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Added my collection of memory mapping for the Genie-Engine #647

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Added my collection of memory mapping for the Genie-Engine #647

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yvan-burrie
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These reversed engineered structures are for the age2_x1 EXE file (00.09.26.0809).
Created and researched using IDA over 3 years by myself with the enormous help of JustTesting1234.
I hope these are useful for Openage, and I will provide further improvements as there is much more information I yet must add.

These reversed engineered structures are for the age2_x1 EXE file (00.09.26.0809).
Created and researched using IDA over 3 years by myself with the enormous help of JustTesting1234.
I hope these are useful for Openage, and I will provide further improvements as there is much more information I yet must add.
@TheJJ TheJJ added nice new thing ☺ A new feature that was not there before documentation Involves the project documentation labels Oct 21, 2016
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TheJJ commented Oct 27, 2016

Thanks! I'm gonna fix some whitespace errors before merging.
Did you export it or is it a handcrafted file?

Is this helpful to other IDA users, like, can they import the structs?

@yvan-burrie
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Unfortunately this is a handcrafted file. If I had been more experienced and organised, I would have created C header structures that can be imported to IDA. Meanwhile I thought it would be best to upload this draft. I plan on redoing the entire memory mapping in a more convenient manner. There are also many important structures which I need to add, such as the scenario and player structures.

I have also reversed a whole bunch of file formats, including the entire SCN file correctly formatted, the database DAT file, and all other DAT files; TileEdge, BlkEdge, FilterMaps, LoQMaps, LightMaps, ViewIcm, STemplet and Blendomatic.

I am currently reversing the saved-game and recorded-game file formats.

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TheJJ commented Nov 2, 2016

Whoa, especially the TileEdge, BlkEdge, FilterMaps, LoQMaps, LightMaps, ViewIcm, STemplet and Blendomatic are helpful for us, we only use blendomatic so far. I planned implementing hillshading the 3d-way though, with real elevations and regular "modern" shaders.

From the dat file we have most information already but surely you can further improve it (openage/convert/gamedata).

The savegame and gamerecord format aren't interesting for us at least, we'll have a custom format suiting our needs (#649 probably). Gamerecords will be the collection of all curves (for those, see #530).
The scn file is also nice to have, although we probably just reuse our savegame file format.

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TheJJ commented Jan 22, 2017

Thank you for your data! If you have more findings about the dat file, we can very much use those.
We read it in openage/convert/gamedata, you'll notice the structs there.

I beautified your file a bit, looking forward to more findings :)

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