Tyder 0 #1226 Posted February 28, 2013 its pretty simple here are the two first sections Enum_AbilityTriggers: http://pastebin.com/jQnrZq9i Enum_AbilityType: http://pastebin.com/ZjwQ9QnU What can we do with these? Quote Share this post Link to post Share on other sites
Blankname 14 #1227 Posted February 28, 2013 its the .dat structure. if i finish the list then it should be possible to edit anything inside battlerealms.dat Quote Share this post Link to post Share on other sites
Tyder 0 #1228 Posted February 28, 2013 its the .dat structure. if i finish the list then it should be possible to edit anything inside battlerealms.dat cool, keep going on guy, we still have many things that couldn't have been edited yet ( battle gears range, stamina cost, etc...) so maybe your work can help do this Quote Share this post Link to post Share on other sites
Blankname 14 #1229 Posted February 28, 2013 il be adding the current section list in this post0x000017CF Enum_AbilityTriggers http://pastebin.com/jQnrZq9i0x00001BD3 Enum_AbilityType http://pastebin.com/ZjwQ9QnU0x00005F50 Enum_AIBuildingType http://pastebin.com/mHygaDCF0x000060F3 Enum_AIWarPartyType http://pastebin.com/ctfC57uP0x000063BD Enum_AmbientLifeEffects http://pastebin.com/CQ32gWRL0x0000666D Enum_AmbientLifeSounds http://pastebin.com/ZfBfHEFX0x00006AC7 Enum_AmbientLifeType http://pastebin.com/aatu3nVA0x00007168 Enum_AnimationClassType http://pastebin.com/TqpidNZ30x0000724C Enum_ArtType http://pastebin.com/KB8kt5Y60x00007315 Enum_BattleGearAcquisitionType http://pastebin.com/GnrRFYCA0x00007976 Enum_BattleGearType http://pastebin.com/0d8mjrEB0x0000A4CC Enum_BattleGearUseType http://pastebin.com/MkNY0jMD0x0000A5FD Enum_BBox http://pastebin.com/dWSeLSvt0x0000A7FC Enum_BeamBlendType http://pastebin.com/zjAKdkEB0x0000A8C8 Enum_BeamDrawType http://pastebin.com/EDfF3MEE0x0000A9B4 Enum_BeamMotionType http://pastebin.com/bxp2TNi30x0000AB2C Enum_BeamSubType http://pastebin.com/0EThhaaK0x0000AC08 Enum_BeamType http://pastebin.com/ViAxLk4B Quote Share this post Link to post Share on other sites
Gregor8356 275 #1230 Posted March 1, 2013 il be adding the current section list in this post 0x000017CF Enum_AbilityTriggers http://pastebin.com/jQnrZq9i 0x00001BD3 Enum_AbilityType http://pastebin.com/ZjwQ9QnU 0x00005F50 Enum_AIBuildingType http://pastebin.com/mHygaDCF 0x000060F3 Enum_AIWarPartyType http://pastebin.com/ctfC57uP 0x000063BD Enum_AmbientLifeEffects http://pastebin.com/CQ32gWRL 0x0000666D Enum_AmbientLifeSounds http://pastebin.com/ZfBfHEFX 0x00006AC7 Enum_AmbientLifeType http://pastebin.com/aatu3nVA 0x00007168 Enum_AnimationClassType http://pastebin.com/TqpidNZ3 0x0000724C Enum_ArtType http://pastebin.com/KB8kt5Y6 0x00007315 Enum_BattleGearAcquisitionType http://pastebin.com/GnrRFYCA 0x00007976 Enum_BattleGearType http://pastebin.com/0d8mjrEB 0x0000A4CC Enum_BattleGearUseType http://pastebin.com/MkNY0jMD 0x0000A5FD Enum_BBox http://pastebin.com/dWSeLSvt 