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Hex fiend hex editor
Hex fiend hex editor







hex fiend hex editor
  1. Hex fiend hex editor 32 bit#
  2. Hex fiend hex editor full#

Now, I want to move him to the top left corner of the med bay, which is 6 squares left and 2 up from the current position, which means that we have to move him 210 pixels left and 70 up (somebody found out here: that each square is 35x35 pixels). This leaves us at the "FB 01 00 00" (507 in decimal) which is his X coordinate on the ship, followed by the "C0 00 00 00" (192) which is the Y coordinate. This meant skipping past the mystery "00 00 00 00" (every crew member I have ever seen has had a 0 here, so ?), and the "64 00 00 00" which is hex for "100 health on this guy". Then after changing his race, I went and moved him away from his former human buddies. This also means that everything after has been shifted one spot if you compare with the before image. So, what has happened? Well, to take it from the top first I changed the length of his race from "05 00 00 00" to "06 00 00 00" to compensate for me changing his race from "human" (5 characters) to "mantis" (6 characters) - note that I made sure to insert an extra character in the file instead of overwriting one of the "00"s. I think the easiest way to explain it is to show an edit, so here is what I did to our man Phillips:

hex fiend hex editor

This basically describes the entire chunk. Int32 0100 0000 ? - No idea what this does Int32 0000 0000 ? - No idea what this does Same thing applies to the race pair for that matter.īut first let me dump a small table here: If you want to change his name, you MUST (!!!) change the length to match, or the game cannot read the save and it will freeze on load.

Hex fiend hex editor 32 bit#

This is a 32 bit integer in little-endian format, it basically means "14", and it is the length of his name - which, as you can see is the next field.

Hex fiend hex editor full#

In any case, the data for our dear crewmember Phillips (or Chris Phillips as is his full name) starts at the "0E" at the top of my red box - or rather at the "0E 00 00 00". Now, you may notice that the crew is listed above my highlight, but as far as I can tell this is just a list of how the ship was equipped at the start of the game, and does not actually do anything - but I could of course be wrong. The interesting part is highlighted in red. Say hello to my crew (or at least Phillips, since it is him we will be playing with):Īfter this I saved and quit, and this is how the save file looks in a hex editor (do not try editing it in any kind of plain text editor!) I need to translate it or otherwise manipulate it.I think I can help shed some light on the crew section of the save file.Īnd just to illustrate, I went and started a new game. which is good news!īut there is currently no way for me to copy that Japanese text from either the Plain Text View or the Binary Templates View. This is a mapping of a small amount of characters, so I guess it is activated over another standard base encoding? Which encoding would that be? None of the six in the Text Encoding menu from what I could see?Īnyway, I get what I want in the Plain Text View. removed multi-byte mappings (I could split these for this build, urgh).

hex fiend hex editor

Here's the JSON I'd like to use (I use this for Atom and Synalize It! Pro): from the Text Encoding menu does nothing for me. Just a quick note that in this build Other. My use can seems mostly solved now that you have added this. I think an always 2-byte encoding would be useful to have.









Hex fiend hex editor