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How to update for a new version. STAGE 1. RESET Download the new versions. Use new-release.pl to automatically perform: Use md5sum for linux and winedump for windows to find out the new hash and PE timestamp. Use the stamps to create new sections in symbols.xml Also paste them into make-csv inside start.lisp Create an empty v0.??.??.lst, and change the open-annotations filename in start.lisp. Wipe linux/df.globals.xml empty of all the global definitions. Start the linux DF version, and launch the tool. Execute (reset-state-annotation) Commit. STAGE 2. LINUX COMPOUND GLOBALS Globals gps, enabler, gview and init are in the export table for linking with libgraphics, so they are immediately available in (browse @global.*). Run (list-globals/linux), paste the results in linux/df.globals.xml, and immediately compare it to the old version from source control. The order of the globals is quite stable, so if sizes look similar, they can be guessed immediately. The .bss compound section should be done except for 'announcements'. Run (browse-dataseg). The first three -30000 are cursor. Following group of 6 are selection_rect. After that, at 16-aligned addresses are control_mode and game_mode. Tab the game ui to the most common two-pane mode, scroll to the end and find 0x30200. Within this dword ui_menu_width is byte 1, ui_area_map_width is byte 2. (reload), (browse @global.*), look at the most important globals for misalignment. If found, fix it and delete old tables from symbols.xml. STAGE 3. Linux primitive globals Unpause the game for a moment to let various structures be initialized. The fields can be found either by a straight memory search, or by looking in the area they are expected to be. [A] The 'cur_year' area. Located just before ui_building_assign_type. 1. cur_year / cur_year_tick (find-changes); step with dot; Enter; step; +; step; +; step; +; done look at values in bss, there will be cur_year_tick, and cur_year is 32 bytes before that. 2. process_jobs Designate a building for construction. Look after process_dig for an enabled boolean. 3. process_dig Step the game one step. Designate a tile for digging. Look after cur_year and before process_jobs. Note: this order because designating sometimes sets process_jobs too. 4. job_next_id / ui_workshop_job_cursor Find a workshop without jobs; (find-changes); add job; Enter; add job; +; add job; +; done Finds job_next_id and ui_workshop_job_cursor, the distinction is obvious. The ui_workshop_job_cursor is expected to be after cur_year_tick. 5. ui_workshop_in_add, ui_building_in_resize, ui_building_in_assign Expected to be in the area after ui_workshop_job_cursor, in this order. Change the relevant state in game and F5. 6. ui_building_item_cursor Find a cluttered workshop, t; (find-changes); move cursor down; Enter; cursor down; +; cursor down; +; done Expected to be right after ui_workshop_job_cursor. 7. current_weather Subtract 0x1c from cur_year address. Obviously, a big hack. It is best to use a save where the contents are non-zero and known to you. [B] The ui_look_cursor area. Located in the area of the 124 byte global before ui. 1. ui_look_cursor Like ui_building_item_cursor, but with a cluttered tile and k. 2. ui_selected_unit Find a place with many nearby units; (find-changes); v; Enter; v; new; ...; when returned to origin, 0; 1; 2...; done Expected to be before ui_look_cursor. 3. ui_unit_view_mode Select unit, page Gen; (find-changes); Inv; Enter; Prf; +; Wnd; +; done Expected to be after ui_selected_unit. 4. pause_state (find-changes); toggle pause; Enter; toggle; 0; toggle; 1; etc; done Expected to be in the area after ui_look_cursor. [C] The window_x/y/z area. Located right after ui_build_selector. 1. window_x, window_y, window_z Use k, move window view to upper left corner, then the cursor to bottom right as far as it can go without moving the view. (find-changes); Shift-RightDown; Enter; Shift-RightDown; + 10; Shift-RightDown; + 10; done Finds cursor and two variables in bss. Z is just after them. [D] Random positions. 