The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: jucce on November 07, 2010, 05:56:53 am



Title: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: jucce on November 07, 2010, 05:56:53 am
Hello. As some of you may remember I previously made a save game editor for UQM in this thread:
http://forum.uqm.stack.nl/index.php?topic=4672.0

But unfortunately you could not edit the fleet ships nor the items with that editor. I have now made another editor that instead of modifying save games works directly against the UQM process changing the process memory.

With this editor you can change the ships in your fleet. EDIT: And also the devices.

(http://i55.tinypic.com/ok09ys.png)
(http://i53.tinypic.com/20rrzmr.png)

Instructions:
1. Start UQM and load a save game
2. Hit read
3. Make your changes
4. Hit write
5. Save the game and then reload it
X. The "New Save" button should be pressed before loading a new save game (when at the save game selection screen). If you are reloading a save game you just saved or loading a save game for the first time since you started UQM it's not necessary. Strictly speaking it isn't a must to use this button. If you don't you may see ships in the list that are remnants of earlier saves (but those can be safely ignored).

Issues:
1. You can only edit ships, not add ships. Because of this I recommend starting with a full setup of ships.
2. I wouldn't mess with the date too much. It seems to have negative consequences when it comes to events being triggered. (This may be a problem if the date has changed before hitting read and hitting write. Perhaps this functionality is unnecessary and disruptive.)
3. You can't edit items even though it should be possible using this technique. I haven't been able to figure out where the items are stored in the memory yet. But hopefully this functionality will be added.

Download links:
UQM Mem Edit 2.1 (solidfiles.com) (https://www.solidfiles.com/d/fac6533efb/)
UQM Mem Edit 2.1 (fildirekt.se) (http://www.fildirekt.se/dl/1382749845.zip)
UQM Mem Edit 2.1 (anonfiles.com) (https://anonfiles.com/file/2c554d9dd4a2c5a98a06ccf93731499d)
UQM Mem Edit 2.1 (filesplat.com) (http://www.filesplat.com/.razaza/shared/TXOX0E8WU827DVHJ5ICB8TZJJ6VKNALU----UQM%20Mem%20Edit%202.1.zip)

Feel free to leave comments and feedback.

EDIT: Changed links to new version with item editor.

2013-11-02 moderator edit: Updated download links at jucce's request.


Title: Re: UQM Mem Edit - Edit fleet ships
Post by: Alvarin on November 07, 2010, 06:01:30 am
Oh wow, nice one!
Can you actually do battle with the Ur-Quan probe?
and there are no links.no, now there is :)


Title: Re: UQM Mem Edit - Edit fleet ships
Post by: jucce on November 07, 2010, 06:10:22 am
Oh wow, nice one!
Can you actually do battle with the Ur-Quan probe?
and there are no links.no, now there is :)
Sadly no. :(

But look at this:
(http://i51.tinypic.com/314a5u1.png)

You can see the outline of the Sa-Matra and the portrait shows it. But it crashes right after this (if not before).


Title: Re: UQM Mem Edit - Edit fleet ships
Post by: Lukipela on November 07, 2010, 11:46:06 am
Heh, that is pretty cool.


Title: Re: UQM Mem Edit - Edit fleet ships
Post by: Alvarin on November 07, 2010, 03:53:57 pm
So the graphics for the probe is small scale generator bubble...


Title: Re: UQM Mem Edit - Edit fleet ships
Post by: chenjesuwizard on November 07, 2010, 04:30:11 pm
Looks good. Will try.


Title: Re: UQM Mem Edit - Edit fleet ships
Post by: Wolframm on November 07, 2010, 09:43:56 pm
Niiice!
It's fun to fight Kzer-Za with Marauders and Kohr-Ah with Dreadnoughts.
Date ajusting is also useful. I passed the game 2 times, but I've destroyed the Sa-Matra in late 2158 both times.
Now I'll have a chance to see Death March in action for my first time.
 And without playng through the whole game again and waiting until 2159 comes. (I don't have saves anymore)
I've also noticed that there are some conflicts; no ships will appear in HyperSpace if date is changed.


