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Memory adressing and save games...

Started by joshua43214, February 26, 2015, 03:44:01 PM

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joshua43214

I am posting this here in hopes that it will get wider notice rather than in the prop pox thread.
If you want full background, see the last two pages of this thread for what I have been up to for the last couple of weeks.
http://sc4devotion.com/forums/index.php?topic=7066.640

I have found the index subfile inside the svagame (it was staring me in the face, Ripplejet already decoded it lol).
This file contains two pieces of information for every item in the game, the Type ID of the subfile the item is in, and a memory address for that item.

For (unpoxed) experimental city I am using, this file contains 170552 unique memory addresses that reference the prop sub file, and 200820 instances of those addresses being used.
The prop sub file has 195273 props with 195181 unique memory addresses.

Any ideas about the 24721 un-referenced props?
there are 21084 timed props and 21239 conditional props. Even if the timed props are in a different sub file, I am still short 3637 prop references.

I'm not a computer engineer, I get the idea of logical addresses, but that is about as far as I get it.

TIA
-Josh

Tropod

#1
Can't say I'm able to help you specifically with what you're doing, however I have recently discovered some connections between some save files much like yourself (see my last update of SC4Reader). Looking specifically at MayorViewData file (TGI: 0x8990c372, 0x299b2d1b, 0x00000000); the "Unknown" column (in the right hand list) points to actual address in the Save->TypeID file. At this stage I haven't looked any further into this, but may help.

Do you have parser or format for 0xc97f987c? Preferably c++.


EDIT: picture of what I'm referring to above;