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  #21  
Old 08-02-2006, 03:29 PM
NateDoggzDotUU is offline NateDoggzDotUU
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Important Project progress....

I have been stuck for almost a week... I finished my data structures but I am having a problem passing an array of data structures to a function as a pointer. I have sent an email to my C professor and I assume he will write back soon. Until he does, there is not much I can do except get frustrated
Progress has been temporarily slowed down. As soon as my problem is solved, progress will take a giant leap.

Thanks for all the emotional support I will finish this thing ASAP because school starts in a few weeks.
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  #22  
Old 08-02-2006, 04:28 PM
--BulletMagnet-- is offline --BulletMagnet--
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I added you to my yahoo list, Im on a bit during the day but im more of a night owl , usually up from 10pm-2,3am
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  #23  
Old 08-10-2006, 02:18 PM
NateDoggzDotUU is offline NateDoggzDotUU
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Update...

I have been extremely busy with a research paper that I am working on. It is a computer security research paper and is taking up a buncha time. I have a program that monitors the changes that are made to a .bms file. If anyone wants to accelerate this project, i need someone to run this simple application. It even records the changes automatically. I just haven't had time to run it. If anyone is interested in help, please let me know. It is very simple, but it will take a little explaining. L8r
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  #24  
Old 08-31-2006, 08:17 PM
BSS Pappy is offline BSS Pappy
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Nate,

I hear you about being extremely busy, I've been asked to work on an Extreme BMS converter but I just haven't had the time. Reverse engineering is exactly what I did to create my first BMS converters. I did this mostly because the ones out there didn't convert the BMS files 100% correctly.
The BMS files are layed out in sections. The top section being the File header information, followed by the each items information, then to the events and triggers for the game. The following is an example of the VB code for each byte:
Code:
Private Type HeaderInfo
  BMSHead(0 To 3) As Byte               '   0 - 3
  MissionName(0 To 31) As Byte          '   4 - 35   name
  MapMakerName(0 To 31) As Byte         '  36 - 67   designer
  TerrainFile(0 To 15) As Byte          '  68 - 83   terrain
  CNVFile(0 To 15) As Byte              '  84 - 99   cnv_file
  TTFile(0 To 15) As Byte               ' 100 - 115  tt_file
  LoadOutFile(0 To 15) As Byte          ' 116 - 131  UNKNOWN String BMS Files seen have the Default there.  This included Novalogics maps.
  TerrainColor(0 To 3) As Byte          ' 132 - 135  terrain_color
  attrib(0 To 3) As Byte                ' 136 - 139  attrib
  Visible_If(0 To 3) As Byte            ' 140 - 143  Campaign Variables (Use to be)
  NotVisible_If(0 To 3) As Byte         ' 144 - 147
  Arty(0 To 3) As Byte                  ' 148 - 151  arty
  WaterLevel(0 To 3) As Byte            ' 152 - 155  water
  FogDistance(0 To 3) As Byte           ' 156 - 159  fog_level
  FogColor(0 To 3) As Byte              ' 160 - 163  fog_color   (b,g,r)
  ' ################## The following totals are not stored in the MIS File but can be used to confirm totals
  Total1(0 To 3) As Byte                ' 164 - 167 Combined Total of Vehiles and Objects and Power Ups
  Total2(0 To 3) As Byte                ' 168 - 171 Combined Total of Decorations and Buildings and Foliage
  Total3(0 To 3) As Byte                ' 172 - 175 Total Markers
  Total4(0 To 3) As Byte                ' 176 - 179 Total People
  Total5(0 To 3) As Byte                ' 180 - 183 Total Events
  ' ########################################################################################################
  WeatherType(0 To 3) As Byte           ' 184 - 187  weather_type
  WinCondition(1 To 8) As Byte          ' 188 - 195  subgoals_win
  LoseCondition(1 To 8) As Byte         ' 196 - 203  subgoals_lose
  HeadFiller7(0 To 15) As Byte          ' 204 - 219
  EnvironmentFile(0 To 15) As Byte      ' 220 - 235  sunset
  HeadFiller8(0 To 15) As Byte          ' 236 - 251
  WindSpeed(0 To 3) As Byte             ' 252 - 255  wind (part 1) 45 is MAX
  WindDirection(0 To 3) As Byte         ' 256 - 259  wind (part 2)
  HeadFiller9(0 To 1) As Byte           ' 260 - 261
  WinCriticalBit As Byte                ' 262        hardwin
  LoseCriticalBit As Byte               ' 263        hardlose
  Gen_Def_Val1(0 To 3) As Byte          ' 264 - 267  Global Effects - Health
  Gen_Def_Val2(0 To 3) As Byte          ' 268 - 271  Global Effects - Mana
  Gen_Def_Val3(0 To 3) As Byte          ' 272 - 275  Global Effects - Music
  Gen_Def_Val4(0 To 3) As Byte          ' 276 - 279  Global Effects - Reverb
  TileFile(0 To 15) As Byte             ' 280 - 295  terrain_tile_tga
  BriefingText(0 To 254) As Byte        ' 296 - 550
  HeadFiller13(0 To 2) As Byte          ' 551 - 553
  Player_Type As Byte                   ' 554
  Max_Saves As Byte                     ' 555
  WinConditionScore(1 To 8) As Byte     ' 556 - 563  win_scores
  LoseConditionScore(1 To 8) As Byte    ' 564 - 571  lose_scores
  Map_Zoom(0 To 3) As Byte              ' 572 - 575
  Total6(0 To 1) As Byte                ' 576 - 577 Total Area Triggers
  HeadFiller15(0 To 1) As Byte          ' 579 - 579
  bonus_expiration(0 To 1) As Byte      ' 580 - 581
  HeadFiller16(0 To 33) As Byte         ' 582 - 615
End Type

