High Seas Adventures
Moderator: POL Developer
High Seas Adventures
Hello all
Posting here to give you the infos i've got so far about changes in .mul files happened with patch 7.0.9.0 (aka High Seas Adventures)
I've been able to see something in the files using mulpatcher, but even it cannot open correctly them all
Art.mul
It has been extended again, up to 0xFFDB for sure (maybe 0xFFFF?)
Fiddler reads it like it's the OLD art file (0x3FFF limit)
mulpatcher displays it fine
Tiledata.mul
Like above, for sure
Anyway, Fiddler reads it up to 0x7FFF
mulpatcher instead reads it up to 0x225F
Multi.mul
It cannot be read anymore by Fiddler, probably because some multis is using new extended values.
Same with mulpatcher.
Animdata.mul
Fiddler completely fails to open it (probably due to the raised limit).
mulpatcher opens it successfully til 0x3FFF
Radarcol.mul
Opens correctly in Fiddler till 0x7FFF
Like supposed, the biggest "problem" should be Multi.mul, maybe along with Animdata.mul...
Hope you find this useful
Posting here to give you the infos i've got so far about changes in .mul files happened with patch 7.0.9.0 (aka High Seas Adventures)
I've been able to see something in the files using mulpatcher, but even it cannot open correctly them all
Art.mul
It has been extended again, up to 0xFFDB for sure (maybe 0xFFFF?)
Fiddler reads it like it's the OLD art file (0x3FFF limit)
mulpatcher displays it fine
Tiledata.mul
Like above, for sure
Anyway, Fiddler reads it up to 0x7FFF
mulpatcher instead reads it up to 0x225F
Multi.mul
It cannot be read anymore by Fiddler, probably because some multis is using new extended values.
Same with mulpatcher.
Animdata.mul
Fiddler completely fails to open it (probably due to the raised limit).
mulpatcher opens it successfully til 0x3FFF
Radarcol.mul
Opens correctly in Fiddler till 0x7FFF
Like supposed, the biggest "problem" should be Multi.mul, maybe along with Animdata.mul...
Hope you find this useful
Re: High Seas Adventures
thx for the infos, work in process @ svn (most of it currently just dirty hacks)
Re: High Seas Adventures
i've made some mods for AHS support, but there are not finished.
In the allegate rar, i've compressed all source files, based on 4.5d.
This mod can view correctly Tiledata, multi, art, compare items.
This mod can save correctly Art.
I've not finished "view animdata" and "save tiledata and multi" because i don't know how to classify those 4 bytes added with the expansion.
I've modified the Tiledata view because microsoft has introduced a bug with Treeview that can't show items >= 65536 correctly, and items are now 65556 -_-
I've added my previous small mod for tile replace that permit to replace maptile and static tile in an defined area in xml file, and not in all map.
tell me if this could help you or is better stop to mod and wait your better version
In the allegate rar, i've compressed all source files, based on 4.5d.
This mod can view correctly Tiledata, multi, art, compare items.
This mod can save correctly Art.
I've not finished "view animdata" and "save tiledata and multi" because i don't know how to classify those 4 bytes added with the expansion.
I've modified the Tiledata view because microsoft has introduced a bug with Treeview that can't show items >= 65536 correctly, and items are now 65556 -_-
I've added my previous small mod for tile replace that permit to replace maptile and static tile in an defined area in xml file, and not in all map.
tell me if this could help you or is better stop to mod and wait your better version
Re: High Seas Adventures
i've a little problem with animdata.mul:
it is expanded for supporting 0xFFDC items.
ok, but it is organized as previous version with blocks of 8 entries, composed by 68 bytes. one block size is 548.
the file size is: 4486748.
entire blocks are: 4486748 / 548 = 8187, plus 272 bytes
tot entries are : 8187 * 8 = 65496 ( 0xFFD8)
we need 4 entries for represents all statics: 272 / 68 = 4. this count is perfect....except last halfblock doesn't have an header..... it is possible? EA manages this with an half block without header? i don't find any other possibility solution.
Turley, you have found other infos about this problem?
it is expanded for supporting 0xFFDC items.
ok, but it is organized as previous version with blocks of 8 entries, composed by 68 bytes. one block size is 548.
the file size is: 4486748.
entire blocks are: 4486748 / 548 = 8187, plus 272 bytes
tot entries are : 8187 * 8 = 65496 ( 0xFFD8)
we need 4 entries for represents all statics: 272 / 68 = 4. this count is perfect....except last halfblock doesn't have an header..... it is possible? EA manages this with an half block without header? i don't find any other possibility solution.
Turley, you have found other infos about this problem?
Re: High Seas Adventures
Nice thanks. I wish more people would code for fiddler (plugins..)
@animdata same problem here but OSI was always weird.
I will take a look at your source tomorrow cannot be worth then my current hacks they are just some quickfixes I did today.
@animdata same problem here but OSI was always weird.
I will take a look at your source tomorrow cannot be worth then my current hacks they are just some quickfixes I did today.
Re: High Seas Adventures
And merged, thx
-
- New User
- Posts: 3
- Joined: Thu Dec 02, 2010 12:23 am
Re: High Seas Adventures
Hello there,
since UO client version 7.0.9.1 i'm no longer able to see items > 0x3FFF in Fiddler.
Will there be a Fiddler update soon or do I have to change something in Fiddler?
Greets
Falconbells
since UO client version 7.0.9.1 i'm no longer able to see items > 0x3FFF in Fiddler.
Will there be a Fiddler update soon or do I have to change something in Fiddler?
Greets
Falconbells
Re: High Seas Adventures
you must download source from svn then build it.
fiddler svn can support correctly some new file format, and fix that problem with 0x3fff.
do not use this version for save in new hs format, it isn't yet capable to save.
for previous versions ( sa and ml ) is all ok
fiddler svn can support correctly some new file format, and fix that problem with 0x3fff.
do not use this version for save in new hs format, it isn't yet capable to save.
for previous versions ( sa and ml ) is all ok
-
- New User
- Posts: 3
- Joined: Thu Dec 02, 2010 12:23 am
Re: High Seas Adventures
Thank you, I'll try it
Falconbells
Falconbells
Re: High Seas Adventures
btw, turley what miss for release 4.5e?
maybe i can do it.
maybe i can do it.
Re: High Seas Adventures
Good question, my time is currently very limited ... so my overview is very limited. I think there is a problem with saving HS stuff, but no idea. I hope this week I have time to search for missing stuff.
Re: High Seas Adventures
Ok, i've checked what is missing to finish.
- In Ultima.Files, at line 257, needs to add new registry key for HS:
@"Electronic Arts\EA Games\Ultima Online Classic"
- Animdata doesn't handle correctly last 4 animations, in the allegate rar there is a little mod to handle it correctly.
- Art can load and save correctly HS land and items.
- Tiledata can load and save correctly HS land and items, can export and import from CSV file correctly.
- Multi can load and save new HS multi format and entries.
Until we know the meaning of those bytes I have not found any new changes to make; fiddler save and load them correctly.
- In Ultima.Files, at line 257, needs to add new registry key for HS:
@"Electronic Arts\EA Games\Ultima Online Classic"
- Animdata doesn't handle correctly last 4 animations, in the allegate rar there is a little mod to handle it correctly.
- Art can load and save correctly HS land and items.
- Tiledata can load and save correctly HS land and items, can export and import from CSV file correctly.
- Multi can load and save new HS multi format and entries.
Until we know the meaning of those bytes I have not found any new changes to make; fiddler save and load them correctly.
Re: High Seas Adventures
pls you can post compiled version?