_nickname">0x1C</Offset>
<Offset name="name_words">0x38</Offset>
Position
========
<Address name="window_dims">0</Address> Was 0x17f5ab8
0x17f6b00
0x17f6b08
0x17f6b10
Map
===
<Address name="map_data">0</Address>
* map size in blocks *
<Address name="x_count_block">0</Address>
<Address name="y_count_block">0</Address>
<Address name="z_count_block">0</Address>
* map size in tiles *
<Address name="x_count">0</Address>
<Address name="y_count">0</Address>
<Address name="z_count">0</Address>
* Suspected region coords *
<Address name="region_x">0</Address>
<Address name="region_y">0</Address>
<Address name="region_z">0</Address>
* World size * (WORDs)
<Address name="world_size_x">0</Address>
<Address name="world_size_y">0</Address>
* geology *
<Address name="geoblock_vector">0</Address>
<Address name="ptr2_region_array">0</Address>
* features *
WORLD + 0x54374
<Address name="global_feature_vector">0</Address>
WORLD + 0x54440
<Address name="local_feature_start_ptr">0</Address>
Creatures
=========
<Address name="creature_vector">0</Address>
<Address name="dwarf_race_index">0</Address>
<Address name="dwarf_civ_id">0</Address>
<Offset name="creature_name">0x0</Offset>
<Offset name="creature_custom_profession">0x6c</Offset>
<Offset name="creature_profession">0x88</Offset>
<Offset name="creature_race">0x8C</Offset>
<Offset name="creature_position">0x90</Offset>
<Offset name="creature_flags1">0xF8</Offset>
<Offset name="creature_flags2">0xFC</Offset>
<Offset name="creature_caste">0x110</Offset>
<Offset name="creature_sex">0x112</Offset>
<Offset name="creature_id">0x114</Offset>
<Offset name="creature_civ">0X120</Offset>
<Offset name="creature_soulskill_vector">0X1F4</Offset>
<Offset name="creature_pickup_equipment_bit">0X21C</Offset>
<!--<Offset name="creature_mood">0x238</Offset>-->
<Offset name="creature_mood">0x288</Offset>
<Offset name="creature_birth_year">0x298</Offset>
<Offset name="creature_birth_time">0x29C</Offset>
<Offset name="creature_physical">0x464</Offset>
<Offset name="creature_current_job">0x390</Offset> <!-- from chmod -->
<Offset name="creature_mood_skill">0x394</Offset> the skill that will be increased at the end of the mood (or not)
<Offset name="creature_appearance_vector">0x604</Offset>
<Offset name="creature_artifact_name">0x6D4</Offset>
<Offset name="creature_labors">0x774</Offset>
<Offset name="creature_soul_vector">0x0740</Offset>
<Offset name="creature_default_soul">0x0758</Offset>
<Offset name="creature_happiness">0x834</Offset>
Souls
=====
<Offset name="soul_name">0x0</Offset>
<Offset name="soul_skills_vector">0x1F4</Offset>
<Offset name="soul_traits">0x224</Offset>
<Offset name="soul_mental">0x88</Offset>
Castes
======
<Offset name="color_modifier_part">0x70</Offset>
<Offset name="color_modifier_startdate">0x64</Offset>
<Offset name="color_modifier_enddate">0x68</Offset>
<Offset name="caste_bodypart_vector">0x51C</Offset>
<Offset name="caste_color_modifiers">0xACC</Offset>
<Offset name="caste_attributes">0x654</Offset>
Body Parts
==========
<Offset name="bodypart_id">0x0</Offset>
<Offset name="bodypart_category">0x1C</Offset>
<Offset name="bodypart_layers_vector">0x44</Offset>
<Offset name="bodypart_singular_vector">0x78</Offset>
<Offset name="bodypart_plural_vector">0x90</Offset>
Materials
=========
<Address name="mat_inorganics">0</Address>
stuff like glass, coke, ...
<Address name="mat_other">0</Address>
wood and plant matter, WORLD + 0x54B94
<Address name="mat_organics_all">0</Address>
plant matter, WORLD + 0x54BAC
<Address name="mat_organics_plants">0</Address>
just wood, WORLD + 0x54BDC
<Address name="mat_organics_trees">0</Address>
creature types actually used for creatures, WORLD + 0x54CD0
<Address name="creature_type_vector">0</Address>
stuff that is used somehow
<Address name="mat_stuff">0</Address>
Constructions
=============
WORLD + 0x108
<Address name="construction_vector">0</Address>
Translations
============
WORLD + 0x54E50
<Address name="language_vector">0</Address>
WORLD + 0x54E80
<Address name="translation_vector">0</Address>
Vegetation
==========
WORLD + 0x15184
<Address name="vegetation_vector">0</Address>
Buildings
=========
WORLD + 0x14818
<Address name="buildings_vector">0</Address>
WORLD + 0x5D610
<Address name="custom_workshop_vector">0</Address>
<Offset name="custom_workshop_name">0x4</Offset>
<Offset name="custom_workshop_type">0x20</Offset>
Descriptor colors
=================
<Address name="descriptor_vectors_start">0</Address>
<Offset name="descriptor_rawname">0x0</Offset>
<Offset name="descriptor_name">0x4C</Offset>
<Address name="descriptor_colors_vector">0</Address> this includes RVB
<Offset name="descriptor_color_r">0x6C</Offset> floats !
<Offset name="descriptor_color_v">0x70</Offset>
<Offset name="descriptor_color_b">0x74</Offset>
<Address name="descriptor_all_colors">0</Address> A list of all colors, including eyes and stuff
Items
=====
<Address name="items_vector">0</Address>
List of offsets in the VTable :
<Offset name="item_type_accessor">0x0</Offset>
<Offset name="item_subtype_accessor">0x4</Offset>
<Offset name="item_subindex_accessor">0x8</Offset>
<Offset name="item_index_accessor">0xC</Offset>
<Offset name="item_quality_accessor">0x238</Offset>
<Offset name="item_improvement_vector">0xA0</Offset>
<Offset name="item_improvement_subindex">0x4</Offset>
<Offset name="item_improvement_index">0x8</Offset>
<Offset name="item_improvement_quality">0x14</Offset>
<Offset name="item_type_accessor">0x14</Offset> (in the vtable)
Time
====
<Address name="current_tick">0</Address>
<Address name="current_year">0</Address>
</Entry>
</MemoryDescriptors>
</DFExtractor>