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| | |-+  UQM Mem Edit - Edit fleet ships (now also with device/item editor)
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Author Topic: UQM Mem Edit - Edit fleet ships (now also with device/item editor)  (Read 14121 times)
jucce
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« Reply #30 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)
UQM Mem Edit 2.1 (fildirekt.se)
UQM Mem Edit 2.1 (anonfiles.com)
UQM Mem Edit 2.1 (filesplat.com)

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. 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.
« Last Edit: November 02, 2013, 01:34:25 pm by jucce » Logged
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Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
« Reply #31 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.
« Last Edit: June 01, 2014, 05:47:04 am by Defender » Logged
jucce
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Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
« Reply #32 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.
« Last Edit: June 11, 2014, 05:51:50 pm by jucce » Logged
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Re: UQM Mem Edit - Edit fleet ships (now also with device/item editor)
« Reply #33 on: June 11, 2014, 11:45:48 pm »

i see..will do. thank you jucce.
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