0x0000A7FC Enum_BeamBlendType http://pastebin.com/zjAKdkEB 0x0000A8C8 Enum_BeamDrawType http://pastebin.com/EDfF3MEE 0x0000A9B4 Enum_BeamMotionType http://pastebin.com/bxp2TNi3 0x0000AB2C Enum_BeamSubType http://pastebin.com/0EThhaaK 0x0000AC08 Enum_BeamType http://pastebin.com/ViAxLk4B Nice work but I still don't know how we can use it and where are the sections that we can put the triggers 00000001 ,00000002, 00000003 , etc here\l/ or where 0x00000014 6F 00 00 00 // number of sections 0x00000018 to 0x0000038F: // section offsets CF 17 00 00 00 00 00 00 D3 1B 00 00 00 00 00 00 50 5F 00 00 00 00 00 00 F3 60 00 00 00 00 00 00 BD 63 00 00 00 00 00 00 6D 66 00 00 00 00 00 00 C7 6A 00 00 00 00 00 00 68 71 00 00 00 00 00 00 4C 72 00 00 00 00 00 00 15 73 00 00 00 00 00 00 76 79 00 00 00 00 00 00 CC A4 00 00 00 00 00 00 FD A5 00 00 00 00 00 00 FC A7 00 00 00 00 00 00 C8 A8 00 00 00 00 00 00 B4 A9 00 00 00 00 00 00 2C AB 00 00 00 00 00 00 08 AC 00 00 00 00 00 00 FC B0 00 00 00 00 00 00 13 B2 00 00 00 00 00 00 A0 BC 00 00 00 00 00 00 AD BD 00 00 00 00 00 00 D0 D5 00 00 00 00 00 00 31 06 01 00 00 00 00 00 F9 0B 01 00 00 00 00 00 03 0D 01 00 00 00 00 00 7C 0D 01 00 00 00 00 00 3E 21 02 00 00 00 00 00 56 22 02 00 00 00 00 00 1E 6D 03 00 00 00 00 00 A4 75 03 00 00 00 00 00 2E 81 03 00 00 00 00 00 B2 82 03 00 00 00 00 00 27 85 03 00 00 00 00 00 84 90 03 00 00 00 00 00 B3 95 03 00 00 00 00 00 67 31 04 00 00 00 00 00 C5 32 04 00 00 00 00 00 34 34 04 00 00 00 00 00 6E 35 04 00 00 00 00 00 4D 37 04 00 00 00 00 00 FB 5B 04 00 00 00 00 00 B2 5C 04 00 00 00 00 00 F9 5F 04 00 00 00 00 00 8E 60 04 00 00 00 00 00 9E 66 04 00 00 00 00 00 7E A0 04 00 00 00 00 00 62 A4 04 00 00 00 00 00 16 A9 04 00 00 00 00 00 AF A9 04 00 00 00 00 00 18 AA 04 00 00 00 00 00 67 AE 04 00 00 00 00 00 81 B0 04 00 00 00 00 00 BF B1 04 00 00 00 00 00 ED 1B 05 00 00 00 00 00 1F 1D 05 00 00 00 00 00 07 22 05 00 00 00 00 00 F0 22 05 00 00 00 00 00 7A 24 05 00 00 00 00 00 2A 32 05 00 00 00 00 00 96 33 05 00 00 00 00 00 5E 34 05 00 00 00 00 00 43 35 05 00 00 00 00 00 6C 37 05 00 00 00 00 00 53 38 05 00 00 00 00 00 03 3A 05 00 00 00 00 00 AE 5C 05 00 00 00 00 00 85 65 05 00 00 00 00 00 AA 66 05 00 00 00 00 00 11 92 05 00 00 00 00 00 61 A0 05 00 00 00 00 00 52 A1 05 00 00 00 00 00 BB 66 06 00 00 00 00 00 DE 46 07 00 00 00 00 00 5C 3A 08 00 00 00 00 00 0D D8 09 00 00 00 00 00 39 DD 09 00 00 00 00 00 E7 E0 09 00 00 00 00 00 95 E4 09 00 00 00 00 00 3A E5 09 00 00 00 00 00 3A EC 09 00 00 00 00 00 85 02 0A 00 00 00 00 00 40 04 0A 00 00 00 00 00 99 06 0A 00 00 00 00 00 4F 08 0A 00 00 00 00 00 64 09 0A 00 00 00 00 00 CA 0F 0A 00 00 00 00 00 A8 22 0A 00 00 00 00 00 01 25 0A 00 00 00 00 00 AE A3 0B 00 00 00 00 00 E3 D0 0C 00 00 00 00 00 AA D1 0C 00 00 00 00 00 15 D3 0C 00 00 00 00 00 70 D4 0C 00 00 00 00 00 5C 0D 0D 00 00 00 00 00 64 20 0D 00 00 00 00 00 4A 21 0D 00 00 00 00 00 DB 22 0D 00 00 00 00 00 91 26 0D 00 00 00 00 00 BD 2D 0D 