Simply Hex
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Storm
Simply Hex
Hello. I'm quite new to the SWBF modding scene, and I'm curious of just 1 question. Has anybody found out the hex for changing how many reinforcements are in each LVL? I'm modifying the XBox game and not PC so the SDK won't work (I don't own the PC game so it won't load for me :-\). Is there any documentation regarding the hex of certain values and places? Wouldn't mind changing the speed of the gun fires as well, but that too, needs to be found in hex. I'll continue my search and hopefully someone can lend a helping hand.
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sawyerdk9
RE: Simply Hex
I asked about changing reinforcements and how many people are on the map at once but nobody seemed to know
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JabbaLovesLava
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RE: Simply Hex
mmm, i bet guru can help. He's a computer (and hex-editer) geek
(geek as in you know a lot, not as in insult)
Last edited by JabbaLovesLava on Tue Aug 30, 2005 5:32 pm, edited 1 time in total.
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Storm
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sawyerdk9
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Leviathan
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Storm
That is what I'm asking. If someone has the modding tool, take a current level they have, with say 200 reinforcements, then export/munge/etc. Then same level, change to 300 reinforcements, then export/munge/etc. and then give me the offset number that's different. How is that breaking the game's warranty? o.O
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Leviathan
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Storm
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Leviathan
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Riley75
I don't know what differences there may be on the X-Box, in terms of location and structure of files... But if the files are the same as on the PC, this is how the reinforcement count is stored:
It's in the \_LVL_PC\mission.lvl file for all the shipped maps. I don't have all the specific offsets written down, but you can identify them by:
1) Finding the map name (eg. "bes1a").
2) Scrolling down after a section of string values.
3) Finding the hex bytes "C6 31 00 80". That's how it looks for a count of 200. Other values are "C6 36 00 80" for 220 (Kamino - clones only), and "46 3E 00 80" for 250 (Hoth and a few others). Keep in mind this will appear twice for each map - once for each side. They're usually fairly close to each other for the same map. If you're looking at them in UltraEdit in hex mode (16 bytes per line), they're usually about 8 lines apart.
Here are some possible values you might want :
300 = "C6 4A 00 80"
400 = "C6 63 00 80"
500 = "C6 7C 00 80"
1000 = "C6 F9 00 80"
For anyone who decides to try this... please remember to back up your mission.lvl file! (And I'm assuming this is for single-player instant action mode; make sure you put it back to what it was before you play multiplayer!)
Now, I'm sure people are going to ask how these numbers are computed... The best I can do is direct you here:
http://personal.riley-man.com/swbf/edit ... l-scr.html
And say that it has to do with how Lua byte code is stored. What you're finding above is actually a "PUSHINT 200" opcode.
One easy rule: If the number (call it N) you want is divisible by 4, the hex for it is always of the pattern "C6 xx 00 80". The "xx" is (N - 4) / 4. If it isn't divisible by 4 (such as for 250), well, you'll have to read over the page I linked to understand it all.
And um... to those who remember me... hi again.
It's in the \_LVL_PC\mission.lvl file for all the shipped maps. I don't have all the specific offsets written down, but you can identify them by:
1) Finding the map name (eg. "bes1a").
2) Scrolling down after a section of string values.
3) Finding the hex bytes "C6 31 00 80". That's how it looks for a count of 200. Other values are "C6 36 00 80" for 220 (Kamino - clones only), and "46 3E 00 80" for 250 (Hoth and a few others). Keep in mind this will appear twice for each map - once for each side. They're usually fairly close to each other for the same map. If you're looking at them in UltraEdit in hex mode (16 bytes per line), they're usually about 8 lines apart.
Here are some possible values you might want :
300 = "C6 4A 00 80"
400 = "C6 63 00 80"
500 = "C6 7C 00 80"
1000 = "C6 F9 00 80"
For anyone who decides to try this... please remember to back up your mission.lvl file! (And I'm assuming this is for single-player instant action mode; make sure you put it back to what it was before you play multiplayer!)
Now, I'm sure people are going to ask how these numbers are computed... The best I can do is direct you here:
http://personal.riley-man.com/swbf/edit ... l-scr.html
And say that it has to do with how Lua byte code is stored. What you're finding above is actually a "PUSHINT 200" opcode.
One easy rule: If the number (call it N) you want is divisible by 4, the hex for it is always of the pattern "C6 xx 00 80". The "xx" is (N - 4) / 4. If it isn't divisible by 4 (such as for 250), well, you'll have to read over the page I linked to understand it all.
And um... to those who remember me... hi again.
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Riley75
Possibly. 
Certain things about Battlefront kind of disappointed me, to be honest. Once I started working with the map editor, the AI controls available (boundaries, hubs, connections, hints) I found tough to deal with. The lack of additional game modes, and the lack of a more comprehensive single-player experience, were downers. I was really hoping to build not just new maps, but entire campaigns of related maps.
My prospects for Battlefront II have improved as of late, though. I've been reading about all the new game modes (capture the flag, hunt mode, etc.) and the single-player campaign. So perhaps I'll be back.
Certain things about Battlefront kind of disappointed me, to be honest. Once I started working with the map editor, the AI controls available (boundaries, hubs, connections, hints) I found tough to deal with. The lack of additional game modes, and the lack of a more comprehensive single-player experience, were downers. I was really hoping to build not just new maps, but entire campaigns of related maps.
My prospects for Battlefront II have improved as of late, though. I've been reading about all the new game modes (capture the flag, hunt mode, etc.) and the single-player campaign. So perhaps I'll be back.
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Leviathan
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Riley75
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Leviathan
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Riley75
