Hardocoded Limitations Centralization
salomonkane
Member Posts: 48
Hi,
Related to this topic :
IESDP unknowns
http://forum.baldursgate.com/discussion/1285/iesdp-unknowns#latest
And this one :
To the Modders :-)
http://forum.baldursgate.com/discussion/485/to-the-modders#latest
I intend to update the information about the limitations of the code .
Any help in this regard is welcome,
Tag : general limitation
Related to this topic :
IESDP unknowns
http://forum.baldursgate.com/discussion/1285/iesdp-unknowns#latest
And this one :
To the Modders :-)
http://forum.baldursgate.com/discussion/485/to-the-modders#latest
I intend to update the information about the limitations of the code .
Any help in this regard is welcome,
Tag : general limitation
"Hardcoded limitations of the engine"
Source : SHSWiki 5 Octobre 2007
http://web.archive.org/web/20090517084514/http://wiki.spellholdstudios.net/Engine_limitations
Not everything can be done through modding, even with WeiDU. A "hardcoded" limitation is something that can not be modified without rewriting the program itself.
You cannot make a mod that allows more then six people in a party.
Monk/Sorcerer, Barbarian/Bard (etc) Multi and Dual classes.
Item usability flags for custom kits.
Animation slots number and their numerical IDs. (This one is not hardcoded in PS:T and can be easily modded).
Number of entries in SONGLIST.2DA (100 physical rows).
Hierarchy of random treasure 2DAs and their usability.
Fixed musiclist.2da.
Visual Range.
Spellbook size.
Number of displayed kits. ("Having more than 9 kits per class in the GUI" would perhaps more accurately be "having more than 9 kits per class per race in the GUI" (since it's perfectly possible to have f.ex 9 fighter kits for humans, and 9 completely different fighter kits for elves).)
Turn undead/bardsong/thieving buttons.
Having more than 24 HLAs in the GUI.
Having more than 9 kits per class in the GUI.
Changing the count of chapters.
Foot circles are also hardcoded to specific animations.
Original walking speed is also there.
Changing the buttons to fit your needs, like a ranger using thief skills etc.
The maximum size of TIS files is 60x80 tiles (though it is safer to use 59x79 as the max size)
The maximum size of inventory BAMs is 64x64 (it gets all off place if it is bigger)
The number of spell display icons in the GUI for a Sorcerer to learn
The number of spells a Sorcerer can learn in his spell book
The max number of attack per round is 10
The max number of stat is 25
The max number of reputation is 20
Post edited by salomonkane on
3
Comments
I honestly doubt the devs can make *everything* soft-coded, but if modders could make a list of hard-coded stuff that should really, really be soft-coded, I believe the devs could and would do that. Am I right, @CameronTofer, @ScottBrooks, @KeithS and @DanBoulos?
"The max number of stat is 25"
This is a limitation I have have removed from BG2. I've set them to 99 instead. I just did for the fun of it. Obviously It's not like it is useful with the vanilla campaign.
It was just about:
- modifying various "level 25 cap" code routines in bgmain.exe
- altering the character creation dice rolls. (optional or not, depending if you set new min/max starting ability cap such as in ABRACERQ.2DA)
- updating the related 2DA files with new values from 26 to 99 to take the new ability levels into consideration.
To be continued ...
[Edit] : link
http://forums.pocketplane.net/index.php?PHPSESSID=3ef224dd19ae8999eca50b4ee7d92824&action=search2;params=YWR2YW5jZWR8J3wwfCJ8YnJkfCd8NCw2LDEyLDE5LDM2LDYyLDIxLDM4LDgsMTEsMzUsODQsOTAsODYsODgsMTMsNywxMCw1LDgwLDksNDYsNDcsNzYsNTMsNTQsNzksNzcsODMsODksOTYsOTUsMTQsNTksMTgsOTIsNTAsMzksNDAsNDEsNDIsNDMsNDQsNDUsODUsNjAsNjEsMTUsMzcsMTYsMTcsNjcsMXwifHNob3dfY29tcGxldGV8J3x8InxzdWJqZWN0X29ubHl8J3x8Inxzb3J0fCd8cmVsZXZhbmNlfCJ8c29ydF9kaXJ8J3xkZXNjfCJ8c2VhcmNofCd8aGFyZGNvZGVk
"The max number of stat is 25"
"This is a limitation I have have removed from BG2. I've set them to 99 instead."
-Thanks for the info, could you, please, provide a link/mod/read-me if it's possible ?
