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Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 22-11-2001 03:33 Visit Mercator's homepage!
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updated again...

Oh yes, not everything from civ3mod.bic is quit done yet. In the RACE section, the binary data for the build often and build never things has to be worked out.
Apart from that, the WCHR, WMAP and CONT sections are still largely unexplored.

Last edited by Mercator on 22-11-2001 at 03:58

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 22-11-2001 20:32
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quote:
Originally posted by Mercator
Oh yes, not everything from civ3mod.bic is quit done yet. In the RACE section, the binary data for the build often and build never things has to be worked out.
Apart from that, the WCHR, WMAP and CONT sections are still largely unexplored.

Oops. You're right. Here are the build never and build often bits (the same layout is used in both fields)


4 long build never (binary):
00000000
off. land units .......1
def. land units ......1.
artillery units .....1..
settlers ....1...
workers ...1....
naval units ..1.....
air units .1......
growth 1.......

production .......1
happiness ......1.
science .....1..
wealth ....1...
trade ...1....
explore ..1.....
culture .1......

4 long build often (binary):
same layout as build never

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 22-11-2001 22:48
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The WMAP, WCHR and CONT are for maps, not present in the civ3mod.bic. IIRC there are 2 unknown values in the CULT section.


I believe CONT is short for continents, and should then define all islands in a way. (Don't ask me how)
(Used by the game to determine wonder effects and corruption.)

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 26-11-2001 19:35
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quote:
Originally posted by Gramphos
The WMAP, WCHR and CONT are for maps, not present in the civ3mod.bic. IIRC there are 2 unknown values in the CULT section.


I believe CONT is short for continents, and should then define all islands in a way. (Don't ask me how)
(Used by the game to determine wonder effects and corruption.)


I went a little too far when I stated that we have completed all the sections in civ3mod.bic. I believe we have documented every field that is displayed by the editor. However, there are a number of fields that do not seem to be displayed. Some or all of them may be unused, but some may actually control something in the game. Here is a summary of the unknown fields along with their values. If we can guess what some of them may mean, we could hex edit the file to experiment.

CULT Culture section
The start of this section is unusual. The section label (CULT) would normally be followed by the number of records in the section, and then the records themselves. But in the CULT section, there are two additional long integers between CULT and the record count: their values are 33 and 5.

GOVT Government section
There are three unknown long integers in each record of this section. There values of the three fields are:


  1. 0 for Repulblic/Democracy, 1 for the rest.
  2. -1 for Despotism/Communism, 0 for Anarchy/Monarchy, 1 for Republic/Democracy.
  3. 1 for Repulblic/Democracy, 0 for the rest.

Note that none of these control the trade bonus that Republics and Democracies get, the field that controls the trade bonus is already identified.

RULE Rules section
This section only contains one record, and it has four unknown long integers whose values are 50, 2, 16, 1000.

WSIZ World size section
There is an unknown 24 byte field (perhaps a 24 byte string) that is hex zeros in all records.

In addition, note that most of the binary fields have a few bits that we have not assigned a meaning to, but those bits are all zero, and most or all of them are presumably spare.

As Gramphos and Mercator point out, there are also some sections that do not appear in civ3mod.bic that still need to be documented.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 28-11-2001 02:47 Visit Mercator's homepage!
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updated once more (build often/never added)

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 30-11-2001 13:27
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There is a mix up in the editor of width and height for maps. And that is for the format as well.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 30-11-2001 19:39 Visit Mercator's homepage!
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Did I put the width/height in the WSIZ section the wrong way around, or are you referring to something else?

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 30-11-2001 19:51
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quote:
Originally posted by Mercator
Did I put the width/height in the WSIZ section the wrong way around, or are you referring to something else?

That is what I'm saying, and te reason for this error is that the editor shows them the wron wai (the thing named witdh in the editor controls the height of the map and vice versa)

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 01-12-2001 22:50 Visit Mercator's homepage!
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I checked it again last night, and I still get the same results (i.e. my data being correct)...

The width/height in the World Sizes tab correspond with the real map width/height and the width/height in the places I put them in the BIC format... You can turn on the Grid Coordinates in the editor (you have Civ3 now, I assume?) to make it more clear.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 02-12-2001 02:28
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quote:
Originally posted by Mercator
I checked it again last night, and I still get the same results (i.e. my data being correct)...

The width/height in the World Sizes tab correspond with the real map width/height and the width/height in the places I put them in the BIC format... You can turn on the Grid Coordinates in the editor (you have Civ3 now, I assume?) to make it more clear.

Ah, I see. I always see X as width and Y as height, what is all this about a real world. There is such a world?
Well, anyway. I'll name them XSize, and YSize from now on.


(And the calculation for the number of tiles is wrong anyway)

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:15
  Old Post 03-12-2001 02:06
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Could the unknown 1000 in the RULE section be the border expansion multiplier?

Nero Would is offline Nero Would
Chieftain

Nov 2001
time: 00:15
  Old Post 03-12-2001 17:52
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quote:
Originally posted by skywalker
Could the unknown 1000 in the RULE section be the border expansion multiplier?


