Re: BIGFILE.000 - Deus Ex Human Revolution Unpack
Posted: Thu Sep 08, 2011 6:14 pm
I've broken down the weapon files a bit more and pulled out some data - here's what I know.
Colors reflect their highlighted locations in the file - the ID number I've used is the hex bit in question.
01 02.) in base game? (flag yes/no - DLC items are all 0)
25 26.) Item inventory dimensions (first byte is width, second is height)
29 2A.) item max stack size
2D.) Whether item is upgraded (there's a weapon file for each weapon and also one for it's specialized upgrade type - flechette, exploding, armor-piercing, etc)
31 32.) Item Type (values between 0 and A so far)
0 - quest items
1 - unknown
2 - unknown
3 - weapons
4 - grenades / mines / AUDs
5 - weapon upgrades
6 - claymore ammo (?)
7 - Ammo
8 - Painkillers, energy bars, alchohol
9 - hack programs
A - non-inventory pickups (credits, pocket secretaries, etc)
35.) Damage Upgrade pips on item card
36.) base Damage pips on item card
37.) Ammo Capacity Upgrade pips on item card
38.) base Ammo Capacity pips on item card
39.) Rate of Fire Upgrade pips on item card
3A.) base Rate of Fire pips on item card
3B.) Reload Speed Upgrade pips on item card
3C.) base Reload Speed pips on item card
3D.) Can take laser sight? (flag yes/no)
3E.) Can take silencer? (flag yes/no)
55 56.) Clip Size
69 6A.) Price from vendors
7D.) Not sure - it appears to be related to pickup amounts.
The green section is the texture paths.
From digging through this information, it appears that there's not a solid "damage" number for each weapon - that being the case, I think it's more likely that we've got a base damage per round for the ammo, with multipliers being applied on the fly based on the base weapon stats and upgrades added to the weapon - so the combat rifle would do X*(2 + upgrades) damage per bullet. Now I've just got to figure out where X is in the tables.
Colors reflect their highlighted locations in the file - the ID number I've used is the hex bit in question.
01 02.) in base game? (flag yes/no - DLC items are all 0)
25 26.) Item inventory dimensions (first byte is width, second is height)
29 2A.) item max stack size
2D.) Whether item is upgraded (there's a weapon file for each weapon and also one for it's specialized upgrade type - flechette, exploding, armor-piercing, etc)
31 32.) Item Type (values between 0 and A so far)
0 - quest items
1 - unknown
2 - unknown
3 - weapons
4 - grenades / mines / AUDs
5 - weapon upgrades
6 - claymore ammo (?)
7 - Ammo
8 - Painkillers, energy bars, alchohol
9 - hack programs
A - non-inventory pickups (credits, pocket secretaries, etc)
35.) Damage Upgrade pips on item card
36.) base Damage pips on item card
37.) Ammo Capacity Upgrade pips on item card
38.) base Ammo Capacity pips on item card
39.) Rate of Fire Upgrade pips on item card
3A.) base Rate of Fire pips on item card
3B.) Reload Speed Upgrade pips on item card
3C.) base Reload Speed pips on item card
3D.) Can take laser sight? (flag yes/no)
3E.) Can take silencer? (flag yes/no)
55 56.) Clip Size
69 6A.) Price from vendors
7D.) Not sure - it appears to be related to pickup amounts.
The green section is the texture paths.
From digging through this information, it appears that there's not a solid "damage" number for each weapon - that being the case, I think it's more likely that we've got a base damage per round for the ammo, with multipliers being applied on the fly based on the base weapon stats and upgrades added to the weapon - so the combat rifle would do X*(2 + upgrades) damage per bullet. Now I've just got to figure out where X is in the tables.