Private Type recItem
  'filler3(1 To 2) As Byte               ' 10 - 11  Remove because the ID was bumped to 4 bytes
  bmsi_attributes(0 To 3) As Byte       ' 12 - 15
  positionX(0 To 3) As Byte             ' 16 - 19 (2 bytes minor, 2 bytes major[meter])
  positionY(0 To 3) As Byte             ' 20 - 23
  positionZ(0 To 3) As Byte             ' 24 - 27
  wpdistance As Byte                    ' 28
  filler5(1 To 3) As Byte               ' 29 - 31
  waccuracy2(0 To 1) As Byte            ' 32 - 33
  waccuracy1(0 To 1) As Byte            ' 34 - 35
  perception2(0 To 3) As Byte           ' 36 - 39
  perfectionist2(0 To 3) As Byte        ' 40 - 43
  edistances1(0 To 1) As Byte           ' 44 - 45
  filler9(1 To 2) As Byte               ' 46 - 47
  edistances2(0 To 1) As Byte           ' 48 - 49
  filler10(1 To 2) As Byte              ' 50 - 51
  facing1(0 To 1) As Byte               ' 52 - 53
  facing2(0 To 1) As Byte               ' 54 - 55
  fov(0 To 1) As Byte                   ' 56 - 57
  movetimer(0 To 1) As Byte             ' 58 - 59
  crouchtimer(0 To 1) As Byte           ' 60 - 61
  shoottimer(0 To 1) As Byte            ' 62 - 63
  attention As Byte                     ' 64
  filler12 As Byte                      ' 65
  alert_state As Byte                   ' 66
  team As Byte                          ' 67
  morethan As Byte                      ' 68
  lessthan As Byte                      ' 69
  enemyweapon As Byte                   ' 70
  enemysweapon As Byte                  ' 71
  group_id As Byte                      ' 72
  waypointlist As Byte                  ' 73
  waypointnumber As Byte                ' 74
  obliqueness As Byte                   ' 75
  mapsymbol As Byte                     ' 76       FF = -1
  filler14(1 To 3) As Byte              ' 77 - 79
  group_rel(0 To 3) As Byte             ' 80 - 83
  advancetimer As Byte                  ' 84
  filler15(1 To 3) As Byte              ' 85 - 87
  ttoolindex As Byte                    ' 88
  filler16(1 To 3) As Byte              ' 89 - 91
  blink_parent_a As Byte                ' 92
  blink_parent_b As Byte                ' 93
  filler16a As Byte                     ' 94
  Blink_group_a As Byte                 ' 95
  enemynades As Byte                    ' 96
  wpgoal0 As Byte                       ' 97
  wpgoal1 As Byte                       ' 98
  wpgoal2 As Byte                       ' 99
  wpgoal3 As Byte                       ' 100
  filler17(1 To 8) As Byte              ' 101 - 108
' Blink_group_b As Byte                 ' 96
' iainame(1 To 8) As Byte               ' 102 - 109
  aitextfile(0 To 7) As Byte            ' 109 - 116
  genstring(0 To 31) As Byte            ' 117 - 149   Partical Effect name
' filler18(1 To 16) As Byte             ' 125 - 140
' siblingID As Byte                     ' 141
  filler19 As Byte                      ' 150
  missioncritical As Byte               ' 151
  filler19a As Byte                     ' 152
  wp_adv_trigger(0 To 1) As Byte        ' 153 - 154
  filler19b(1 To 2) As Byte             ' 155 - 156
  max_attack_distance As Byte           ' 157
  filler20(1 To 3) As Byte              ' 158 - 160
  next_ssn(0 To 3) As Byte              ' 161 - 164
  active_area As Byte                   ' 165
  filler21(1 To 3) As Byte              ' 166 - 168
  color_override As Byte                ' 169
  filler22(1 To 7) As Byte              ' 170 - 176
' extra_bheight   NOT STORED IN THE BMS - Used as part of the Z value
' height_lock     NOT STORED IN THE BMS - Used to make the Z value relative since it comes in as a absolute value
End Type
Man it's been a while since I looked at this stuff.
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  #25  
Old 09-01-2006, 02:42 AM
Steve is offline Steve
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hiho Pappy, hows things
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  #26  
Old 09-01-2006, 08:07 AM
BSS Pappy is offline BSS Pappy
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Been busy with work theses days.
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  #27  
Old 09-01-2006, 03:26 PM
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nice to see ya still around anyway
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  #28  
Old 09-01-2006, 05:10 PM
Hellfighter is offline Hellfighter
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love your work BSS Pappy good to see you around
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  #29  
Old 09-01-2006, 07:27 PM
BSS Pappy is offline BSS Pappy
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Thanks
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  #30  
Old 09-06-2006, 09:16 PM
BLOODYBSO is offline BLOODYBSO
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SO HOW FAR A U NOW?
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  #31  
Old 09-22-2006, 09:37 PM
NateDoggzDotUU is offline NateDoggzDotUU
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College is in full session... ive had between 25-28 hours of sleep this week. I decided to just upload a zip with all my project files. I have been busy but there should be some good stuff there if anyone is even interested.
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  #32  
Old 09-22-2006, 10:16 PM
IcIshoot is offline IcIshoot

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I would be interested in taking a look at it.....

IcI
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