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Battle Real Mod Tutorial

How to Mod Battle Real Mod Tutorial.

To mod battle Realm, you need 2 tool:

1. hex editor xvi32.zip / or any hex editor you can seach on google/
http://www.mediafire.com/?3qcyhad26ms1sm7

2. h2o extractor : help us extract file .h2o Extension.
http://www.mediafire.com/?33b5fubhag42gyh



And Tutorial how to mod Battle Ream

http://www.mediafire.com/?m6dqgc63n7ecg44
Battle Realm.dat address to mod
Battle_Realms_Compiled List.doc

Link 2 :

http://www.mediafire.com/view/?k9wco76ku0m01vs
Battle_Realms_Compiled List.doc


Read this forum to know how to mod battle realm basic

http://www.mediafire.com/?hzr5y28rny0boam


Im not used in making tutorials so please bare with me. For me Battle Realms can be widely modded via two files that if you want to be a modder must understand fully, the first one is of course Battle_Realms_F.exe and its dependant dlls namely the scripts folders that contain all the campaigns scripts, you can change some of the game aspect using Ollydbg (a free win 32 aplication debbugger and assembler-dissasembler) and the other file is Battlerealms.dat, like the name said it stores all the data that was compiled and the exe will call it when needing values for the game itself and its internal functions.

 This second file is the one we will discuss here.

 General Tips
 ============
 First please download XVI32 a free hex editor from the link:
<a href="http://www.chmaas.handshake.de/delphi/free...32.htm#download" target="_blank">http://www.chmaas.handshake.de/delphi/free...32.htm#download</a>
 Next we need to configure the editor to suit our needs like this:
 Go to Tools-->Options-->Appearance and check "Use blank to display control characters", I cant stress this enough since it will make your life easier when you are browsing the file.
 If you want to find a section quicker press Crl+F and put whatever you want in the text box, them push "convert text to hex", you will get something like this 42 61 64 08 but to actually find the text fill with 00 like this 42 00 61 00 64 00 08, remember that the text strings are filled with controls characters.
 The Windows Scientific Calculator is your best friend if you are not used with hex values.

 Then the real works begin, I post a pic to show the data and painted in two colors, red and green, to divide the values in segments that I will explain step by step.



 I will begin with the block marked blue, it separates our code data from the previous entry and thus is the beggining of the code we will inspect, the next sections are marked red and green and I will ONLY describe the values of the marked segments starting from the:

 Value 00 Entry ID
 ========================
 Dont change this as you can get a crash window.

 Value 11 to 74  Building name
 =============================  
 Check out for the first 11, its a fixed value that indicate the lenght of the ASCII string, if you change this value you will get an out of memory error. Although in theory it cant be changed is useful whe you want to find a section fast, I will explain the technique later.

 Value 7D Model Type
 ===================
 As it name states its the entry for the 3d model to use, you can freely change this value to make your building look like other buildings, even more you can input values from other clans buildings too!

 Value 06 Tech Level
 ===================
 Or in other words needed tech level to have the building available, pretty useless as for multiplayers games there dont seem to be a way to set the starting tech level, but for the campaigns maps they are set in each map to disable some buildings at the begginning.

 Value 80 to 3F Building`s Armor
 ================================
 This one is a big segment, its holds the Data for the Buildings Armor in the following order Cutting, Piercing, Blunt, Fire, Explosive and Magical. Take a look for the Cutting values and you will see that the data is arranged in this way 80 3F, the first value is the one we want to change. Raising the 80 to its max value FE will make the building extremely vulnerable to cutting attacks, on the other hand lowering to 01 will make it harder to this type of attack and last filling the values with 00 00 will make the building invulnerable to this type of attacks and will display "the selected unit cannot attack this building", that explain why only sledgers can break the pile of rocks blocking your path in the Graybacks journey.

 Value 64 to 32 Building Cost and Refund
 =======================================
 The first two 64s (100 in decimal) are the hex value for the Rice and Water cost respectively and the followings 32 are the values for the resource refund when you destroy the building, this way you can make your building generate tons of resources with just only rising the values for the refund data.

 Value 05 to 19 Unit1 Training
 =============================
 This part is where it becomes more interesting (if you arent tired or bored of reading this yet), I will explain this part to the best I can. The value 05 holds the entry for the unit allowed to enter the building and the next 01 the unit that will generate after the training. Imagine what you can do with this!, make a peasant train in a building and it becomes a Hero unit and even change for other clans units. Well posibly values are:

 Dragon
 ======
 PUSH 0  Archer
 PUSH 1  Chemist
 PUSH 2 Dragon Warrior
 PUSH 3 Geisha
 PUSH 4 Kabuki
 PUSH 5 Peasant
 PUSH 6 Sumo Canonneer
 PUSH 7 Samurai
 PUSH 8 Spearman

 Serpent
 =======
 PUSH 13 Bandit
 PUSH 14 Cannoneer
 PUSH 15 Crossbowman
 PUSH 16 Geisha
 PUSH 17 Musketeer
 PUSH 18 Peasant
 PUSH 19 Raider
 PUSH 1A Ronin
 PUSH 1B Spirit Warrior
 PUSH 1C Spirit Warrior
 PUSH 1D Swordman