00 00 00 00 00 FD 2E 0D 00 00 00 00 00 F0 2F 0D 00 00 00 00 00 3A F7 0D 00 00 00 00 00 03 12 0E 00 00 00 00 00 81 1E 0E 00 00 00 00 00 70 1F 0E 00 00 00 00 00 D2 4D 0F 00 00 00 00 00 CF 4E 0F 00 00 00 00 00 48 53 0F 00 00 00 00 00 31 54 0F 00 00 00 00 00 1D 7F 0F 00 00 00 00 00 0x00000390 to 0x000017CE: // section strings0x00000014 6F 00 00 00 // number of sections 0x00000018 to 0x0000038F: // section offsets CF 17 00 00 00 00 00 00 D3 1B 00 00 00 00 00 00 50 5F 00 00 00 00 00 00 F3 60 00 00 00 00 00 00 BD 63 00 00 00 00 00 00 6D 66 00 00 00 00 00 00 C7 6A 00 00 00 00 00 00 68 71 00 00 00 00 00 00 4C 72 00 00 00 00 00 00 15 73 00 00 00 00 00 00 76 79 00 00 00 00 00 00 CC A4 00 00 00 00 00 00 FD A5 00 00 00 00 00 00 FC A7 00 00 00 00 00 00 C8 A8 00 00 00 00 00 00 B4 A9 00 00 00 00 00 00 2C AB 00 00 00 00 00 00 08 AC 00 00 00 00 00 00 FC B0 00 00 00 00 00 00 13 B2 00 00 00 00 00 00 A0 BC 00 00 00 00 00 00 AD BD 00 00 00 00 00 00 D0 D5 00 00 00 00 00 00 31 06 01 00 00 00 00 00 F9 0B 01 00 00 00 00 00 03 0D 01 00 00 00 00 00 7C 0D 01 00 00 00 00 00 3E 21 02 00 00 00 00 00 56 22 02 00 00 00 00 00 1E 6D 03 00 00 00 00 00 A4 75 03 00 00 00 00 00 2E 81 03 00 00 00 00 00 B2 82 03 00 00 00 00 00 27 85 03 00 00 00 00 00 84 90 03 00 00 00 00 00 B3 95 03 00 00 00 00 00 67 31 04 00 00 00 00 00 C5 32 04 00 00 00 00 00 34 34 04 00 00 00 00 00 6E 35 04 00 00 00 00 00 4D 37 04 00 00 00 00 00 FB 5B 04 00 00 00 00 00 B2 5C 04 00 00 00 00 00 F9 5F 04 00 00 00 00 00 8E 60 04 00 00 00 00 00 9E 66 04 00 00 00 00 00 7E A0 04 00 00 00 00 00 62 A4 04 00 00 00 00 00 16 A9 04 00 00 00 00 00 AF A9 04 00 00 00 00 00 18 AA 04 00 00 00 00 00 67 AE 04 00 00 00 00 00 81 B0 04 00 00 00 00 00 BF B1 04 00 00 00 00 00 ED 1B 05 00 00 00 00 00 1F 1D 05 00 00 00 00 00 07 22 05 00 00 00 00 00 F0 22 05 00 00 00 00 00 7A 24 05 00 00 00 00 00 2A 32 05 00 00 00 00 00 96 33 05 00 00 00 00 00 5E 34 05 00 00 00 00 00 43 35 05 00 00 00 00 00 6C 37 05 00 00 00 00 00 53 38 05 00 00 00 00 00 03 3A 05 00 00 00 00 00 AE 5C 05 00 00 00 00 00 85 65 05 00 00 00 00 00 AA 66 05 00 00 00 00 00 11 92 05 00 00 00 00 00 61 A0 05 00 00 00 00 00 52 A1 05 00 00 00 00 00 BB 66 06 00 00 00 00 00 DE 46 07 00 00 00 00 00 5C 3A 08 00 00 00 00 00 0D D8 09 00 00 00 00 00 39 DD 09 00 00 00 00 00 E7 E0 09 00 00 00 00 00 95 E4 09 00 00 00 00 00 3A E5 09 00 00 00 00 00 3A EC 09 00 00 00 00 00 85 02 0A 00 00 00 00 00 40 04 0A 00 00 00 00 00 99 06 0A 00 00 00 00 00 4F 08 0A 00 00 00 00 00 64 09 0A 00 00 00 00 00 CA 0F 0A 00 00 00 00 00 A8 22 0A 00 00 00 00 00 01 25 0A 00 00 00 00 00 AE A3 0B 00 00 00 00 00 E3 D0 0C 00 00 00 00 00 AA D1 0C 00 00 00 00 00 15 D3 0C 00 00 00 00 00 70 D4 0C 00 00 00 00 00 5C 0D 0D 00 00 00 00 00 64 20 0D 00 00 00 00 00 4A 21 0D 00 00 00 00 00 DB 22 0D 00 00 00 00 00 91 26 0D 00 00 00 00 00 BD 2D 0D 00 00 00 00 00 FD 2E 0D 00 00 00 00 00 F0 2F 0D 00 00 00 00 00 3A F7 0D 00 00 00 00 00 03 12 0E 00 00 00 00 00 81 1E 0E 00 00 00 00 00 70 1F 0E 00 00 00 00 00 D2 4D 0F 00 00 00 00 00 CF 4E 0F 00 00 00 00 00 48 53 0F 00 00 00 00 00 31 54 0F 00 00 00 00 00 1D 7F 0F 00 00 00 00 00 0x00000390 to 0x000017CE: // section strings Quote Share this post Link to post Share on other sites