Title: Re: UQM Mem Edit - Edit fleet ships
Post by: jucce on November 07, 2010, 11:47:26 pm
Niiice!
It's fun to fight Kzer-Za with Marauders and Kohr-Ah with Dreadnoughts.
Date ajusting is also useful. I passed the game 2 times, but I've destroyed the Sa-Matra in late 2158 both times.
Now I'll have a chance to see Death March in action for my first time.
 And without playng through the whole game again and waiting until 2159 comes. (I don't have saves anymore)
I've also noticed that there are some conflicts; no ships will appear in HyperSpace if date is changed.
Yes it seems date editing may screw up the game. I don't even know if it will trigger the death march properly.

I'm thinking about making some changes for the next version. The problem now is that if you hit read and let the date in the game change before you hit write you will inadvertadly write back the old date thus messing things up. For example it seems the Melnorme stop coming and such. Perhaps I could just make a checkbox that had to be checked if you wanted to write a new date to reduce the risk of changing it by mistake.


Title: Re: UQM Mem Edit - Edit fleet ships
Post by: Admiral Zeratul on November 09, 2010, 05:00:32 am
Wow... Thanks to this, I can show up in a battle thrall's sphere of influence with a fleet of dreadnoughts and terrify everyone. Thanks!

It's too bad you can't trick them like this in the game, just like impersonating Dogar and Kazon to give orders to the Ilwrath...


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: storyyeller on November 12, 2010, 04:34:04 pm
Feel free to make a mod where you can.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Wolframm on November 12, 2010, 07:20:24 pm
Too bad Broodhome and X-Form aren't avaliable.
I suppose they would cause the same crash the Ur-Quan probe/Sa-Matra does since they don't appear anywhere in campaign, only in SuperMelee.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: jucce on November 14, 2010, 11:17:11 pm
Too bad Broodhome and X-Form aren't avaliable.
I suppose they would cause the same crash the Ur-Quan probe/Sa-Matra does since they don't appear anywhere in campaign, only in SuperMelee.
I don't think there's a way to get them into the single player game as things are now. When I look at the source code where the ships are enumerated (races.h) they simply aren't included. For example a Nemesis has ID 3 and a Cruiser ID 2. Those are the values the program writes into the memory to set ships.

Broodhome and X-Form aren't included in that list and have no ID I can use. They do exist in the list enumerating the melee ships (melee.h) but that's in a different context and the IDs aren't those used in the single player game. When it comes to if the required graphics and other requirements are there for having them in the single player game I don't know.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Alvarin on November 15, 2010, 04:50:49 am
Other than the travelling graphics, you only use the escort ships for mellee, and in that part they are present. I don't think the mellee is different between the stand-alone and the adventure.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Admiral Zeratul on November 15, 2010, 05:51:42 am
There are certain differences in how the AI behaves. Other than that, I agree with your conclusion.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: jucce on November 29, 2010, 03:38:50 am
I was doing some experiments and I found that when fighting the Sa-Matra you can choose the Sa-Matra/probe ship without it crashing immediately. However it will crash if you fire your weapon.
(http://i53.tinypic.com/2wfn485.png)

I also found that if you select a VUX ship to fight the Sa-Matra the game will freeze. Maybe because of the target finding for the limpets?


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Admiral Zeratul on December 03, 2010, 07:05:11 am
Controlling those projectiles in Super Melee would be quite a hassle ;)


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Wolframm on December 03, 2010, 11:10:41 pm
Those projectiles are normally contoled by AI in the game. With some modding done, mabye the projectiles could be set as self-guided;
 similar to Cruiser's nukes and/or the flagship's Tracking System-guided projectiles.
The biggest problem I see in here is the fact that the Sa-Matra never moves in the game.
 jucce, say -- does the game crash if movement keys are pressed ?


