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Author Topic: here is save game editor  (Read 39207 times)
JHGuitarFreak
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Re: here is save game editor
« Reply #15 on: July 30, 2006, 04:32:23 am »

Do you have the expertise to add in a way to edit the melnorme credits?


If i had the source to the UQM editor i could.
At least i think i could, depends on what methods the editor uses, if it's just hex editing using a simple GUI interface then it'll be easy as adding it in.

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darley
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Re: here is save game editor
« Reply #16 on: August 29, 2006, 11:44:08 pm »

hi,i have windows xp proffesionnal i think,and my documents and settings folder has no application data folder.

it has
favourites
my documents
user data
WINDOWS
start menu
desktop
cookies

it has these,but noting else that is useful,i have checked all of these and the save game folder is nowhere to be seen,can any of you help me please.

thank you
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JHGuitarFreak
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Re: here is save game editor
« Reply #17 on: August 30, 2006, 12:55:30 am »

you have to goto  "folder options" then "view" then turn the option on to view hidden files and folders.
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Re: here is save game editor
« Reply #18 on: August 30, 2006, 03:38:02 pm »

i just found them,thanks

but now i have another problem,i have placed the save game editor inin the save game folder,but when i try to open the editor it says UQM Editor has experienced an error and needs to close,before anything opens,i tried to open a file with it,but with the same effect,can you help me again?
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Yuptar
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Re: here is save game editor
« Reply #19 on: September 11, 2006, 03:44:51 am »

question to the first poster...

Did you find my site by search engine or by a link somewhere on these forums?

And i did not make the save editor, i just had it before gamespy started acting up with its downloads and uploaded it to my created site.

and alot of the code supplied in the mods on my sourceforge site aren't even my own, all except of a small bit of the fmv mod where i added support for the demo video, if i remember correctly Novus added support for the Ship Spins and i just marketed it, and the Death March mod was someone elses code i saw on the forums, implemented and marketed it.  Grin


When I download this AVG freaks out and tells me it is a virus.  How recently was this acquired? Have you checked the binary lately?
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Dancingrage
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Re: here is save game editor
« Reply #20 on: July 04, 2007, 03:16:07 am »

Yeah, this is a necro, big one almost, but I wanted to cite and explain a few things here and I think this would be the best way to do it.

I've been hex editing games for over 10 years, probably closer to 15 by this point, and it didn't take me too long to crack the nut that is UQM with my usual tool of choice, UGE.

One thing I DO remember is that Melnorme Credits are not something you can easily edit in the game, HOWEVER, there is a workaround to this.

Your cargo on your ship CAN be edited, and is actually not particularly hard, though the actual and exact addresses escape me at this time.  All you would need to do is make sure you have your cargo filled to the brim with bio-data, then just cruise over to your local friendly Melnorme to turn it all in and rake in some ludicrous amount of their credits, to which point you can now enjoy all the fruits of the skull sweat you spent finding that address that I've forgotton some years ago.
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jonn
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Re: here is save game editor
« Reply #21 on: July 09, 2007, 02:46:15 am »

I finished mapping most of the "easy" addresses last night.  Here's the info:

Cargo:
0x14-0x15 = Bio Data
0x3A-0x3B = Common Elements
0x3C-0x3D = Corrosive Elements
0x3E-0x3F = Base Metals
0x40-0x41 = Noble Gasses
0x42-0x43 = Rare Earth Metals
0x44-0x45 = Precious Metals
0x46-0x47 = Radioactive Elements
0x48-0x49 = Exotic Elements

0x16-0x25 = Ship Modules (0x25 is the front, 0x16 is the back)
Values:
16 = Empty
0D = Point Defense
0C = Tracking System
0B = Hellbore Cannon
0A = Fusion Blaster
09 = Ion Bolt Gun
08 = Shiva Furnace
07 = Dynamo Unit
06 = High Efficiency Fuel Tank
05 = Fuel Tank
04 = Storage Bay
03 = Crew Pod

0x16-0x30 = Thrusters (14 = Empty, 01 = Installed)
0x31-0x38 = Turning Engines (15 = Empty, 02 = Installed)

0x39 = Landers (quantity = 0-0A)

NOTE (not sure if this goes without saying): all of the values for modules are in HEX, not decimal.

I did not care about the address for RES units - I just gave myself a bunch of Exotics.
Credits ARE really hard to hack in - I found the address where they appear in the savegame summary, but not where they actually are - as was mentioned, just give yourself a bunch of Bio data (not too much, as it can crash the game / make weird things happen / not give as many as you want). 

I also found the addresses of the ships in your fleet, but they too are only for the savegame summary, not for the actual game data.

If anyone else has been looking at this, I am curious as to the data storage for the credits and fleet ships it gets really interesting when you remove 1 crew member from an otherwise full ship then compare the hex of the two saves (there is an inserted byte at some point, with a ton of values being the same, but shifted).  I'm not great at C/C++ but I looked a little at the source...  Anyone have any insights?
« Last Edit: July 09, 2007, 02:48:10 am by jonn » Logged
meep-eep
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Re: here is save game editor
« Reply #22 on: July 09, 2007, 03:53:46 am »

Everything after the savegame summary is stored compressed. There's no one-to-one correspondence of data to location in the save file.
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Re: here is save game editor
« Reply #23 on: July 11, 2007, 12:27:21 am »

Super cool stuff.  Shocked Thanks for all the good information in this thread.
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SyCottic462
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Re: here is save game editor
« Reply #24 on: February 03, 2008, 02:30:28 am »

Have the savegame files been changed in the last patch/update?  I can't seem to find them to tinker with.
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Re: here is save game editor
« Reply #25 on: February 03, 2008, 09:10:00 pm »

I think they have been switched to XML format?

Not sure about that, I did not check, just remember reading something alike quite some time ago.
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Re: here is save game editor
« Reply #26 on: February 04, 2008, 06:07:54 pm »

Everything is still the same: the savegame format is, as is our intention to change it.
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SyCottic462
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Re: here is save game editor
« Reply #27 on: February 05, 2008, 03:00:15 am »

Gah, I'm retarded sometimes...not more than 10 minutes after posting the question I found it.  It looks like Vista has changed the order a bit.  Here it is for future reference

C:\Users\[username]\AppData\Roaming\uqm\save\

now to figure out how to do some hex editing....
« Last Edit: February 05, 2008, 03:27:06 am by SyCottic462 » Logged
JHGuitarFreak
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Re: here is save game editor
« Reply #28 on: February 12, 2008, 11:09:05 pm »

question to the first poster...

Did you find my site by search engine or by a link somewhere on these forums?

And i did not make the save editor, i just had it before gamespy started acting up with its downloads and uploaded it to my created site.

and alot of the code supplied in the mods on my sourceforge site aren't even my own, all except of a small bit of the fmv mod where i added support for the demo video, if i remember correctly Novus added support for the Ship Spins and i just marketed it, and the Death March mod was someone elses code i saw on the forums, implemented and marketed it.  Grin


When I download this AVG freaks out and tells me it is a virus.  How recently was this acquired? Have you checked the binary lately?

ummm, yeh...

i found out that my archives got a virus and had since changed them out, basically the virus attaches to just about every exe file that is run and is capable of severely slowing down your system, but the latest update to any antivirus can fix it.
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Re: here is save game editor
« Reply #29 on: December 24, 2009, 06:34:35 pm »

Can I ask why certain areas of the editor are Read only? Or how to add a Chmmr ship?
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