Blankname 14 #1231 Posted March 1, 2013 the sections in the first list (all Enum_'s) are just a list of possible IDs together with their string. these IDs are used in the sections of the second list (Data_) that is the important part of the file where u guys are editing all the stuff Quote Share this post Link to post Share on other sites
Gregor8356 275 #1232 Posted March 1, 2013 You want to tell as it goes that way so : part of data 0x000F7FA4 59 00 00 00 // number of sections0x000F7FA8 to 0x000F8537: // section offsets 1. ED 93 0F 00 00 00 00 002. DE B7 0F 00 00 00 00 003. 39 B9 0F 00 00 00 00 004. 5C BC 0F 00 00 00 00 00 etc. here /l\ goes enum /l\ that string means : 1. Data_Abilities2. Data_AIWarPartyMakeUps3. Data_AmbientLife4. Data_AmbientLifeEffects5. Data_AmbientLifeSounds etc. so if I want mod something for e.g. 2.Data_AIWarPartyMakeUps / 2. DE B7 0F 00 00 00 00 00 I should take the list of enum : in that case that one : Enum_AIWarPartyType: FFFFFFFF AIWARPARTY_INVALID00000000 AIWARPARTY_AMBUSHFROMFOREST00000001 AIWARPARTY_AMBUSHFROMHILL00000002 AIWARPARTY_ASSAULT00000003 AIWARPARTY_CHARGE00000004 AIWARPARTY_DEFENSE00000005 AIWARPARTY_RAIDING00000006 AIWARPARTY_SCOUT00000007 AIWARPARTY_DISTRACTAWAY00000008 AIWARPARTY_DISTRACTTOWARDS00000009 AIWARPARTY_FIXING0000000A AIWARPARTY_FLANKING0000000B AIWARPARTY_PERIMETER0000000C AIWARPARTY_TOTAL after moding it should look like that: 2. DE B7 0F 00 00 00 00 04 And that will be mean that AI on a war will be defensive is that properly ? Quote Share this post Link to post Share on other sites
Blankname 14 #1233 Posted March 1, 2013 no, it doesnt work that way. DE B7 0F 00 00 00 00 00 (0x00000000000FB7DE) is the offset where X section is located at. or maybe its offset 0x000FB7DE and 0000 is something else? idk 00000004 AIWARPARTY_DEFENSE means AIWARPARTY_DEFENSE = 04 00 00 00 that you can use somewhere in .dat...dont ask me where Quote Share this post Link to post Share on other sites
Gregor8356 275 #1234 Posted March 1, 2013 no, it doesnt work that way. DE B7 0F 00 00 00 00 00 (0x00000000000FB7DE) is the offset where X section is located at. or maybe its offset 0x000FB7DE and 0000 is something else? idk 00000004 AIWARPARTY_DEFENSE means AIWARPARTY_DEFENSE = 04 00 00 00 that you can use somewhere in .dat...dont ask me where Any way i don't find in br.dat file that string -0FB7DE or 00000000000FB7DE so your list are useful is only for us to find where to use them last question how works data section? or how we can use it ? here we can use one of your lists : Enum_BattleGearAcquisitionType http://pastebin.com/GnrRFYCA FF BATTLE_GEAR_ACQUIRE_INVALID 00 BATTLE_GEAR_ACQUIRE_DRAGON_FIREWORKS_FACTORY 