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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: How to edit HotA?
Thread: How to edit HotA? This thread is 58 pages long: 1 2 3 4 5 ... 10 20 30 40 50 ... 54 55 56 57 58 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted November 20, 2018 02:02 PM
Edited by phoenix4ever at 16:40, 20 Nov 2018.

Oh of course, I know about that, just being stupid.

Thanks.

EDIT:
Okay I have now messed a little around in the exe and encountered something really weird:
I tried changing the requirement of the Pit Lord building, in HotA, from Mage Guild 1 to original Mage Guild 2 and found the place to change it is: 23f32c, there I encountered the values 29 00 00 00 (Pit Lord building) 22 00 00 00 (Pit Fiend building requirement) and 01 00 00 00 (Which should be Mage Guild level 2, but it is still somehow Mage Guild level 1) I tried changing 01 00 00 00 to 02 00 00 00 but then it became Mage Guild level 3 requirement, 03 00 00 00 became Mage Guild 4 requirement and so on, so why does'nt 01 00 00 00 work?

Has anyone successfully changed building requirements in HotA?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 20, 2018 06:06 PM
Edited by Maurice at 18:18, 20 Nov 2018.

phoenix4ever said:
Oh of course, I know about that, just being stupid.

Thanks.

EDIT:
Okay I have now messed a little around in the exe and encountered something really weird:
I tried changing the requirement of the Pit Lord building, in HotA, from Mage Guild 1 to original Mage Guild 2 and found the place to change it is: 23f32c, there I encountered the values 29 00 00 00 (Pit Lord building) 22 00 00 00 (Pit Fiend building requirement) and 01 00 00 00 (Which should be Mage Guild level 2, but it is still somehow Mage Guild level 1) I tried changing 01 00 00 00 to 02 00 00 00 but then it became Mage Guild level 3 requirement, 03 00 00 00 became Mage Guild 4 requirement and so on, so why does'nt 01 00 00 00 work?

Has anyone successfully changed building requirements in HotA?


You make a small mistake: building ID's start at 0, not at 1. Mage Guild Level 1 is therefore 00 00 00 00, not 01 00 00 00.

Full list:


0  0  Mage Guild Tier 1
1  1  Mage Guild Tier 2
2  2  Mage Guild Tier 3
3  3  Mage Guild Tier 4
4  4  Mage Guild Tier 5
5  5  Tavern
6  6  Shipyard
7  7  Fort
8  8  Citadel
9  9  Castle
A  10 Village Hall
B  11 Town Hall
C  12 City Hall
D  13 Capitol
E  14 Marketplace
F  15 Resource Silo
10 16 Blacksmith
11 17 Special 1
12 18 Special 2
13 19 Special 3
14 20 Special 4
15 21 Special 5
16 22 Special 6
17 23 Special 7
18 24 Special 8
19 25 Special 9
1A 26 Grail
1B 27 Village dwellings
1C 28 Town dwellings
1D 29 City dwellings
1E 30 Tier 1 Base
1F 31 Tier 2 Base
20 32 Tier 3 Base
21 33 Tier 4 Base
22 34 Tier 5 Base
23 35 Tier 6 Base
24 36 Tier 7 Base
25 37 Tier 1 Upgrade
26 38 Tier 2 Upgrade
27 39 Tier 3 Upgrade
28 40 Tier 4 Upgrade
29 41 Tier 5 Upgrade
2A 42 Tier 6 Upgrade
2B 43 Tier 7 Upgrade


Special buildings depend on the Town type.

Castle
Special 1 Lighthouse
Special 2 Griffin Bastion
Special 3 Griffin Bastion
Special 4 Ship
Special 5 Stables
Special 6 Brotherhood of the Sword
Special 7
Special 8
Special 9

Rampart
Special 1 Mystic Pond
Special 2 Miners' Guild
Special 3 Miners' Guild
Special 4
Special 5 Fountain of Fortune
Special 6 Treasury
Special 7
Special 8 Dendroid Saplings
Special 9 Dendroid Saplings

Tower
Special 1 Artifact Merchants
Special 2 Sculptor's Wings
Special 3 Sculptor's Wings
Special 4  
Special 5 Lookout Tower
Special 6 Library
Special 7 Wall of Knowledge
Special 8
Special 9

Inferno
Special 1  
Special 2 Birthing Pools
Special 3 Birthing Pools
Special 4  
Special 5 Brimstone Stormclouds
Special 6 Castle Gate
Special 7 Order of Fire
Special 8 Cages
Special 9 Cages

Necropolis
Special 1 Cover of Darkness
Special 2 Unearthed Graves
Special 3 Unearthed Graves
Special 4 Ship
Special 5 Necromancy Amplifier
Special 6 Skeleton Transformer
Special 7
Special 8
Special 9