 Lotus
 =====
 PUSH 1E Blade Acolyte
 PUSH 20 Tausil
 PUSH 23
 PUSH 24
 PUSH 25
 PUSH 26
 PUSH 27
 PUSH 28
 PUSH 29
 PUSH 2A Unclean
 PUSH 2B Warlock

 WolF
 ====
 PUSH 2C Ballista Man
 PUSH 2D Berserker
 PUSH 2E Brawler
 PUSH 2F Druidess
 PUSH 30 Hurler
 PUSH 31 Mauler
 PUSH 32 Pack Master
 PUSH 33 Peasant
 PUSH 34 Pitch Slinger
 PUSH 35 Sledger
 PUSH 36 Werewolf

 Misc
 ====
 PUSH 39 Dragon
 PUSH 40 Original Prince Taro, crash the game
 PUSH 42 Monk
 PUSH 43 Nightvol
 PUSH 44 Ninja
 PUSH 4F Horse
 PUSH 53 Zombie

 Heroes
 ======
 PUSH 55 Arah
 PUSH 56 Budo
 PUSH 57 Gaihla
 PUSH 58 Garrin
 PUSH 59 Grayback
 PUSH 5A Issyl
 PUSH 5B Kazan
 PUSH 5C Kenji_Dragon
 PUSH 5D Kenji_No Sword
 PUSH 5E Kenji_Serpent
 PUSH 5F Kenji_Young
 PUSH 60 Kenji_2 Dragon
 PUSH 61 Kenji_2 No Sword
 PUSH 62 Kenji_2 Serpent
 PUSH 63 Kenji_Dragon 3
 PUSH 64 Kenji one with the dragon
 PUSH 65 Kenji_Serpent 3
 PUSH 66 Koryl
 PUSH 67 Long Tooth
 PUSH 68 Necromancer
 PUSH 69 Otomo Serpent
 PUSH 6A Otomo Dragon
 PUSH 6B Shinja Serpent
 PUSH 6C Shinja Dragon
 PUSH 6D Soban
 PUSH 6E Tao
 PUSH 6F Shale Lord
 PUSH 70 Utara
 PUSH 71 Vetkin
 PUSH 72 Zymeth
 PUSH 73 Zymeth one with the orb

 Forget about the PUSH word (its just that the list was too big that I copy paste from my debbugger doc info) also since the values are arranged in alfabetical order you can fill the missing spaces by yourself. I recommend memorizing this table or have it handy since you will need it if you want to understand how the Keeps summons the Heroes, which units are affected with a certain technique and so on. I may consider the values as ID pointers since the exe calls it whenever a unit is generated.

 Returning to the matter at hand, the last 19 is the training time. If you want to make your unit train almost instantly put a 01 here.

 Value 08 to 1E Unit 2 Training
 ==============================
 Only with data if the building allows more than one training, same as above but for the second training, i.e. the training a chemist do when entering a dojo.

 Value 02 to 2D Unit 3 Training
 ==============================
 Only with data if the building allows more than one training, same as above but for the third training, i.e. the training a kabuki do when entering a dojo.

 Value 10 to 03 Button Upgrades
 ==============================
 This data store the internal entry ID for the buttons upgrades available to this building. The value 14 03 refers to the Tempered Steel the only value you can change here is the 14 as the 03 seems to be fixed, the game is very tricky in this part like you can have the same upgrades in every building but for the CURRENT clan only. For example you cant make the Tempered Steel to be available in the Serpent Alchemist Hut but you can have it in a Dragon Bath House. Also this segment works completely different in some buildings, like the Keep, where the upgrades buttons are exchanged for the heroes buttons.

 The Dragon Keep
 ===============
 I have seen some people who ask how a Hero can be included in the multiplayer and so on, is really easy, just look at the picture.



 You will see the values 69,5B,55,58,6E and 8D and if you see the units table you will find that correspond to Otomo, Kazan, Arah, Garrin, Tao and Teppo in this order. You can freely change this values to make whatever hero or unit to be available at the keep just take notice that the last slot only works for WOTW. I dont know what 80 3F 2D do though.

 Value 20 42 Building time
 =========================
 Not quite the truth, it seems more or less to work like the health and stamina regeneration system but the difference that you need a peasant to make it work and the other is automatic. If you want to make your building be constructed "somewhat" faster lower the value 20 to 01. Dont touch the 42 as IS a fixed multiplier and can crash the game.

 ...to be continued

 Since I am a little tired I will continue in the Next Chapter. Then I will explain the buildings pre-requisites, all about the units and techniques, but for the people that dont like to wait I will give you the next addresses.

 Here you can see how the data is organized in big chunk of segments and what values correspond to what function. The list of funtions for the buildings begin at the address FC4C2 and the actual data at the adress 133A7C. Investigate them to understand more the code and dont forget to put your findings here.



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