01 BATTLE_GEAR_ACQUIRE_DRAGON_SHRINE 02 BATTLE_GEAR_ACQUIRE_LOTUS_BROTHER_ONE 03 BATTLE_GEAR_ACQUIRE_LOTUS_BROTHER_THREE 04 BATTLE_GEAR_ACQUIRE_LOTUS_BROTHER_TWO 05 BATTLE_GEAR_ACQUIRE_LOTUS_BROTHERS 06 BATTLE_GEAR_ACQUIRE_LOTUS_EAT_PEASANT 07 BATTLE_GEAR_ACQUIRE_LOTUS_FULL_STAMINA 08 BATTLE_GEAR_ACQUIRE_LOTUS_THIRDTRAIN 09 BATTLE_GEAR_ACQUIRE_LOTUS_THIRDTRAIN_BLADEGARDEN 0A BATTLE_GEAR_ACQUIRE_LOTUS_THIRDTRAIN_FORGE 0B BATTLE_GEAR_ACQUIRE_LOTUS_THIRDTRAIN_TRAININGYARD 0C BATTLE_GEAR_ACQUIRE_SERPENT_METAL_WORKS 0D BATTLE_GEAR_ACQUIRE_SERPENT_THIEVES_GUILD 00E BATTLE_GEAR_ACQUIRE_WOLF_CAIRN 0F BATTLE_GEAR_ACQUIRE_WOLF_DRUIDESS_BLESSING 10 BATTLE_GEAR_ACQUIRE_WOLF_SHALERY 11 BATTLE_GEAR_ACQUIRE_TOTAL Quote Share this post Link to post Share on other sites
Blankname 14 #1235 Posted March 1, 2013 (edited) i dont know yet. i noticed the are 178 Data_ sections, but only 89 strings. also every ID in those sections got a strange value that normally is 04 00 00 00 yea, Enum_AbilityType should be useful as well Edited March 1, 2013 by Blankname Quote Share this post Link to post Share on other sites
Gregor8356 275 #1236 Posted March 2, 2013 i dont know yet. i noticed the are 178 Data_ sections, but only 89 strings. also every ID in those sections got a strange value that normally is 04 00 00 00 yea, Enum_AbilityType should be useful as well Keep working your work is appreciated and is needed for us modders Quote Share this post Link to post Share on other sites
Blankname 14 #1237 Posted March 8, 2013 great news guys a friend of mine has started working in this game and he already did a quite good progress 4 Quote Share this post Link to post Share on other sites
Bill-Undead 9 #1238 Posted March 8, 2013 great news guys a friend of mine has started working in this game and he already did a quite good progress WOW, This will be very helpful for us! Quote Share this post Link to post Share on other sites
andrei_drozhzhin 3 #1239 Posted March 8, 2013 Yeah, great! Is it possible to download this BR Viewer? Quote Share this post Link to post Share on other sites
Gregor8356 275 #1240 Posted March 8, 2013 great news guys a friend of mine has started working in this game and he already did a quite good progress Yeah I agree with X-man Quote Share this post Link to post Share on other sites
JustHim 5 #1241 Posted March 8, 2013 Hi I am this friend at the moment its just a viewer, it shows the second section. I made the viewer with Blankname's guidance on the structure. Making a viewer is 10x easier then making it also able to write the file again, but atleast the mysterys about the battlerealms.dat file are uncovered. u can download this viewer here : http://download.wizatek.be/Debug.rar This weekend i want to try if i am able to write the file, and make a editor for it 3 Quote Share this post Link to post Share on other sites
