User:Morgan525

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I'm also known as "Tycho" on StrategyCore forums. I've been studying disassembly and C++ coding since December of 2011. This all started because I wanted to mod the tank/cannon of '94 Enemy Unknown into a tank/chaingun for my own games. I started playing the DOS version but eventually switched to the CE version. At first, I focused on the sound problems which is when I started to experiment with Seb76's UFOloader. Eventually I added my own fixes and rearranged the INI file to make it less overwhelming to new users. When Kyrub began to convert the Loader for TFTD, I helped with locating the appropriate offsets but eventually became the main person doing it. Since Seb has been inactive for several years, I started releasing new versions for EU as well.

UFO Extender

This is the original program created by Seb76 for use with Enemy Unknown. Check out the UFO Extender's Information Page. You can download the latest version and patches here: UFOextender.

TFTD Extender

This is the conversion from UFOloader. It adds a lot of functionality and fixes to the Collector's Edition (MS Windows version) of Terror from the Deep. Click on the title to get to the information page.

Do not hesitate to report any problem you encounter with it, I'll try to help you fix it.

For those interested, here is the source code for the Extender.

Modding the Tank/Cannon into a Tank/Chaingun

Many people have questions about this. It's fairly easy to change the ammo type of the Tank/Cannon turrent and damage into a AP/rifle and then giving the turret autofire. The real problem is changing the amount of ammo in the tank and not cause problems with the amount of ammo in your base stores. In the executable there are various places that handle updating the amount of ammo for the various events: adding a tank onto a craft(checking if the base has the proper amount of ammo for the tank and removing that amount from base stores, if so), removing the tank from a craft (adding the ammo back to base stores), post-tactical (adding the remaining ammo from the tank into base stores and attempting to add the tank back onto the craft), and post base-defense (adding the remaining ammo to base stores.) In addition, there is the line that sets the amount of ammo for the tank in unitref.dat. If you miss any of these areas, your ammo supply quickly spirals out of control or you get no benefit for the changes you have made.

This was my initial experiment with Assembly before I learned about Seb's Extender. All of this was done by modifying the bytes of code directly and rearranging them to get my changes to fit.

The DOS version of the game makes it much simpler to adjust the stats, but I have lost the notes on the offsets. The problem with the CE version is the way the compiler wrote the calculations. In the code, the value was calculated by using multiples of five with bit-shifts to get to 30. This means you can't choose any amount for your ammo. I rewrote these lines to make it simpler to understand and give more freedom to choose the value(Feel free to use these changes. I gave my tank 60 rounds {3Ch}. However, unless you want to deduce for yourself how to modify the proper locations, don't increase the amount of ammo over 63. [This has to do with how the game uses bit-shifts to calculate remaining ammo during the post-tatical phase]):

TANK/CANNON AMMO ALTERATION
POST-TACTICAL PHASE BASE/CRAFT INVENTORY UPDATE
0x449C53: B8 3C 00 00 00 0F AF C2 90 90 3B F0 7D 2C 66 0F B6 D2 66 01 17 B8 89 88 88 88 F7 EE 03 D6 C7 44 24 10 01 00 00 00 C1 FA 05 8B C2 C1 E8 1F 03 D0 88 55 2C 66 0F B6
          D2 66 29 17 66 0F B6 45 00 8B D0 C1 E2 0B 2B D0 C1 E2 04 03 D0 C1 E2 02 66 02 91 1A 01 00 00 90 90