For BGMain.exe ToB Patch 26498 (File internal version 2.5.0.2 English)
To Increase the ability cap from 25 to X, you have to replace the byte 19h (25) with byte X at the following file offsets:
00072674
0007267D
00072722
0007272B
00072779
00072782
000727D0
000727D9
00072827
00072830
0007287E
00072887
00104755
00104761
001047F3
001047FF
00104853
00104860
001048D2
001048DE
00104947
00104954
001051C8
001051D4
00105266
00105272
00110ED6
00110EE2
001122E2
001122EE
001166DC
001166E8
0011677A
00116786
001167DA
001167E7
00116859
00116865
001168CE
001168DB
00116E5A
00116E66
00116EF8
00116F04
00116F58
00116F65
00116FD7
00116FE3
0011704C
00117059
00117119
00117125
001171B5
001171C1
00117214
00117221
0011728F
0011729B
00117302
0011730F
0023BB32
0023BB38
Then you have to add the missing settings for each new ability level from 25 to X in the following 2DA files:
CHRMODST.2DA
DEXMOD.2DA
HPCONBON.2DA
INTMOD.2DA
INTOXCON.2DA
LOREBON.2da
SKILLDEX.2DA
STRMOD.2DA
Optionally if you wish to modify the character creation abilities dice rolls, you can do it by modifying a byte at each of the following file offsets:
0031C767: change 03h to the new number of dices you want.
0031C769: change 06h to the new number of faces per dice you want.
You will most probably want to modify ABRACERQ.2DA as well, to match your new potential ability caps.
There may be statistic bonuses based on the abilities that are capped regardless of what new high values you set up in 2DA files. But I did not went as far as to verify that, since I just did this initial working changes for the sole purpose of doing it, and I had not plan to practically use the modification.
Developer’s Documentation Version 1.06
Hard coded entries :
http://webcache.googleusercontent.com/search?q=cache:UfQwH3UL7_AJ:www.farseek.com/bgmods/bgtdev.htm+hard-coded+weidu&cd=4&hl=fr&ct=clnk&gl=fr&client=firefox-a
http://weidu.org/WeiDU/README-WeiDU.html#htoc16
Tag :
Infinity Engine Game Editors
Shadow Keeper
Dale Keeper & Dale Keeper II
Sarevok
[Edit:] link :
http://www.mud-master.com/forum/index.php?action=search2;params=YWR2YW5jZWR8J3wwfCJ8YnJkfCd8MiwzLDQsNSw2fCJ8c2hvd19jb21wbGV0ZXwnfHwifHN1YmplY3Rfb25seXwnfHwifHNvcnR8J3xyZWxldmFuY2V8Inxzb3J0X2RpcnwnfGRlc2N8InxzZWFyY2h8J3xoYXJkY29kZWQ=
http://www.baldursgatemods.com/forums/index.php?action=search2 Bonus : ) ,
TeamBG's Petition BioWare for release of IE source & tools July 2001
[spoiler]KenTeamBG
Okay, this is a post to denote the official "TeamBG Petition to BioWare for the Release of IE Source Code and Related Tools".
Anyone wanting to post or email ppl about this petition (please don't spam people) use this URL:
http://www.teambg.com/petition
The intent of this petition is to show the support and wishes of the public pertaining to the release of Infinity Engine source code and/or tools (and their source code) and any and all supporting media and/or data required by said tools or the engine itself.
The possible outcomes desired as a result of this petition is anything within the range of minimal tool or engine source release to all source and tools released for public (or select group) useage. �Desired also is a license with preferably the right for any resulting games made by said source/tools or derivative of said source/tools to be able to be offered commercially with any restrictions or limitations deemed appropriate by BioWare in the licensing agreement agreed to upon any individual or group obtaining said source/tools.
Any negotiations needed to conclude how any license agreement breifly described here could be arranged is welcome by TeamBG and its staff.
In conclusion I would like to state the current position of TeamBG and other groups as far as what has been accomplished and not accomplished.
1) A game add-on has been made and released successfully to the public free of charge thus far for BG1/TotSC.
2) Many game add-ons of similar nature are in progress for BG2, BG1, IWD and PST.
3) Many data file formats in the Infinity Engine games are 80% to 100% mapped and understood, as well as editable using various after market third party utilities. �Allowing literally 100's or possibly 1000's of custom made items, spells, BAM's, scripts, dialogs, etc. to be made available for download by players of the official games released using this engine.
4) Many game engine (compiled EXE) restictions and limitations still limit what we would like to achieve.
5) Graphical area editing is somewhat difficult to achieve at this point but is being developed and is probably about 75% to 85% complete at this point in the editing community.