I don't think so. The field that the editor calls the border expansion multiplier (and which also has a value of 1000) is the last field in the section. I suppose it's possible that there are two multipliers that are used in different circumstances, and Firaxis set both to 1000, but I can't think what the distinction might be.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 03-12-2001 18:57 Visit Mercator's homepage!
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quote:
Originally posted by Gramphos
(And the calculation for the number of tiles is wrong anyway)


Well yes, the real map width is only half that of the width in the BIC file (a 256 x 256 map is actually only 128 x 256).

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 03-12-2001 19:10
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quote:
Originally posted by Mercator
Well yes, the real map width is only half that of the width in the BIC file (a 256 x 256 map is actually only 128 x 256).

But with their definition of width and height of a map it should be height/2.
Even thou length and with would be better names for it.
If you have width and height I say that width is the Xsize, and height the Ysize, But if you have Length as well Length = Xsize, Width = Ysize, and Height = Zsize.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:15
  Old Post 03-12-2001 19:54 Visit Mercator's homepage!
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I´m pretty sure Width and Height are rather common terms for the X and Y dimensions respectively. At least Civ2, all image editors I know and even HTML and CSS use them the same way...

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 03-12-2001 21:17
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Yes, Width and Height are common terms. Try to load Marla's map and check the sizes and the coordinates...

That's why I got confused.

Tventano is offline Tventano
Warlord
Enschede, The Netherlands
Feb 2001
time: 06:15
Exclamation  Old Post 04-12-2001 01:00
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TILE Section Browse Apolyton AD-FREE

Although I have not yet produced a useful tool, I spent already some time exploring the bic format. Hereby some not yet piblished info.

TILE Section

for each tile:


long length of tile data (22 bytes)
00 short river info
02 long resource number, -1 = nothing
06 byte image number
07 byte in file: 0 = xtgc.pcx, 1 = xgpc.pcx, 2 = xdgc.pcx,
3 = xdpc.pcx, 4 = xdgp.pcx, 5 = xggc.pcx,
6 = wcso.pcx, 7 = wsss.pcx, 8 = wooo.pcx
08 short 0 (always?)
0a byte binary flags as indicated in overview
0b nibble terrain: 0 = desert, 1 = plains, 2 = grassland,
3 = tundra, 4 = floodplain, 5 = hills,
6 = mountain, 7 = forest, 8 = jungle,
9 = coast, a = sea, b = ocean
nibble basic terrain: only 0,1,2,3,9,a,b
0c short binary flags as indicated in overview
0e short ff ff (-1) = nothing
4b 00 (75) = barbarian camp
10 long -1 (always?)
14 short continent number


CONT Section

for each continent:

long length of continent data (8 bytes)
00 long 1 = land, 0 = water
04 long number of tiles


It seems always to start with the land and with the largest
first.

Hastur is offline Hastur
Settler
Atlanta, GA
Dec 2001
time: 00:15
Lightbulb  Old Post 04-12-2001 21:29
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VB Code to read the .BIC file Support Apolyton, buy Call to Power 2

I found this thread on Sunday although I wish I'd found it earlier. Since Tuesday of last week, I've been working on my own editor for the .BIC files and that means that up until Sunday, I'd been decoding the .BIC format on my own.

Now, this does mean a few things that may be of help...

First, I've got a set of VB6 class files that can read the entire .BIC file and break it down into its component variables with the sole exception of the map areas. If this would be helpful to anyone please let me know and I'll be glad to send/post the source.

Second, I'm currently in progress (and hope to be done tomorrow) writing the additional code into the class files so they can write the information back into a complete and correctly formed .BIC file. So you may want to wait a day or two for that source code...

Third, there's the obvious question, why am I writing an editor when there's a perfectly good one supplied with the game? Simple... aside from the ability to add which the Civ3CopyTool does admirably, I'm adding to it the ability to maintain a library of Civ3 datatypes so you can store all those cool units, governments, tech advances and so on without having to keep them in your main civ3mod.bic file. I'm also adding the ability to export and import pieces of the .bic file so that if you come up with a cool new government, you can export just that part of your .bic file, post it on a site like this one, and someone else can import it into theirs without having to retype all the info or download a full .bic and manually transfer just that one government.

This does have some limitations currently. The initial release won't support the other data files that store things like the Civilopedia or graphics. This will make the app a little less useful but I'm hoping to add such functionality in subsequent releases. Any suggestions or requests for features out there, please feel free to make them.

Lastly, I did note that there were a couple errors in the format that's been compiled on this thread... I'll try to take some time today and compare the format listed against my source and come up with a decent list.

And finally... thank you. This thread has been an immense help and I look forward to being able to contribute usefully to it rather than just using the great information you guys have put together.

Adam (Hastur)

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 04-12-2001 22:21
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Hastur,
see this thread for the format I use when I export Units and Civs. I'll make some changes in it to hold icon graphics latert, but that will be version 2 of it.

