Tuesday, October 6, 2026

End of Exploration

4D 01 2B 50 01

After many years, trying to decode "DTE" files had become more enjoyable than playing the game. 

But now, thanks to AI, many of our friends have both given the game a new direction and made the "DTE" files (I've been struggling with for years) decoding possible.

 I hope I've made at least a small contribution. 

Thank you all.

21 0A 32 01 43 00

Saturday, May 30, 2026

Mission ending...

For start permission land loop 

code:

3F 0A 28 01 16

value should be: 00 00 01

Each mission starts with a "failed" mark. In mission situation its turns success or partially success. I couldnt find this opcodes yet. So if we use land loop code it works with mission failed mark.


Landing depends to launched ship on start of mission. 

If you start somewhere in space landing is not working game crashes.

Game coded this logic;

launch reliant >landing reliant. 

if reliant destroyed> landing yamato

launch yamato> landing yamato

if yamato destroyed> landing yamato


PS:

torpedo trails are occurs when they launch from the torp carriers. if we put the torpedo on to any of place of space they not make trails when they star flying.


I made a basic mission to understand this situation:


https://drive.google.com/file/d/1e0tEMCpDoDCAwHitL4grc3y7Hi4hSphK/view?usp=sharing


Saturday, March 21, 2026

Mission Ship Editor


 I made a basic mission ship editor.



Phyton Code(Thnx to Gemini😁):

Download:

https://drive.google.com/file/d/1a2gV9-XAApmMghjrfEZTi11Wi0eQTNk5/view?usp=sharing


I also making trigger editor but its not finished



 

Saturday, March 7, 2026

Yaw,Pitch,Roll,Coordinates

 This is our ship line at mission1 at 30FF7

5A= 90 degree

00 00 5A 00 > 90 degree right

B4= 180 degree

00 00 B4 00 > 90 degree right

00 00 00 00 28 01 00 00 53 20 31 CB D3 6F 55 C0 DE F2 30 4B 00 FF 00 00 02 00 01 00 53 20 31 CB D3 6F 55 C0 DE F2 30 4B 0C 00 07 00 5A 00 5A 00 FF FF FF FF FF FF FF FF 00 00 00 00 FF 00 00 00 FF FF FF FF FF FF FF FF 00 00 5a 00


Green line is roll 

Red line is yaw

Blue line is pitch


Coordinates;

53 20 31 CB D3 6F 55 C0 DE F2 30 4B

53 20 31 CB is y axis

D3 6F 55 C0 is z axis

DE F2 30 4B is x axis


00 <Object ID number

00 00 00 28 01 00 00 <unknown

53 20 31 CB D3 6F 55 C0 DE F2 30 4B <coordinates

00 <Flight Group

FF 00 00 02 00 01 00 <Ship type

53 20 31 CB D3 6F 55 C0 DE F2 30 4B <coordinates

0C 00 07 00 < 0C launch from ship- 07 launch gate

5A 00 5A 00  <yaw

FF FF FF FF FF FF FF FF

 00 00 00 00  <pitch

 FF 00 00 00 FF FF FF FF FF FF FF FF

 00 00 5a 00  <roll


In game invisible jump points and ship reach points also uses this yaw pitch roll coordinate system.



Friday, March 6, 2026

Triggers 2

Mission is not continue end of the segments. It just continue go to opcode or trigger state.

 Mission1:

2200start>jumptrigger>goto ofset jump trigger when active> trigger enemy destroy>decide success unsuccess> goto ofset end section.



In mission 1 offset  57bf7

00-00 03 00 00 01 00 00 00 

01-01 01 0D 00 00 00 00 00 

02-00 00 FF FF 00 00 00 00 

03-01 00 FF FF 00 00 00 00 

04-00 00 FF FF 00 00 00 00 

05-00 00 FF FF 00 00 00 00 

06-00 00 FF FF 00 00 00 00 

07-00 00 FF FF 00 00 00 00 

08-00 00 FF FF 00 00 00 00

09-00 00 FF FF 00 00 00 00 

0A-00 00 FF FF 00 00 00 00 

0B-01 00 FF FF 00 00 00 00 

0C-00 00 FF FF 00 00 00 00 

0D-01 00 FF FF 00 00 00 00 

0E-00 00 FF FF 00 00 00 00 

0F-00 03 13 00 00 00 00 00 < mammoth trigger 13 numaralı trigger

10-00 00 FF FF 00 00 00 00 

11-00 00 FF FF 00 00 00 00 

12-00 00 FF FF 00 00 00 00 

13-01 00 FF FF 00 00 00 00 

14-01 00 FF FF 00 00 00 00 

15-00 00 FF FF 00 00 00 00 

16-00 01 11 00 00 00 00 00 

16 cames from ship list 30ff7 it refers luneberg and 11 is trigger number attach to luneberg