6) The entire editing community for IE games has invested well over 2.5 years into developing methods to edit and add to these games and we hope that due to the retiring of this game engine for commercial purposes by its initial developers/owners that we as highly dedicated and capable fans can unlock the rest of the abilities of the IE engine in similar ways that others have done with released source to other games in the past (such as from id Software).
The method of signing this petition is to email the email address below with either a short or long agreement with these sentiments and any further statements you'd like to make.
Please do not send ANYTHING that is not a positive agreement with these ideas and hopes, as if you do not agree, you simply should not reply with an email.
Uh, what?
Approach :
Actually the important thing : is to corroborate the facts about what is hardcoded to what no longer is, or what has never been hard-coded ... ?,
And of course ultimately what we hope will no longer be hardcoded !
->
"if modders could make a list of hard-coded stuff that should really, really be soft-coded, I believe the devs could and would do that."
For now I simply do a "work of Benedictine Monk" (can the wise Alundo guide me) recesant :
entries on key words :" hard coded", it is obvious that the sort will be done as and when the information provided by the community, and for now many repetitions or errors/confusions may occur in the listing .
In this connection,
@Avenger_teambg, @Cuv
Hello,
Could you tell us, please, what in your memories or what you know about this, is still hard coded into the game engine or what has been fixed by some mods and what mods ?, Thank you very much .
And the most important, for you :
->
"that should really, really be soft-coded" ?
P.S. :
@Avenger_teambg,
">Yoshimo is hardcoded to die by Chapter 7"
Newbie
Yoshimo Relationship: Yea or Nay?
« Reply #17 on: July 14, 2005, 01:05:30 AM »
as ever when someone is planning to mod yoshimo:
remember that he is hard-coded to die at the start of chapter 7, if somehow he has avoided it before then. you'll have to do something similar to TS, and have him leave the party (or die) earlier.
Undertaker
Level 5
Yoshimo Relationship: Yea or Nay?
« Reply #18 on: July 14, 2005, 01:35:14 AM »
Quote from: "seanas"
as ever when someone is planning to mod yoshimo:
remember that he is hard-coded to die at the start of chapter 7, if somehow he has avoided it before then. you'll have to do something similar to TS, and have him leave the party (or die) earlier.
But in Tortured Souls Mod this have been fixed Tongue and you can have Yoshi through entire game.
http://www.baldursgatemods.com/forums/index.php?action=search2;params=YWR2YW5jZWR8J3wwfCJ8YnJkfCd8NDMsMiwxMjMsMTAwLDIzLDIyLDEwNSwxMDYsNTcsNzQsMTAyLDEwMSwzMiwxMDQsMzYsOTEsOTQsOTMsMTUsOTYsOTUsMTI5LDk3LDE2LDk4LDE3LDM0LDE4LDk5LDkyLDExMCwxMDksMTExLDExMiwxMDcsMTA4LDY5LDI0LDIxLDEwMywyNSwxMTMsMTE0LDU0LDEyNCwxMjUsMTMwLDIwLDEyNyw4OCw4LDksMTIsMjgsODMsMTksODUsMTAsNjEsNywxMjIsMTEsMTE1LDExNiwxMTcsMTE4LDExOSwxMjAsMTIxLDEyNiwxLDMsNCw0Miw1LDEyOCw2LDQxLDc3LDI5LDE0LDU1LDc4LDgyLDg5LDUwLDI3LDYwLDU2LDg3LDQwLDc2LDY2LDU4LDUxLDQ3LDgxLDc1LDQ5LDcxLDMzLDY0LDMxfCJ8c2hvd19jb21wbGV0ZXwnfHwifHN1YmplY3Rfb25seXwnfHwifHNvcnR8J3xyZWxldmFuY2V8Inxzb3J0X2RpcnwnfGRlc2N8InxzZWFyY2h8J3xoYXJkY29kZWQ=
N.B. :
@AndreaColombo, thank you very much for your feedbacks about the soft coded evolution in BG:EE ,
hoping to see soon a todo list/developer's thread on this subject, and official announcement & innovations argu about the :
Enhanced Infinty Engine ; ) ...
@ScottBrooks There was one other thing that @Quitch recently reminded me, the Throne of Bhaal version of the Infinity Engine had a bug which caused long load times after enough saving. Bioware put out a BETA patch which fixed this but broke creature spawn points. Thats really a bug related to the patches, but figured I had better mention it while it was fresh in my head. So the devs might want to keep that in mind when they begin apply fixes from the patches.