Hastur is offline Hastur
Settler
Atlanta, GA
Dec 2001
time: 00:15
Smile  Old Post 05-12-2001 00:15
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Excellent point there. I'd figured I'd use the .BIC format for the export file but to be honest, I hadn't thought ahead to the point of "cross-table" references as it were such as the unit table referencing the civs that can build that unit. I'm taking a look at your format for exports and will be glad to follow through on it and make suggestions where possible. Thank you for the info!

Adam (Hastur)

Tventano is offline Tventano
Warlord
Enschede, The Netherlands
Feb 2001
time: 06:15
  Old Post 05-12-2001 03:13
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WMAP section Support Apolyton, buy Civilization 2

WMAP is after the length indicator a list of longs

- nr of resources (normally 22)
- 22 times a number indicating the occurence of that resource
- nr of continents
- width of map
- distance betweens civs
- nr of players
- ? a number which also changes with the map size
- 0 (in all my tests)
- height of map
- -1
- seed value (?) per civ
- filler with a lot of -1
- seed value of map
- 5

When the random map option was used in Civ3Edit these values are correct. When editing values manually, often they are not or they get disturbed by something. So I doubt if they are really used by something.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 05-12-2001 03:26
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quote:
Originally posted by Tventano
WMAP is after the length indicator a list of longs
...
-CUT-
...
When the random map option was used in Civ3Edit these values are correct. When editing values manually, often they are not or they get disturbed by something. So I doubt if they are really used by something.

The last 5 can be 1 of the Polar Ice is turned off.
I guess that I might have to modify my map Export again. I got the Width and Height right as well as nr of players.

If I only could find the other values in the SAV.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 06-12-2001 00:07
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Avatar Enlargement: We've got the solution

The Last Byte of the WMAP section is a binary value.

The following two values are uses AFAIK


00000000
Round World .......1
Polar Ice .....1..

ajbera is offline ajbera
Warlord
of the Cookieville Minimum Security Orphanarium
Apr 1999
time: 05:15
  Old Post 06-12-2001 04:18
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FYI Lose 30 kilos (of popups)

From CivFanatics:

http://forums.civfanatics.com/showt...20&pagenumber=4 (very bottom)


quote:
quote:
--------------------------------------------------------------------------------
Originally posted by Dark Sheer

So, we are going to get an updated CivilizationIII.exe, Civ3Edit.exe and also a Civ3mod.bic not to mention Civilopedia.txt.

I wonder how this would affect the mods and editors that are currently available And can the hacked editor still be used if a new Civ3mod.bic is downloaded? If not then mod maker will no longer be able to add resources and such

All in all still a good patch
--------------------------------------------------------------------------------



Don't forget civ3edit.hlp!

old BIC files should be compatible, however the BIC file format can and does change as we add things in to the editor, so there is a good chance the "hacked" editor won't play nice with new BIC files. As long as the "hacked" editor obeys the rules of the BIC format, though, BIC's created with it should still work. No guarantees, though.

Dan (Magaha)



Will this affect the file mapping you've done so far? I hope not.

Now, a question: given that you've decoded the file, would it be possible to write a program that randomizes civ attributes? A program that reallocates the attribute pairings (commercial/religious, etc.) to random civs? That would be awesome, as such a feature probably won't ever make it to the editor.

Good job guys.

Hastur is offline Hastur
Settler
Atlanta, GA
Dec 2001
time: 00:15
Smile  Old Post 07-12-2001 03:28
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Just in for the patch... Support Apolyton, buy Galactic Civilizations: Deluxe Edition

As I said in an earlier post, I've been working on an editor using VB6. I've now gotten to the point that it's reading the .BIC file and parsing it fully into appropriate objects and properties. In addition, it's now able to write that information back into a .BIC file. I've found a couple small errors but hope to have them resolved early tomorrow. From there, I'll be adding in the editing interface.

As we all will, I'll be awaiting the patch with baited breath to see if it makes any major changes to the format (not to mention I really want to play too!). If there are changes, of course I'll be updating my source.

If the source can be of help to anyone out there, please let me know and I'll be glad to send it on to you...

Adam (Hastur)

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 07-12-2001 19:34
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I think that no sections will be added, but the length of some sections might change. I'm ready to find any changes in the format, and hope to be able to update C3CT as fast as possible.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 08-12-2001 00:47
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The New DIFF section:


4 long Length (changed to 108)
64 string Name
4 long Citizens born content
4 long Max gov. transition time
4 long Number of defensive land units AI start with
4 long Number of offensive land units AI start with
4 long Extra Start unit #1
4 long Extra Start unit #2
4 long Additional free support
4 long Bonus for each city
4 long Attack bouns against Barbarians
4 long Cost factor
4 long Percentage of optimal cities


More Sections to come

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 08-12-2001 01:00
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The value that was 5 in the header before is now 10

The BLDG -section is extended 4 bytes with a long representing "Number of armies required"

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 08-12-2001 01:14
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The Rulesection is extended with 20 bytes (5 longs) as follows


...
4 long Border factor
4 long Future Tech cost
4 long Golden Aged Duration
4 long Maximum research time
4 long Minimum research time

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:15
  Old Post 08-12-2001 01:33
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I can't find any more changes in the BIC.

 
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