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User talk:Morgan525

From UFOpaedia

I'm also go by "Tycho" on Strategycore forums. I've been learning about disassembly and coding since December of 2011. I guess I started learning disassembly to mod the tank/cannon into a chaingun. I started playing with DOSbox but switched to the CE version and began focusing on its sound problems. Lately, I have been tinkering with Seb's UFOloader and added those fixes of my own. I've also been trying to rearrange Seb's INI file to make it less overwhelming to new users.

The following is a list of how most events in TACTICAL generate sounds. This data is scattered across throughout the executable in various data arrays. First an event number is passed to the sound subroutine. The program then compares the event with its corresponding entry in another section to determine how to play that sound. 06 is the standard method. 01 plays the sound uninterrupted by other sounds.

Table of Battlescape sound calls

	Play		CAT
Evt# 	Setting		reference           Description
00	00		--		Normal bipedal movement.  Routing refers to tileset and alternates between 1 and 2.
01	01		0E		normal tank move
02	01		00		snakeman move
03	02		--
04	01		0F		Flying unit move
05	01		10		Celatid move
06	01		2F		Silacoid move
07	02		--	
08	02		--
09	02		--
0A	01 		28		hovertank/cyberdisk move
0B	06		04		rifle/pistol shoot
0C	06		16		bullet hit
0D	03		14		sliding door opens. Routine randomly plays 1 of the 2 entries in SAMPLE2.
0E	06		03		normal door opens
0F	02		--
10	06 		0C		big gun shoots
11	06		0D		big gun hits		
12	06		0B		laser gun shoots
13	06		13		laser shot hits
14	06 		12		plasma gun shoots
15	06		13		plasma shot hits
16	06		34		rocket launches
17	06		35		blaster bomb/stun launcher shoots
18	06		0C		small explosion (problem: zombie move)
19	06		05		big explosion
1A	02		--		stun rod  (*problem*)
1B	06		24		psi attack
1C	06		06		mind probe use* 
1D	06		11		reload weapon
1E	06		26		place an item
1F	02		--
20	04		--		death of a male. Routine randomly plays 1 of the 3 sounds in SAMPLE2.
21	06		17		tank destroyed
22	06		0A		sectoid death
23	06		08		snakeman death
24	06		09		etheral death
25	06		06		muton death
26	06		0A		floater death
27	06		07		celatid death
28	06		08		silacoid death
29	06		09		chryssalid death
2A	06		0A		reaper death
2B	06		17		sectopod death
2C	06		17		cyberdisk death
2D	06		30		zombie & reaper attack
2E	06		31		chryssalid attack
2F	06		32		silacoid attack
30	06		30		celatid attack
31	06		27		throw an item
32	05		--		death of a female. Routine randomly plays 1 of the 3 sounds in SAMPLE2.
33	02		--		
34	02
35	02
36	02
37	02

Modding Tank/Cannon into a Tank/Chaingun

Many people have questions about this. It's fairly easy to change the ammo type of the Tank/Cannon turrent and damage into a AP/rifle and then giving the turret autofire. The real problem is changing the amount of ammo in the tank and not cause problems with the amount of ammo in your base stores. In the executable there are various places that handle updating the amount of ammo for the various events: adding a tank onto a craft(checking if the base has the proper amount of ammo for the tank and removing that amount from base stores, if so), removing the tank from a craft (adding the ammo back to base stores), post-interception-battle (adding the remaining ammo from the tank into base stores and attempting to add the tank back onto the craft), and post base defense (adding the remaining ammo to base stores.) In addition, there is the routine that sets the amount of ammo for the tank in battlescape. If you miss any of these areas, your ammo supply quickly spirals out of control or you get no benefit for the changes you have made.

The DOS version of the game makes it much simpler to adjust the stats, but I have lost the notes on the offsets. The CE version has a problem in the way the compiler wrote the calculations. In the original code, everything was handled in multiples of five with bit-shifts to get to 30 or multiples of 30. I "rewrote" many of these lines to make it simpler to understand and mod(Feel free to use these changes. However, unless you want to deduce for yourself how to modify the proper locations, don't increase the amount of ammo over 63. [This has to do with how the game uses bit-shifts to calculate the ammo during the post-tatical phase]):

TANK/CANNON AMMO ALTERATION
POST-TACTICAL PHASE BASE/CRAFT INVENTORY UPDATE
0x449C53: B8 3C 00 00 00 0F AF C2 90 90 3B F0 7D 2C 66 0F B6 D2 66 01 17 B8 89 88 88 88 F7 EE 03 D6 C7 44 24 10 01 00 00 00 C1 FA 05 8B C2 C1 E8 1F 03 D0 88 55 2C 66 0F B6
          D2 66 29 17 66 0F B6 45 00 8B D0 C1 E2 0B 2B D0 C1 E2 04 03 D0 C1 E2 02 66 02 91 1A 01 00 00 90 90

