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Store unknowns


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The unknowns starting at offset 0x0078 are:

 

00000070 m_rouletMaxBet dd ?
00000074 m_crapsMaxBet dd ?
00000078 m_wheelMaxBet dd ?
0000007C m_rouletWinChance dd ?
00000080 m_crapsWinChance dd ?
00000084 m_wheelWinChance dd ?
00000088 m_rouletWinAmount dd ?
0000008C m_crapsWinAmount dd ?
00000090 m_wheelWinAmount dd ?

 

The unknown at 0x0024 is:

 

0000001C m_script db 8 dup(?)

 

This is directly from the latest BGII:EE code, which the newest .exe seems to have IWD in it as well so their either unimplimented, or perhaps IWD:EE? (don't have a copy handy so I don't know if these are ingame options for that game)

 

Ignore the offsets on the left, the sto file is built in sections, and these go at 0x0078

Edited by Displacer
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The IWD uses a different file signature: "V9.0" at the 0x0004 offset. But you are likely talking about the normal "V1.0" one, but they could very well be the same, as the file length is equal up to that point.

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So are those used in any infinity game? If not apparently it was never implemented, but it's still present in the code.

I'm attempting to fill in all the unknowns for the store, but it's loaded in pieces so I have to trace down the individual pieces. Trying to find the flags load to fillout the unknowns in that section (using the offline version of IESDP, which seems to be the most recient

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Yes, they are used... in stores that have more than the "store" section, so to speak. Don't know the exact how each of those are controlled though. I use the github version of the IESDP to look up those things... which lynx upkeeps sometimes(last a week ago).

It's where the pinned topic of this forum directs, while the sites own is far more outdated one(02.12.2013). But that's internet for you... things get lost in links that go to far flung places.

Edited by Jarno Mikkola
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Yea, that's the one I'm using. Anyway whoever is doing the editing on the github, those are valid and are the actual struct names used so they can be put in.

As a side note, apparently stores can use scripts, that's the other unknown I found. It's listed in the first post

I'll hunt down the other unknowns, may take a bit as the file is loaded in in pieces so I have to track down all the loading routines

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the script thing may be a copy over from the pst format, where you can specify trigger blocks that need to be met for an item to be available. Look at that format for inspiration.

 

Thanks for digging!

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The symbol names don't mean much for an unimplemented field. But as a rule of thumb inherited fields go like this, bg1->pst, bg1->iwd, bg1->bg2, iwd->how, pst->iwd, how->iwd2, bg2->tob, tob->ee

The above mentioned fields appear in bg1, so they are in every version (unused).

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My point is to clear up the "unknowns" and that's whats in the code, if they are unused they can be marked as such, if they are used in one particular game, again they should be marked as such, or am I missing something

 

I answered your question: "So are those used in any infinity game?"

And my point was, somewhen at the early development of bg1, someone wrote those field names, but didn't follow up with any implementation. The rest of the games in the following 20 years just inherited the names. As of the EE, you can expect unused fields to be re-purposed when needed.

Edited by Avenger
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My point is to clear up the "unknowns" and that's whats in the code, if they are unused they can be marked as such, if they are used in one particular game, again they should be marked as such, or am I missing something

 

I answered your question: "So are those used in any infinity game?"

And my point was, somewhen at the early development of bg1, someone wrote those field names, but didn't follow up with any implementation. The rest of the games in the following 20 years just inherited the names. As of the EE, you can expect unused fields to be re-purposed when needed.

 

The post of mine you're quoting has nothing to do with the answer you gave me, and to clear things up, the struct names are meaningless, I only included them for interest so I really have no idea what you're talking about.

I accepted your answer, and replied as to why I was doing this, which has nothing at all to do with this answer.

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The IWD uses a different file signature: "V9.0" at the 0x0004 offset. But you are likely talking about the normal "V1.0" one, but they could very well be the same, as the file length is equal up to that point.

If I'm not mistaken, vanilla IWD uses V1.0, I think they bumped it to V9.0 with the expansions, and IWDII. I have no idea what happened to V2-V8 ;)

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Yeah, it indeed is. My theory, the v2-to-8 never existed. Or if they did... they were slight differences between what kinds of stores they would hold. As you can see, the HoW's V9.0 has the 4 assigned as containers, while the V1.0 of SoA has them at 5.

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My point is to clear up the "unknowns" and that's whats in the code, if they are unused they can be marked as such, if they are used in one particular game, again they should be marked as such, or am I missing something

 

I answered your question: "So are those used in any infinity game?"

And my point was, somewhen at the early development of bg1, someone wrote those field names, but didn't follow up with any implementation. The rest of the games in the following 20 years just inherited the names. As of the EE, you can expect unused fields to be re-purposed when needed.

 

The post of mine you're quoting has nothing to do with the answer you gave me, and to clear things up, the struct names are meaningless, I only included them for interest so I really have no idea what you're talking about.

I accepted your answer, and replied as to why I was doing this, which has nothing at all to do with this answer.

 

:undecided:

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My point is to clear up the "unknowns" and that's whats in the code, if they are unused they can be marked as such, if they are used in one particular game, again they should be marked as such, or am I missing something

 

I answered your question: "So are those used in any infinity game?"

And my point was, somewhen at the early development of bg1, someone wrote those field names, but didn't follow up with any implementation. The rest of the games in the following 20 years just inherited the names. As of the EE, you can expect unused fields to be re-purposed when needed.

 

The post of mine you're quoting has nothing to do with the answer you gave me, and to clear things up, the struct names are meaningless, I only included them for interest so I really have no idea what you're talking about.

I accepted your answer, and replied as to why I was doing this, which has nothing at all to do with this answer.

 

:undecided:

 

Sorry, I wasn't trying to be rude, I think posts just got crossed or misunderstood and you have my apologies if so

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