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Admiral Zeratul on December 04, 2010, 03:00:18 am
I have an idea. What if the movement keys controlled the force shield and  the Sa-Matra's power (for instance, you could expend fuel to boost projectile damage)?


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: jucce on December 07, 2010, 10:53:31 am
Those projectiles are normally contoled by AI in the game. With some modding done, mabye the projectiles could be set as self-guided;
 similar to Cruiser's nukes and/or the flagship's Tracking System-guided projectiles.
The biggest problem I see in here is the fact that the Sa-Matra never moves in the game.
 jucce, say -- does the game crash if movement keys are pressed ?
No hitting the movement keys doesn't make it crash.

But I discovered something else. Previously I had been choosing the Sa-Matra/probe as the first ship to fight with but if I instead first fight with another ship the fire key doesn't make the game crash anymore. However the fire and special keys don't seem to do anything. Although it seems that sometimes one of those green spheres or the fire projectiles are actually launched from my Sa-Matra.

Here's a save game to experiment with:
http://data.fuskbugg.se/dipdip/starcon2.00


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: TheZodiac on January 06, 2013, 10:31:24 am
none of the links for the editor work anymore.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: jucce on January 08, 2013, 01:29:07 am
none of the links for the editor work anymore.
Yeah, sorry about that and the editor doesn't work with the latest version of UQM either as far as I know. I'm thinking about updating it to the latest version and fixing the links. Hopefully I can do it during January. However perhaps the save game editor (http://forum.uqm.stack.nl/index.php?topic=4672.msg61847#msg61847) is sufficient for what you want to do?


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: TheZodiac on January 08, 2013, 07:31:36 pm
yea I tried the earlyer one, and it worked on Ur-Quan Masters HD - Alpha1  with the UQM Editor

Thanks


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Pankto on March 02, 2013, 04:24:18 am
All links do not work,could you give me a direct one? It might now work because I live in china,though...


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Pankto on March 02, 2013, 04:33:10 am
I want the Kohr-Ah Maurauder nao!


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: danzibr on March 04, 2013, 05:50:36 pm
This is really, really cool.  Not getting the Broodhome is a bummer but this is still awesome.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: jucce on March 09, 2013, 04:02:00 am
All links do not work,could you give me a direct one? It might now work because I live in china,though...
Yeah sorry for that, I have been meaning to update the links and also the program to work with the latest version of UQM.

Here are some working links:
http://www.solidfiles.com/d/5ca81f85ba/
http://www.fildirekt.se/dl/1362843162.zip
https://anonfiles.com/file/819536b3867fbe5a63d356633060ce40
http://www.filesplat.com/.jacccc/shared/9BMQ61UJQR11AQCAY20KE77O7M34PSQY----UQM%20Mem%20Edit.zip

However it will only work with version 0.6.2, you can still get it here (http://sourceforge.net/projects/sc2/files/UQM/0.6.2/). Hopefully I will have some time to recheck the memory locations for version 0.7.0 in the near future.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: jucce on April 02, 2013, 04:17:17 am
Okay, I finally found some time to update it. Now it should support both version 0.6.2 and 0.7.0. Feel free to try it and report any problems.
http://www.fildirekt.se/dl/1364915785.zip
https://anonfiles.com/file/f0d330c8921407e7f63f2ba2de67835a
http://www.filesplat.com/.cruiff/shared/BCD2MJSTMMFBZJX8HLMMREQY0LJOV7DB----UQM%20Mem%20Edit%202.0.zip
http://www.solidfiles.com/d/0ba1ac3804/


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Pankto on October 11, 2013, 05:48:47 pm
Maybe you'd want to update it to work with UQM HD Beta 1? Cause it worked with alpha super well, but now it doesn't. Any, please update?


