Displacer Posted July 29, 2009 Posted July 29, 2009 In the actors section, the unknown at 0x38 has something to do with whether this particular actor will spawn. 0xFFFFFFFF means this entry will not affect the spawn. If any other value is here it checks this against something in the area data and decides whether or not to spawn the creature. It looks like its time related, but I'm not sure.
Displacer Posted July 29, 2009 Author Posted July 29, 2009 Another note about the actors section. 0x3C is not a dword, it is two separate words. 0x3C and 0x3E are accessed separately.
Avenger Posted July 29, 2009 Posted July 29, 2009 This was already covered Maximum distance for RandomWalk http://forums.gibberlings3.net/index.php?showtopic=17946
Displacer Posted July 29, 2009 Author Posted July 29, 2009 This was already covered Maximum distance for RandomWalk http://forums.gibberlings3.net/index.php?showtopic=17946 Arg! Well I'm at the actual processing of the CRE data, is there anything in there that has been found and not listed? Not that I mind reinventing the wheel over and over mind you...
Avenger Posted July 30, 2009 Posted July 30, 2009 Actually, an independent research is always fine. Especially, if done with different engine versions.
Taimon Posted July 30, 2009 Posted July 30, 2009 There is no "ownership" on knowledge. Getting familiar with the disassembly will help you further along, so your effort is not wasted at all. I think there is an additional field in actor+0x2E (byte or word, can't remember right now) which is related to GAM v2.0 NPC+0xF7 (byte). Should be an ASCII character. ('*' == 0x2A) I'll post the details once I find some time, but it's not really interesting at all.
Kung Fu Man Posted August 2, 2009 Posted August 2, 2009 Bumping this up a little, but according to all this actor orientation is supposed to be a dword, right? Well modified NI for that, and it seems 0x36 is used for possibly something else...from what I can tell it's in some cases FF 00 (such as Carver in AR0101). Any ideas?
Avenger Posted August 2, 2009 Posted August 2, 2009 check ar0205.are (old coppereye), 0x36 is very special there. It seems like it is memory garbage from the editor
Kung Fu Man Posted August 2, 2009 Posted August 2, 2009 Possible, but somehow I doubt it. 0x2E-0x2F are doing something in that actor slot as well, both bytes showing 0B. Might be worth a onceover just to make sure they didn't shove some obscure function in there like they love doing?
Displacer Posted August 2, 2009 Author Posted August 2, 2009 Possible, but somehow I doubt it. 0x2E-0x2F are doing something in that actor slot as well, both bytes showing 0B. Might be worth a onceover just to make sure they didn't shove some obscure function in there like they love doing? I'll see what I can find when I get back to the beginning of the actor processing, I'm still in the actual cre processing at the moment.
Displacer Posted August 8, 2009 Author Posted August 8, 2009 Quick question, can someone explain to me what the Actor orientation entry is (offset 0x34)? I'm at a section that processes it and need to know just what it is. Thanks!
Mike1072 Posted August 9, 2009 Posted August 9, 2009 Quick question, can someone explain to me what the Actor orientation entry is (offset 0x34)? I'm at a section that processes it and need to know just what it is. Thanks! It indicates the direction that the actor is facing. (0-15, 0 being south and the facing values increasing as the character turns clockwise)
Displacer Posted August 9, 2009 Author Posted August 9, 2009 That's what I thought, but I wanted to be sure. Thanks!
igi Posted August 31, 2009 Posted August 31, 2009 This info is covered in the gigantic 'random' thread, so I'm moving this thread to the archives.
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