.text:00449C53                 mov     eax, 3Ch
.text:00449C58                 imul    eax, edx
.text:00449C5B                 nop
.text:00449C5C                 nop
.text:00449C5D                 cmp     esi, eax
.text:00449C5F                 jge     short loc_449C8D
.text:00449C61                 movzx   dx, dl
.text:00449C65                 add     [edi], dx
.text:00449C68                 mov     eax, 88888889h
.text:00449C6D                 imul    esi
.text:00449C6F                 add     edx, esi
.text:00449C71                 mov     [esp+30h+var_20], 1
.text:00449C79                 sar     edx, 5
.text:00449C7C                 mov     eax, edx
.text:00449C7E                 shr     eax, 1Fh
.text:00449C81                 add     edx, eax
.text:00449C83                 mov     [ebp+2Ch], dl
.text:00449C86                 movzx   dx, dl
.text:00449C8A                 sub     [edi], dx
.text:00449C8D                 movzx   ax, byte ptr [ebp+0]
.text:00449C92                 mov     edx, eax
.text:00449C94                 shl     edx, 0Bh
.text:00449C97                 sub     edx, eax
.text:00449C99                 shl     edx, 4
.text:00449C9C                 add     edx, eax
.text:00449C9E                 shl     edx, 2
.text:00449CA1                 db      66h
.text:00449CA1                 add     dl, [ecx+11Ah]
.text:00449CA8                 nop
.text:00449CA9                 nop

0x449DFA: B8 3C 00 00 00 0F AF C2 3B F0 7D 2E 90 90 66 0F B6 D2 66 01 17 B8 89 88 88 88 F7 EE 03 D6 C7 44 24 10 01 00 00 00 C1 FA 05 8B C2 C1 E8 1F 03 D0 88 55 00 66 0F B6 
          D2 66 29 17 66 0F B6 45 00 8B D0 C1 E2 0B 2B D0 C1 E2 04 03 D0 C1 E2 02 66 01 91 1A 01 00 00 90 90

.text:00449DFA                 mov     eax, 3Ch
.text:00449DFF                 imul    eax, edx
.text:00449E02                 cmp     esi, eax
.text:00449E04                 jge     short loc_449E34
.text:00449E06                 nop
.text:00449E07                 nop
.text:00449E08                 movzx   dx, dl
.text:00449E0C                 add     [edi], dx
.text:00449E0F                 mov     eax, 88888889h
.text:00449E14                 imul    esi
.text:00449E16                 add     edx, esi
.text:00449E18                 mov     [esp+30h+var_20], 1
.text:00449E20                 sar     edx, 5
.text:00449E23                 mov     eax, edx
.text:00449E25                 shr     eax, 1Fh
.text:00449E28                 add     edx, eax
.text:00449E2A                 mov     [ebp+0], dl
.text:00449E2D                 movzx   dx, dl
.text:00449E31                 sub     [edi], dx
.text:00449E34                 movzx   ax, byte ptr [ebp+0]
.text:00449E39                 mov     edx, eax
.text:00449E3B                 shl     edx, 0Bh
.text:00449E3E                 sub     edx, eax
.text:00449E40                 shl     edx, 4
.text:00449E43                 add     edx, eax
.text:00449E45                 shl     edx, 2
.text:00449E48                 add     [ecx+11Ah], dx
.text:00449E4F                 nop
.text:00449E50                 nop

[TANK/CHAINGUN AMMO AMOUNT SET WHEN GEOSCAPE UPDATES UNITREF.DAT FOR NEXT BATTLE]
0x44ED27: C6 45 76 3C

.text:0044ED27                 mov     byte ptr [ebp+76h], 3Ch

[TANK/CHAINGUN AMMO CHECK IN BASE INVENTORY AND ALTERATION OF AMOUNT]
0x456410: 66 83 84 90 1A 01 00 00  3C

.text:00456410                 add     word ptr [eax+edx*4+11Ah], 3Ch
0x4564F1: 66 83 F9 3C
.text:004564F1                 cmp     cx, 3Ch
0x456512: 83 C1 C4
.text:00456512                 add     ecx, 0FFFFFFC4h   (add    ecx, -3Ch)

[Alternate option]
0x456512: 83 E9 3C
.text:00456512                 sub     ecx, 3Ch              


TANK STATS start at offset 47573B

TANK UFOpaedia info 4752B0~4752CF 

Comparison of Damage routines

Xcraft-dam-routine.GIF


To explain, first the memory address of the Xcraft weapon is loaded to eax. Then the damage value is read from (eax+6) and loaded into bx. This value is sent to the random function where the value generated is returned through eax. Thereafter, the base value (ebx) is added to the random value (eax) for a range of 100-200%. The value of eax has edx subtracted from it (after extensive testing of several encounters and having edx displayed for each attack, edx always seems to be 0). eax is bit-shifted 1 space to the right {divided by two} and the final amount added to the amount of damage the craft has sustained (edi+0Ah). The result is that Xcraft weapons do 50-100% damage.