Bill-Undead 9 #1242 Posted March 9, 2013 Hi I am this friend at the moment its just a viewer, it shows the second section. I made the viewer with Blankname's guidance on the structure. Making a viewer is 10x easier then making it also able to write the file again, but atleast the mysterys about the battlerealms.dat file are uncovered. u can download this viewer here : http://download.wizatek.be/Debug.rar This weekend i want to try if i am able to write the file, and make a editor for it Very good, Now this program can help me to write information for my mods easy. Many Thank! Quote Share this post Link to post Share on other sites
MrFish 5 #1243 Posted March 10, 2013 Yeah, thanks a lot for that utility! It would unlock a lot of new possibilities if it could edit battlerealms.dat, so I hope you have luck in getting that to work. Quote Share this post Link to post Share on other sites
MrFish 5 #1244 Posted March 12, 2013 I was wondering, if it isn't possible to write to the file, would it be possible to show the addresses of each value so they would be easy to find? EDIT: I just found out how to make the level of detail for the models to be the same as in the cinematics. Go to address 00171198 and change 02 to 00. Some units will look the same, others will look like they do in the cinematics. 1 Quote Share this post Link to post Share on other sites
JustHim 5 #1245 Posted March 12, 2013 Good idea, for now i added the offsets with the data. Also many types can be found back in the enums of section 1. Sadly i didn't found out yet how to link the enums with the data automatic, can't find any reference to eachother in the file. probably im missing it, but its not hard to match them on sight http://download.wizatek.be/BattleRealms.exe // Edit Updated it again, it will now edit and save the byte/int/float values. Strings are not possible yet because it just edits the bytes on the offsets and it would mess up the file if the string was shorter or longer 2 Quote Share this post Link to post Share on other sites
MrFish 5 #1246 Posted March 12, 2013 Thank you so much, this is a really great utility! Quote Share this post Link to post Share on other sites
Grayback 14 9 #1247 Posted March 14, 2013 Why does it shows assertion failed. Please fix it. I need it too much. Quote Share this post Link to post Share on other sites
Blankname 14 #1248 Posted March 14, 2013 awesome! Quote Share this post Link to post Share on other sites
Grayback 14 9 #1249 Posted March 17, 2013 Can you reupload it again. I'm a XP user. Quote Share this post Link to post Share on other sites
MrFish 5 #1250 Posted March 17, 2013 Why is it that some techniques don't seem to work for other units? I tried giving poison weapons to ninjas; the technique appears next to the ninja's portrait, but his weapons don't become poisonous. Can you reupload it again. I'm a XP user. He doesn't need to reupload it, it works. The problem must be on your end. Quote Share this post Link to post Share on other sites