1. announcements Immediately follows d_init; starts 25 25 31 31 24 ... STAGE 4. Primary windows compound globals After aligning globals on linux, run (make-csv) to produce offset tables. 1. world Set a nickname, search for it; the unit will have it at offset 0x1C. Then trace back to the unit vector, and subtract its offset. 2. ui Open the 's'quad sidebar page. Navigate to a squad in world.squads.all, then backtrace and subtract the offset of ui.squads.list. 3. ui_build_selector Start creating a building, up to the point of material selection. Find the material item through world and backtrack references until .bss. 4. ui_sidebar_menus Select a unit in 'v', open inventory page, backtrack from unit_inventory_item, subtract offset of unit.inv_items. 5. ui_look_list Put a 'k' cursor over a unit, backtrack to a 0x10 bytes object with pointer at offset 0xC, then to the global vector. 6. ui_advmode In adventure mode, open the 'c'ompanions menu, then backtrack from world.units.active[0] (i.e. the player) via ui_advmode.companions.unit Alternatively, look before ui_look_list for "0, 15" coming from the string. 7. enabler (find-changes), resize the window, enter; resize width by +1 char, +; repeat until few candidates left; then done, select the renderer heap object and backtrack to enabler.renderer. Alternatively, look before ui for clocks changing every frame. 8. map_renderer Put a 'v' cursor exactly above a unit; backtrack from the unit object. Alternatively, look before ui_advmode for the unit pointer list. 9. texture Load the game with [GRAPHICS:YES] in init.txt, and example set. Then search for string "example/dwarves.bmp" and backtrack. Alternatively, look between ui_build_selector and init. STAGE 5. Secondary windows compound globals These are too difficult to find by backtracking or search, so try looking in the expected area first: 1. timed_events Look for a pointer vector around -0x54 before ui. 2a. ui_building_assign_is_marked Assign to zone, (find-changes), toggle 1st unit, enter; toggle 1st, 0; toggle 1st, 1; toggle 2nd, new; done The vector is expected to be just before ui. 2b. ui_building_assign_items Expected to be immediately before ui_building_assign_is_marked. 2c. ui_building_assign_units Start assigning units to a pasture, backtrack from one of the units. The vector is expected to be immediately before world. 2d. ui_building_assign_type The vector is expected to be 2nd vector immediately after ui_look_list. 3. gview Immediately follows ui. 4a. d_init Follows world after a small gap (starts with flagarray). 4b. init Follows ui_build_selector after a small gap. 5. gps Look at around offset ui_area_map_width+0x470 for pointers. 6a. created_item_type Expected to be at around -0x40 before world. 6b. created_item_subtype The first vector immediately after ui_look_list. 6c. created_item_mattype Immediately before ui_sidebar_menus. 6d. created_item_matindex Before ui, after timed_events. 6e. created_item_count Immediately before timed_events. STAGE 6. Windows primitive globals Like linux primitives, except the ordering is completely different. This section only describes the ordering heuristics; for memory search instructions see linux primitive globals. [A] formation_next_id Followed by ui_building_item_cursor, cur_year. [B] interaction_instance_next_id...hist_figure_next_id Contains window_x, ui_workshop_in_add. [C] machine_next_id Followed by ui_look_cursor, window_y. [D] crime_next_id Followed by, in this order (but with some gaps): - ui_workshop_job_cursor - current_weather (immediately after ui_workshop_job_cursor) - process_dig - process_jobs - ui_building_in_resize - ui_building_in_assign - pause_state [E] Random positions. 1. cur_year_tick Look immediately before artifact_next_id. 2. window_z Look before proj_next_id. 3. ui_selected_unit Look just after squad_next_id. 4. ui_unit_view_mode Look just before hist_event_collection_next_id. 5. announcements Immediately follows d_init; starts 25 25 31 31 24 ... STAGE 7. Verify objects With the windows version, run (check-struct-sizes) to see if any objects changed their size. If nothing is obviously wrong, use (check-struct-sizes :annotate? t) to mark correctly sized objects ALIGNED.
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