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RCT3 The RCT3 Game Engine and Hexadecimal Codes

#1
I tried looking this one up on the internet but only got links to applications to edit hex code. What I’d like to know is:

  1. How is it that RCT3 manages to assign the same hexadecimal number to a scenery object each time that object is in use in the game. Is it possible, whether by error or by flaw in game design, to assign duplicate hex numbers and if so would two objects using the same hex number cause the game to crash?

  2. When a custom object is opened in the game, the hexadecimal number it is assigned, is that assigned by the CS artist or by the game engine?

  3. Are the hex numbers assigned to in-game items the same across different installs on different platforms?
I know this is a tall order but hopefully someone could provide some information.
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#2
(May 16, 2014, 06:46 AM)FlightToAtlantis Wrote: I tried looking this one up on the internet but only got links to applications to edit hex code. What I’d like to know is:

  1. How is it that RCT3 manages to assign the same hexadecimal number to a scenery object each time that object is in use in the game. Is it possible, whether by error or by flaw in game design, to assign duplicate hex numbers and if so would two objects using the same hex number cause the game to crash?

  2. When a custom object is opened in the game, the hexadecimal number it is assigned, is that assigned by the CS artist or by the game engine?

  3. Are the hex numbers assigned to in-game items the same across different installs on different platforms?
I know this is a tall order but hopefully someone could provide some information.

I was curious and found this page...not an expert at this at all, but I like learning new things. You may or may not have come across this already. Here is a link:

http://www.scasm.de/doc/sca_objl.htm (or http://www.cfgse.calebflerk.com/SCASMLanguage.htm)

"How to generate and use object libraries"

"Important! Please read this document carefully because there are some significant changes in the instruction format from version 2.22 to 2.32. There is a table of the changes at the end of this document.
There are also some changes in the handling of the object ID number in SCASM 2.36.

About BGL libraries
Library objects are defined in the Object Library Section of BGL files. This section is traditionally called section 10 by 3rd party scenery developers. Library objects are very memory efficient if you need to display a number of equal objects at the same time in your scenery. The disadvantage is that it is not easy to modify them. BGL libraries appeared first in FS98 for the dynamic objects. Later we found lib objects also in CFS. CFS uses library objects also for often used aircraft parts such as propellers and bombs. Unfortunately the binary format of the FS98 and CFS/FS2K libs are not compatible.

If you have found out some interesting facts which are not mentioned in this document, please don't hesitate to send a small message to me (plain ASCII text).

Please note that SCLINK cannot handle object library data. If needed I will create an LibManager for this job. If you want to see a list of the names in an CFS/FS2K lib please use my CatGen program. (Most FS2K libs needs to be uncompressed by BGLZIP from MS)

Howto start If you do not only want to use objects from one of FS/CFS standard libraries, you have to create your own lib. It is recommended not to mix library object definitions with other BGL sections (use different source files for lib objects and your scenery). You also should not mix FS98 style objects and CFS/FS2K objects in the same library..."
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#3
No, I hadn’t come across that yet. Thanks for sharing. I’ve downloaded the information in the first link but I’m afraid the second link gave me the 404 not found error.

I’ll be sure and review soon.
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#4
(May 20, 2014, 03:16 AM)FlightToAtlantis Wrote: No, I hadn’t come across that yet. Thanks for sharing. I’ve downloaded the information in the first link but I’m afraid the second link gave me the 404 not found error.

I’ll be sure and review soon.

I'm re-sending you the link that didn't work...(the page has blocked copy and paste so you may have to google it directly. Page name: Caleb Flerk's Guide - The Guide to Speshul Efeks or

www.cfgse.calebflerk.com

www.cfgse.calebflerk.com/pnSCASMOpCodes.htm or

http://www.cfgse.calebflerk.com/pnSCASMOpCodes.htm

There is a tab for SCASM Language and..
I hope that helps. Hopefully these links will take you to the place I think would help you.
Interesting to read...
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#5
Thanks. I've captured the information and there's plenty to soak up.
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#6
(May 21, 2014, 06:16 AM)FlightToAtlantis Wrote: Thanks. I've captured the information and there's plenty to soak up.

I found 2 great tutorials that make it easy to understand...Smile

How to Read and Write Hexadecimal
https://www.youtube.com/watch?v=9Q5uYwZYP3Y

TextMod Tutoril for PC
https://www.youtube.com/watch?v=EKHse9Smcw0
-------------------------------------------------------------------
a = 61 in hex
"in Hex you don't keep the 0's"
There is a chart you can follow - ASCI to Hex
http://googleads.g.doubleclick.net/pagea...CII+to+Hex

I found one more thing I thought would help you..
http://www.mathsisfun.com/hexadecimals.html

"There are 16 Hexadecimal digits. They are the same as the decimal digits up to 9, but then there are the letters A, B, C, D, E and F in place of the decimal numbers 10 to 15:..."
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