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: jucce on October 22, 2013, 05:07:34 pm
Maybe you'd want to update it to work with UQM HD Beta 1? Cause it worked with alpha super well, but now it doesn't. Any, please update?
No promises but if I have time I will take a look at it this weekend.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: dczanik on October 23, 2013, 11:10:15 pm
Maybe you'd want to update it to work with UQM HD Beta 1? Cause it worked with alpha super well, but now it doesn't. Any, please update?
No promises but if I have time I will take a look at it this weekend.

If you need any help, let me know.  Also, we can see about including it as an additional download option in UQM-HD. I've used the older version a few times to minimize grinding (since the DOS bug is fixed). Great program.


Title: Latest version
Post by: jucce on October 26, 2013, 03:39:20 pm
I had a look at updating it yesterday and the modifications needed to support the HD mod weren't that big luckily. Just finding some new pointers was needed, even the offsets from the pointers to the individual values were the same as before. Here are links to the updated version, feel free to comment with problems or suggestions:

UQM Mem Edit 2.1 (solidfiles.com) (https://www.solidfiles.com/d/fac6533efb/)
UQM Mem Edit 2.1 (fildirekt.se) (http://www.fildirekt.se/dl/1382749845.zip)
UQM Mem Edit 2.1 (anonfiles.com) (https://anonfiles.com/file/2c554d9dd4a2c5a98a06ccf93731499d)
UQM Mem Edit 2.1 (filesplat.com) (http://www.filesplat.com/.razaza/shared/TXOX0E8WU827DVHJ5ICB8TZJJ6VKNALU----UQM%20Mem%20Edit%202.1.zip)

By the way could someone who is a moderator let me edit the first post again or update the links there?


If you need any help, let me know.  Also, we can see about including it as an additional download option in UQM-HD. I've used the older version a few times to minimize grinding (since the DOS bug is fixed). Great program.

Thanks! Like I mentioned above fortunately the changes were not that big, just the typical thing that when a program is changed and recompiled memory locations and pointers will change place. Having it as an additional download option to UQM-HD would be great.

If someone wants to take a look at the current results I am using a program called Cheat Engine to find the memory locations and pointers that I then use in my code. Basically I first find the value of interest (e.g. crew in escort ship #1) and then a pointer to that location that remains even if UQM is reloaded. I actually posted a file with the memory locations on the Cheat Engine forums (http://www.forum.cheatengine.org/viewtopic.php?p=5471035). Also I just posted an updated version that contains the memory location for devices there.

I tried keeping the things you can edit with the memory editor to a minimum to avoid overlap with the save game editor which can edit a lot more values. Anyways the main thing I would like to add is the ability not only to edit current ships but also add new ones, unfortunately the way this is saved eludes me. It seems to be some sort of linked list or other complex structure in the memory. Also adding support for editing triggered events would be interesting since from what I understand each event in the game is just a binary flag in the same way the items are stored.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Defender on June 01, 2014, 01:13:17 am
REQUEST:

can you make this compatible with shivers balance mod or any compiled source code? im playing the story and wold like to edit my save. plus it does not recognize compiled exes.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: jucce on June 11, 2014, 05:49:22 pm
REQUEST:

can you make this compatible with shivers balance mod or any compiled source code? im playing the story and wold like to edit my save. plus it does not recognize compiled exes.

For simply editing save games did you try the save game editor linked in the first post?

As for making the memory editor/trainer compatible with any compiled source code it would be difficult as the memory locations and pointers used move when the code is recompiled. Currently it only works with specific versions of UQM and also the HD mod. For every new version released the code has to be updated with new memory locations.

I would recommend downloading the Cheat Engine program and the file with memory locations I posted above. Typically the offsets are the same, only new addresses to the pointers have to be found.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Defender on June 11, 2014, 11:45:48 pm
i see..will do. thank you jucce.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: The_Precursor on February 02, 2021, 05:25:18 pm
Thank you for all of the work on this!
So there are a few things I wanted to do.  I require assistance in order to make sure it happens.