Dungeon
Special 1 Artifact Merchants
Special 2 Mushroom Rings
Special 3 Mushroom Rings
Special 4  
Special 5 Mana Vortex
Special 6 Portal of Summoning
Special 7 Battle Scholar Academy
Special 8
Special 9

Stronghold
Special 1 Escape Tunnel
Special 2 Mess Hall
Special 3 Mess Hall
Special 4  
Special 5 Freelancer's Guild
Special 6 Ballista Yard
Special 7 Hall of Valhalla
Special 8
Special 9

Fortress
Special 1 Cage of Warlords
Special 2 Captain's Quarters
Special 3 Captain's Quarters
Special 4 Ship
Special 5 Glyphs of Fear
Special 6 Blood Obelisk
Special 7
Special 8
Special 9

Conflux
Special 1 Artifact Merchants
Special 2 Garden of Life
Special 3 Garden of Life
Special 4 Ship
Special 5 Magic University
Special 6
Special 7
Special 8
Special 9

When nothing is given, the building isn't present for that Town. As far as Creature Boosters are concerned, the first one listed is for the base Dwelling, the second one is for the upgraded version.

I don't have the data on Cove, though.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted November 20, 2018 06:29 PM
Edited by phoenix4ever at 18:30, 20 Nov 2018.

Thanks Maurice, I also tried with 00 00 00 00, but it also resulted in Mage Guild level 1. I wanted it to be level 2 though, but 01 00 00 00 does'nt work...

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted November 20, 2018 09:50 PM

phoenix4ever said:
Oh of course, I know about that, just being stupid.

Thanks.

EDIT:
Okay I have now messed a little around in the exe and encountered something really weird:
I tried changing the requirement of the Pit Lord building, in HotA, from Mage Guild 1 to original Mage Guild 2 and found the place to change it is: 23f32c, there I encountered the values 29 00 00 00 (Pit Lord building) 22 00 00 00 (Pit Fiend building requirement) and 01 00 00 00 (Which should be Mage Guild level 2, but it is still somehow Mage Guild level 1) I tried changing 01 00 00 00 to 02 00 00 00 but then it became Mage Guild level 3 requirement, 03 00 00 00 became Mage Guild 4 requirement and so on, so why does'nt 01 00 00 00 work?

Has anyone successfully changed building requirements in HotA?


Whatever HotA changes is done by DLL; if you modify the exe and HotA later modifies this same address then it's not gonna work. You're gonna have to patch HotA.dll if you keep insisting on using hex editing.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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revolut1oN
revolut1oN


Famous Hero
posted November 20, 2018 10:20 PM

phoenix4ever said:
Oh of course, I know about that, just being stupid.

Thanks.

EDIT:
Okay I have now messed a little around in the exe and encountered something really weird:
I tried changing the requirement of the Pit Lord building, in HotA, from Mage Guild 1 to original Mage Guild 2 and found the place to change it is: 23f32c, there I encountered the values 29 00 00 00 (Pit Lord building) 22 00 00 00 (Pit Fiend building requirement) and 01 00 00 00 (Which should be Mage Guild level 2, but it is still somehow Mage Guild level 1) I tried changing 01 00 00 00 to 02 00 00 00 but then it became Mage Guild level 3 requirement, 03 00 00 00 became Mage Guild 4 requirement and so on, so why does'nt 01 00 00 00 work?

Has anyone successfully changed building requirements in HotA?



Hasn't Morglin done that in his HotA Forge?

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted November 20, 2018 10:33 PM

RoseKavalier said:


Whatever HotA changes is done by DLL; if you modify the exe and HotA later modifies this same address then it's not gonna work. You're gonna have to patch HotA.dll if you keep insisting on using hex editing.

Why was I then able to change the requirement to Mage Guild level 3, 4, 5, tavern etc.?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 20, 2018 11:28 PM
Edited by Maurice at 23:32, 20 Nov 2018.

phoenix4ever said:
Thanks Maurice, I also tried with 00 00 00 00, but it also resulted in Mage Guild level 1. I wanted it to be level 2 though, but 01 00 00 00 does'nt work...


Right, me bad, I was in a hurry when I made that post. Are you sure you correctly saved it with a value of 01 00 00 00?

Edit: I've put some further thought into it. Could it be that the HotA .dll simply looks for the 01 00 00 00 and changes it to 00 00 00 00 instead? That way, for anything else in that spot, it will be unaffected, but as soon as you try to use 01 00 00 00, the HotA code changes it to 00 00 00 00. RoseKavalier would be correct in that case, then.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted November 20, 2018 11:32 PM
Edited by phoenix4ever at 23:34, 20 Nov 2018.