UFO-dam-routine.GIF

In the UFO case: the memory location for the UFO stats are set in ecx. Then the UFO weapon power is read (ecx+16h) and put into dx. Then this value is sent to the random funtion and again returned through eax (or ax as is the case here). ecx is set to zero and the random value is checked to see if zero was generated [cmp(compare) ax, cx]. If this is true, the program jumps past the section to assign damage to the Xcraft.



  • The main routine for interdiction in DOS1.4 version is from 330B0~336A8.


Table of Battlescape sound calls

The following is a list of how most events in TACTICAL generate sounds. This data is scattered throughout the executable in various data arrays. First an event number is passed to the sound subroutine. The program then compares the event with its corresponding entry in another section to determine how to play that sound. 06 is the standard method. 01 plays the sound uninterrupted by other sounds. Here is the link for SAMPLE2.CAT references.

	Play		CAT
Evt# 	Setting		reference           Description
00	00		--		Normal bipedal movement.  Routine refers to tileset and alternates between 1 and 2.
01	01		0E		normal tank move
02	01		00		snakeman move
03	02		--
04	01		0F		Flying unit move
05	01		10		Celatid move
06	01		2F		Silacoid move
07	02		--	
08	02		--
09	02		--
0A	01 		28		hovertank/cyberdisk move
0B	06		04		rifle/pistol shoot
0C	06		16		bullet hit
0D	03		14		sliding door opens. Routine randomly plays 1 of the 2 entries in SAMPLE2.
0E	06		03		normal door opens
0F	02		--
10	06 		0C		big gun shoots
11	06		0D		big gun hits		
12	06		0B		laser gun shoots
13	06		13		laser shot hits
14	06 		12		plasma gun shoots
15	06		13		plasma shot hits
16	06		34		rocket launches
17	06		35		blaster bomb/stun launcher shoots
18	06		0C		small explosion (problem: zombie move)
19	06		05		big explosion
1A	02		--		stun rod  (*problem*)
1B	06		24		psi attack
1C	06		06		mind probe use* 
1D	06		11		reload weapon
1E	06		26		place an item
1F	02		--
20	04		--		death of a male. Routine randomly plays 1 of the 3 sounds in SAMPLE2.
21	06		17		tank destroyed
22	06		0A		sectoid death
23	06		08		snakeman death
24	06		09		etheral death
25	06		06		muton death
26	06		0A		floater death
27	06		07		celatid death
28	06		08		silacoid death
29	06		09		chryssalid death
2A	06		0A		reaper death
2B	06		17		sectopod death
2C	06		17		cyberdisk death
2D	06		30		zombie & reaper attack
2E	06		31		chryssalid attack
2F	06		32		silacoid attack
30	06		30		celatid attack
31	06		27		throw an item
32	05		--		death of a female. Routine randomly plays 1 of the 3 sounds in SAMPLE2.
33	02		--		
34	02
35	02
36	02
37	02

Other Random Sound Information


406100-subroutine for melee attacks
406110- set default melee sound event to 1A
(4067C8)data base of melee attacks
value		offset	sound event #
00		461B2		2F
01		461BC		2E
02		461C6		2D
03		461E7		skip
04		461E7		skip
05		461E7		skip
06		461E7		skip
07		461C6		2D