1)Collect as much of the files as I possibly can from UQM project so they are all (all versions possible) available in one place.
(I will host and post the location)

2)Gather as much info as I can in order to make use of the files more comprehensive.  Each folder for each version will contain a text file outlining the specifics of that version and use of.

3)Find out if there are more than PC platforms circulating to determine what I am seeing online.  I have 0.8 and 0.7.0-1 currently.  I am playing .7x b/c from what little I know, it seems it is the latest version that will allow use of the UQM Editor (saves)  Now am I wrong here or correct in thinking that there WILL be or is now an editor for .8? Part of my understanding is that it is only with memory states and not saves? I am not sure.  Also escort ship modification, not possible yet due to compression of saves correct? Or maybe it is possible but only on MAC?
I am still reading up on this so PLEASE forgive me.  Also "HD Mod" Is this a PC version (like  let's say 0.7.0-1) which has additional items other than the music and speech packs?

I ask this because I saw a YouTube video of UQM being played and it was identical to my installed 0,7x version however the graphics were notably different. (better)

a)Does this break UQM editor?
b)Is there a working solution for editing saves using the "HD mod" version?
c)Can it be applied (if for PC) to any version or must it be 0.8?

If anyone sees this as thread abuse please let me know and I will move it to where I am instructed.

I hope I do not get flamed but I thought this was the most relevant discussion given my ultimate intentions on providing a comprehensive one location repository that is permanent.
It's $100 a year to host the files so I don't see that as a big issue.  If money actually becomes a problem I can just host it privately in my house.

I appreciate any assistance on this and please forgive my ignorance.  YES I am going through the sticky/read me first/FAQ posts as we speak. 

There really is no way to avoid this post as it's a collaborative ask and that involves people and I would have questions no matter what I have read prior.

Please forgive.



Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Serosis on February 02, 2021, 07:41:08 pm
All the versions of Official UQM, from 0.1 to 0.8 are right on the Sourceforge page: https://sourceforge.net/projects/sc2/files/UQM/

HD-mod's betas are also on its respective Sourceforge page: https://sourceforge.net/projects/urquanmastershd/files/

HD-remix: https://www.moddb.com/games/the-urquan-masters-hd-remix/downloads/the-urquan-masters-hd-remix-v112

UQM Extended Edition: https://github.com/0xDEC0DE/sc2-uqm/releases/tag/v0.6.7-ee

Project 6014: https://code.google.com/archive/p/project6014/downloads

Balance Mod: https://forum.uqm.stack.nl/index.php?topic=7502.msg80639

Cheating Zelnick's UQM Mods: https://github.com/CheatingZelnick/Ur-Quan-Mods

UQM-HD Drawn Out: https://github.com/evants/uqmhd-drawnout/

UQM 0.7.0 Rogue-like: https://forum.uqm.stack.nl/index.php?topic=7875.0

Elvish Pillager's Crazy Mod: https://wiki.uqm.stack.nl/Elvish_Pillager%27s_Crazy_Mod

Adjusted Ship Price Mod: https://wiki.uqm.stack.nl/Adjusted_Ship_Price_Mod

UQM-Wii: https://github.com/tautologico/uqm-wii

UQM-Native Client port: https://github.com/davidben/uqm

UQM-ios: https://github.com/njvack/uqm-ios

UQM-emscripten: https://github.com/mikeakers/UQM-emscripten

UQM-RG350 port: https://github.com/Yorper/Ur-Quan-Masters-RG350-Port

UQM-MegaMod: https://github.com/Serosis/UQM-MegaMod/releases
UQM-MegaMod main website: http://megamod.serosis.net/Releases

My fork of Jucce's UQM save editor: https://github.com/Serosis/UQMEdit/releases

There could be more but that's what I could find in a short amount of time.


Title: Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
Post by: Malin on February 04, 2021, 10:14:50 am
See also Some mods and utilities for UQM & UQM HD (https://forum.uqm.stack.nl/index.php?topic=7096.0)