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WC1ToolsCmd.exe extract WC.EXE

This will create a text file with all the supported data from the WC1 EXE. Here is a small snippet:

Code:

```
...
Ship 28: Class: 11; Radius: 20; Fuel: 120; Damage: 4; Explosive Force: 14500; Max Speed: 1300; ...
Ship 29: Class: 11; Radius: 20; Fuel: 140; Damage: 4; Explosive Force: 13500; Max Speed: 1100; ...
Ship 30: Class: 11; Radius: 20; Fuel: 160; Damage: 4; Explosive Force: 10500; Max Speed: 900; ...
...
```

The object class 8 are for the guns, class 10 is the mine, and class 11 are the missiles:

Code:

```
Index 24 Class 8 Gun Laser cannon
Index 25 Class 8 Gun Neutron gun
Index 26 Class 8 Gun Mass driver
Index 27 Class 8 Gun
Index 28 Class 11 Missile Dart DF
Index 29 Class 11 Missile Javelin HS
Index 30 Class 11 Missile Pilum FF
Index 31 Class 11 Missile Spiculum IR
Index 32 Class 11 Missile
Index 33 Class 10 Mine Porcupine
```

Code:

```
Ship: 24: Class: 8; Radius: 10; Mass: 0; Max Scale: 512; Power Plant: 7; Fuel: 30; Damage: 25; Explosive Force: 0; Max Speed: 1600; Cruise Speed: 0; Max Acceleration: 0; Max Yaw/Pitch/Roll: 0/ 0/ 0; Angular Inertia: 0
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 25: Class: 8; Radius: 10; Mass: 1; Max Scale: 832; Power Plant: 14; Fuel: 20; Damage: 40; Explosive Force: 0; Max Speed: 1400; Cruise Speed: 0; Max Acceleration: 0; Max Yaw/Pitch/Roll: 0/ 0/ 0; Angular Inertia: 0
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 26: Class: 8; Radius: 10; Mass: 0; Max Scale: 512; Power Plant: 9; Fuel: 25; Damage: 30; Explosive Force: 0; Max Speed: 1200; Cruise Speed: 0; Max Acceleration: 0; Max Yaw/Pitch/Roll: 0/ 0/ 0; Angular Inertia: 0
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 27: Class: 8; Radius: 15; Mass: 0; Max Scale: 832; Power Plant: 15; Fuel: 40; Damage: 50; Explosive Force: 1000; Max Speed: 1500; Cruise Speed: 0; Max Acceleration: 0; Max Yaw/Pitch/Roll: 0/ 0/ 0; Angular Inertia: 0
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 28: Class: 11; Radius: 20; Mass: 5; Max Scale: 768; Power Plant: 500; Fuel: 120; Damage: 4; Explosive Force: 14500; Max Speed: 1300; Cruise Speed: 0; Max Acceleration: 1433; Max Yaw/Pitch/Roll: 15/15/15; Angular Inertia: 100
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 29: Class: 11; Radius: 20; Mass: 5; Max Scale: 768; Power Plant: 400; Fuel: 140; Damage: 4; Explosive Force: 13500; Max Speed: 1100; Cruise Speed: 0; Max Acceleration: 1689; Max Yaw/Pitch/Roll: 11/11/11; Angular Inertia: 100
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 30: Class: 11; Radius: 20; Mass: 5; Max Scale: 768; Power Plant: 400; Fuel: 160; Damage: 4; Explosive Force: 10500; Max Speed: 900; Cruise Speed: 0; Max Acceleration: 1689; Max Yaw/Pitch/Roll: 11/11/11; Angular Inertia: 100
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 31: Class: 11; Radius: 20; Mass: 5; Max Scale: 768; Power Plant: 400; Fuel: 110; Damage: 4; Explosive Force: 11500; Max Speed: 1100; Cruise Speed: 0; Max Acceleration: 1689; Max Yaw/Pitch/Roll: 11/11/11; Angular Inertia: 100
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 32: Class: 11; Radius: 25; Mass: 10; Max Scale: 768; Power Plant: 400; Fuel: 200; Damage: 4; Explosive Force: 30000; Max Speed: 500; Cruise Speed: 0; Max Acceleration: 1280; Max Yaw/Pitch/Roll: 10/10/10; Angular Inertia: 100
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
Ship: 33: Class: 10; Radius: 20; Mass: 5; Max Scale: 768; Power Plant: 110; Fuel: 120; Damage: 4; Explosive Force: 10000; Max Speed: 200; Cruise Speed: 200; Max Acceleration: 0; Max Yaw/Pitch/Roll: 0/ 2/ 2; Angular Inertia: 0
Shields: Fore: 0; Aft: 0; Armor: Front: 0; Rear: 0; Left: 0; Right: 0
```

As for damage, it is clear that the Explosive Force is representative of the damage done. However, it is not clear how this translates into damage done on a hit. For instance 14500 is a lot of damage even when treating it as millimeters of shield/armor.

Your tool extracting values from the EXE means clean-room reverse engineered projects like mine don't have to use nearly as many guesstimates, which is awesome.