.text:00449C53                 mov     eax, 3Ch
.text:00449C58                 imul    eax, edx
.text:00449C5B                 nop
.text:00449C5C                 nop
.text:00449C5D                 cmp     esi, eax
.text:00449C5F                 jge     short loc_449C8D
.text:00449C61                 movzx   dx, dl
.text:00449C65                 add     [edi], dx
.text:00449C68                 mov     eax, 88888889h
.text:00449C6D                 imul    esi
.text:00449C6F                 add     edx, esi
.text:00449C71                 mov     [esp+30h+var_20], 1
.text:00449C79                 sar     edx, 5
.text:00449C7C                 mov     eax, edx
.text:00449C7E                 shr     eax, 1Fh
.text:00449C81                 add     edx, eax
.text:00449C83                 mov     [ebp+2Ch], dl
.text:00449C86                 movzx   dx, dl
.text:00449C8A                 sub     [edi], dx
.text:00449C8D                 movzx   ax, byte ptr [ebp+0]
.text:00449C92                 mov     edx, eax
.text:00449C94                 shl     edx, 0Bh
.text:00449C97                 sub     edx, eax
.text:00449C99                 shl     edx, 4
.text:00449C9C                 add     edx, eax
.text:00449C9E                 shl     edx, 2
.text:00449CA1                 db      66h
.text:00449CA1                 add     dl, [ecx+11Ah]
.text:00449CA8                 nop
.text:00449CA9                 nop

0x449DFA: B8 3C 00 00 00 0F AF C2 3B F0 7D 2E 90 90 66 0F B6 D2 66 01 17 B8 89 88 88 88 F7 EE 03 D6 C7 44 24 10 01 00 00 00 C1 FA 05 8B C2 C1 E8 1F 03 D0 88 55 00 66 0F B6 
          D2 66 29 17 66 0F B6 45 00 8B D0 C1 E2 0B 2B D0 C1 E2 04 03 D0 C1 E2 02 66 01 91 1A 01 00 00 90 90

.text:00449DFA                 mov     eax, 3Ch
.text:00449DFF                 imul    eax, edx
.text:00449E02                 cmp     esi, eax
.text:00449E04                 jge     short loc_449E34
.text:00449E06                 nop
.text:00449E07                 nop
.text:00449E08                 movzx   dx, dl
.text:00449E0C                 add     [edi], dx
.text:00449E0F                 mov     eax, 88888889h
.text:00449E14                 imul    esi
.text:00449E16                 add     edx, esi
.text:00449E18                 mov     [esp+30h+var_20], 1
.text:00449E20                 sar     edx, 5
.text:00449E23                 mov     eax, edx
.text:00449E25                 shr     eax, 1Fh
.text:00449E28                 add     edx, eax
.text:00449E2A                 mov     [ebp+0], dl
.text:00449E2D                 movzx   dx, dl
.text:00449E31                 sub     [edi], dx
.text:00449E34                 movzx   ax, byte ptr [ebp+0]
.text:00449E39                 mov     edx, eax
.text:00449E3B                 shl     edx, 0Bh
.text:00449E3E                 sub     edx, eax
.text:00449E40                 shl     edx, 4
.text:00449E43                 add     edx, eax
.text:00449E45                 shl     edx, 2
.text:00449E48                 add     [ecx+11Ah], dx
.text:00449E4F                 nop
.text:00449E50                 nop

[TANK/CHAINGUN LOADOUT INFO SENT TO TACTICAL]
0x44ED27: C6 45 76 3C

.text:0044ED27                 mov     byte ptr [ebp+76h], 3Ch

[TANK/CHAINGUN AMMO CHECK IN BASE INVENTORY AND ALTERATION OF AMOUNT]
0x456410: 66 83 84 90 1A 01 00 00  3C

.text:00456410                 add     word ptr [eax+edx*4+11Ah], 3Ch
0x4564F1: 66 83 F9 3C
.text:004564F1                 cmp     cx, 3Ch
0x456512: 83 C1 C4
.text:00456512                 add     ecx, 0FFFFFFC4h   (add    ecx, -3Ch)

[Alternate option]
0x456512: 83 E9 3C
.text:00456512                 sub     ecx, 3Ch              


TANK STATS start at offset 47573B

TANK UFOpaedia info 4752B0~4752CF 

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