Hmm I'm pretty sure both 00 00 00 00 and 01 00 00 00 resulted in Mage Guild level 1, but I can check it again tomorrow.
It's just weird I could change it to 3, 4 & 5, but not 2 like in original game...

Edit:
Just seen you edit, I guess it makes sense what RoseKavalier says then.

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted November 20, 2018 11:49 PM

phoenix4ever said:
RoseKavalier said:


Whatever HotA changes is done by DLL; if you modify the exe and HotA later modifies this same address then it's not gonna work. You're gonna have to patch HotA.dll if you keep insisting on using hex editing.

Why was I then able to change the requirement to Mage Guild level 3, 4, 5, tavern etc.?


Without looking at it, I'd say basically what Maurice said: the code probably does...
requirement AND ~2 (the inverse of 2, meaning remove the level 2 mage guild requirement)
requirement OR 1 (add level 1 mage guild)

In any case, you can use town dependencies and the example to do anything you wish through dll without much difficulty. It's not like it's impossible to do.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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planetavril
planetavril


Known Hero
posted November 21, 2018 02:56 AM
Edited by planetavril at 08:02, 22 Nov 2018.

sorry the trivial question, I'm new in the mod hex, how to use town_dependencies.h and main.cpp?

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Morglin
Morglin


Hired Hero
posted November 23, 2018 08:33 PM

I got PM with question "How I change city coordinaties?". I'm on mobile phone now and I don't have time to answer that question. I apologise. If you want know, what I changed, just compare HotA.exe and h3forge.exe. Or better ask questions here, probably someone answer faster.

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Morglin
Morglin


Hired Hero
posted November 26, 2018 12:32 AM
Edited by Morglin at 00:34, 26 Nov 2018.

Ok, I'll help.

Building coordinates are in h3hota.exe (for standards towns, not for Cove). It starts here:  28AA0C , from Castle buildings. First is Mage Guild level 1:


00 00 C3 02 A6 00


Number of frames for animation (inverted)

Coordinate x. It's inverted too. It means that it's not C3 02, but 02C3 which in decimal means 707.

Coordinate y. Also inverted, so 00A6 means 166.



Coordinates for all standart towns can be found in WoG sources:

https://github.com/GrayFace/wog/blob/master/T1/town_var.h

It starts at line 490.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 26, 2018 10:04 AM
Edited by Maurice at 10:04, 26 Nov 2018.

Inverted is another way of stating the difference between Little Endian and Big Endian. It's an important consideration to make when interpreting multi-byte values as well as bit-masks.

For those who would like to read more about this, there's a WIkipedia page about the "Endianness" of bits and bytes.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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planetavril
planetavril


Known Hero
posted November 26, 2018 05:53 PM
Edited by planetavril at 18:12, 26 Nov 2018.

thanks for the reply but I solved I found them just last night, I'm adding the cathedral replacing hell,sto cencando come fare per creare il file exe

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planetavril
planetavril


Known Hero
posted November 26, 2018 05:56 PM

what programs used Maurice and Rose Kavalier to edit in assembly, I have Olly dbg but I can not change I do not know the reason

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 26, 2018 06:42 PM

I personally use UltraEdit for all my hex editing. I use IDA 5.0 for the assembly stuff, but that's just for inspection.

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planetavril
planetavril


Known Hero
posted November 27, 2018 01:02 AM

Maurice said:
I personally use UltraEdit for all my hex editing. I use IDA 5.0 for the assembly stuff, but that's just for inspection.

is it freeware?, or you know some good free program

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 27, 2018 10:35 AM

IDA 5.0 is freeware. UltraEdit is not, but I bought a lifetime license for it, seeing as how often I use it.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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planetavril
planetavril


Known Hero
posted November 29, 2018 07:37 AM

In vcmi in the file config factions castle.json, rampart.json etc.in these json files at the end of the list of buildings in the city, there are the buildings disabled as horde2, horde2Upgr, mageGuild5, special4 for the castle you can ask how to reactivate all disabled buildings in cities with hex editing in hota?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 29, 2018 06:38 PM

planetavril said:
In vcmi in the file config  factions  castle.json, rampart.json etc.in these json files at the end of the list of buildings in the city, there are the buildings disabled as horde2, horde2Upgr, mageGuild5, special4 for the castle you can ask how to reactivate all disabled buildings in cities with hex editing in hota?


Special4 is the Ship, when it's built at the Shipyard and in the "Ship" slot of the Town.

All of the "disabled" buildings have no means to build them in Town, nor do they have any function. "Enabling" those buildings is just one step in making something functional - you need to do a lot more to actually make it so.

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