Reference points for unit movement sound event IDs. [this word referenced]
.data:0046D1A0   00 00  00 00  01 00  01 00   00 00  00 00 [00 00] 00 00  
.data:0046D1B0  [00 00] 00 00 [00 00] 00 00  [01 00] 01 00 [00 00] 00 00  
.data:0046D1C0  [02 00] 01 00 [00 00] 00 00  [00 00] 00 00 [04 00] 01 00  
.data:0046D1D0  [05 00] 01 00 [06 00] 01 00  [00 00] 00 00 [00 00] 00 00  
.data:0046D1E0  [00 00] 00 00 [0A 00] 01 00  [00 00] 00 00 [00 00] 00 00  
.data:0046D1F0  [18 00] 01 00  01 00  00 00   01 00  0B 00  0C 00  01 00
		 
data set for death scream per unit.
0.data:0046B644 word_46B644     	dw  20h                  ; DATA XREF: sub_40E450+55�r
1.data:0046B646                 	db  20h
2.data:0046B648                		db  20h
3.data:0046B64A                 	db  21h 
4.data:0046B64C                 	db  22h 
5.data:0046B64E                 	db  23h 
6.data:0046B650                 	db  24h 
7.data:0046B652                 	db  25h 
8.data:0046B654                 	db  26h 
9.data:0046B656                 	db  27h 
A.data:0046B658                 	db  28h 
B.data:0046B65A                 	db  29h 
C.data:0046B65C                 	db  2Ah 
D.data:0046B65E                 	db  2Bh 
E.data:0046B660                 	db  2Ch 
F.data:0046B662                 	db  20h
10.data:0046B664                	db  32h 
11.data:0046B666                	db  20h


SUBROUTINE              USED FOR

404650+1AE		PSI ATTACK EFX
406100+4F9		TERRORIST MELEE ATTACK EFX
40B420+111		EXPLOSION EFX
40B420+24F		EXPLOSION EFX?
40E450+73		DEATH SCREAM EFX
40F2C0+285		PLACE ITEM EFX
4110E0+E0		ITEM USE EFX
4110E0+901 		SHOT HIT EFX
419660+1A5		PLACE ITEM (INVENTORY) EFX
419660+346		RELOAD EFX
41DCC0+D1		STUN ROD ATTACK EFX
41EE10+8C		PSI ATTACK EFX
41F0F0+8C		PSI ATTACK EFX
41FD10+8B		MIND PROBE EFX
421140+13		DOORS EFX
4247D0+27A		NON-WALK MOVE EFX
4247D0+4D4		WALK MOVE EFX
42A630+B7		GMTATICS.MID 
42A6F0+18		GMLOSE.MID
42B6F0+E9		GMWIN.MID
43D8C0+E		GEOSCAPE OPEN WINDOW EFX
4407D0+2E		?
4407D0+9C		GMGEOx.MID
445B00+BC		GMINTER.MID
4467C0+1C1		X-COM CRAFT LEFT WEAPON EFX
4467C0+233		X-COM CRAFT RIGHT WEAPON EFX
446DA0+267		UFO HIT EFX
4470B0+F2		UNKNOWN INTERCEPTION EVENT (CRAFT CRASH EFX?)
447EE0+32		GMSTORY.MID
448390+28F		??
448390+2DD		BASE DEFENSE (EVENT 9)
448390+3DC		?0A (BASE DEFENSE?)
448390+3F1		?0A
448390+406		?0A
44A220+15		GMSTORY.MID
44C940+10		GMDEFEND.MID
44CD40+26		GMBASE.MID
44D030+D		GMDEFEND.MID
44D3C0+E		GMMARS.MID
44D690+10		GMMARS.MID
44DACO+10		GMBASE.MID
450F10+91		BLEEP (1)
45DCA0+17		??

Functions used in UFOextender's new interception routines

For those that might want to know how accuracy is calculated with the new options for interception turned on:

X-Craft Accuracy

[(1+((3-(.5*(difficulty level-1)))/UFOsize)/2 ] * Weapon Accuracy ....... [beginner=1..superhuman=5]

Diff	      Ship Sizes				
	VS	S	M	 L	VL
begin  	0.8	0.875	1	 1.25	2
exp	0.75	0.8125	0.91667	 1.125	1.75
vet	0.7	0.75	0.83333	 1	1.5
Genius 	0.65	0.6875	0.75	 0.875	1.25
Super	0.6	0.625	0.66667	 0.75	1
         

UFO Accuracy

60 + ((difficulty level-1)*3) - [Cautious Mode bonus (10)]

Other Information