Marioman Posted March 9, 2012 Report Posted March 9, 2012 (edited) Hey guys, I'm trying to create a program that draws a ray from the ship center in the direction it's pointing. I've discovered a memory value that has something to do with rotation but am having trouble translating this to a rotation value when the ship rolling setting is turned on. I've created a spreadsheet of the memory value with the ship in different positions and was wondering if anyone has any insight to how the internal representation of rotation works. Or if you're good with binary/hex reverse engineering. - Link removed - As long as the ship roll is invariant each turn increments/decrements the rotation value by 16. I've spent a little but of time trying, however I can't seem to decipher the meaning of any of the bits. If anyone can help I'd appreciate it a lot . Edit: each time continuum is restarted the base values change... it's not a constant offset. Edit2: Is this ban-able? I'm not modifying the client in any way... and i can use image recognition (with a modified ship bmp to simplify detection) for rotation instead -.-. Edited March 11, 2012 by Marioman Quote
Cheese Posted March 9, 2012 Report Posted March 9, 2012 rotation is from 0 to 40, where 0 is vertical, and increments counterclockwisemeaning your normal rotation math will need a 90 degree phase offset 2)pretty sure rules explicitly state no third party programs 3)you should try developing for the open source ASSS server platform for subgameits a lot of fun, and you will learn a lot about how the game functions Quote
Marioman Posted March 10, 2012 Author Report Posted March 10, 2012 2) that's a shame. 3) yeah i've had a few asss ideas over the years, in fact i've even asked you how to set it up a long time ago cheese . i'll probably contribute to powerball, and i can refresh my python at the same time. cheers! Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.