mission1 triggers 3-2 3BBF7


00-08 01 00 00 00 00 FF FF 0B 00 94 19 0B 00 CF 16 20 18 00 00 01 FF 00 00 00 00 00 25 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

01-09 01 12 00 00 00 FF FF 0A 00 FE 79 0A 00 CF 16 88 1B 00 00 01 FF 00 00 00 00 00 0F FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF

02-01 00 24 00 00 00 FF FF 01 00 CE 05 01 00 7E 07 64 0E 00 00 01 FF 00 FF 00 00 00 88 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

03-06 00 52 00 01 00 00 00 01 00 10 00 01 00 CF 16 3C 00 00 00 01 FF 01 00 00 00 00 21 FF FF FF FF 01 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF 

04-04 00 52 00 01 00 2A 00 01 00 3A 00 01 00 CF 16 4E 00 00 00 01 FF 00 00 00 00 00 2C 0A 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

05-04 00 52 00 01 00 54 00 02 00 64 00 06 00 CF 16 62 00 00 00 01 FF 00 00 00 00 00 1A 05 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

06-04 00 52 00 01 00 00 01 01 00 10 01 02 00 CF 16 76 00 00 00 01 FF 00 00 00 00 00 2D 05 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

07-06 00 58 00 01 00 44 01 02 00 54 01 03 00 CF 16 8C 00 00 00 01 FF 00 00 00 00 00 2D FF FF FF FF 01 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF 

08-04 00 E6 00 00 00 FF FF 01 00 66 05 01 00 CF 16 5E 07 00 00 01 FF 00 00 00 00 00 30 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

09-04 00 FF FF 00 00 FF FF 00 00 FF FF 00 00 CF 16 02 0F 00 00 01 FF 00 00 00 00 00 30 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0A-04 00 1C 01 00 00 FF FF 03 00 DA 03 05 00 CF 16 46 02 00 00 01 FF 00 00 00 00 00 29 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0B-01 00 E0 00 00 00 FF FF 01 00 A0 0F 01 00 CF 16 C6 12 00 00 01 FF 00 FF 00 00 00 1D FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0C-01 00 D4 00 00 00 FF FF 03 00 96 04 03 00 CF 16 68 06 00 00 01 FF 01 FF 00 00 00 1D FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0D-02 01 28 00 01 00 A2 01 01 00 D0 37 05 00 C6 88 EC 00 00 00 01 FF 00 FF 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0E-04 00 88 00 00 00 FF FF 02 00 B2 01 07 00 C6 88 34 01 00 00 00 FF 00 FF 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

0F-01 00 E6 00 01 00 78 02 07 00 88 02 0D 00 C6 88 FA 04 00 00 01 FF 01 FF 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

10-00 00 0C 01 01 00 68 02 02 00 E4 04 05 00 C6 88 B8 04 00 00 01 FF 00 FF 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

11-01 00 96 00 00 00 FF FF 04 00 22 10 07 00 C6 88 FE 1C 00 00 01 FF 00 FF 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF

11 is luneberg trigger number 

01 is destroy trigger from trigger list 

00 is continous or not

9600 is little endian adress when continue mission trigger triggered. 9600>0096*2=12C continue from 47bf7 offset.



This was one fighter trigger there is also flight group triggers in the 3a7f7 offset


00-01 00 00 00 7C 0B 00 00 00 06 00 00 00 00 00 00 FF FF 19 FF

01-03 00 00 00 C8 0E 00 00 FF 05 00 00 06 00 00 00 FF FF 19 FF 

02-0B 00 00 00 86 0B 00 00 FF 07 00 00 0B 00 00 00 FF FF 19 FF 

03-0D 00 00 00 9A 0B 00 00 FF 01 00 00 12 00 00 00 FF FF 19 FF 

04-13 00 00 00 AC 0B 00 00 FF 01 00 00 13 00 00 00 FF FF 19 FF 

05-14 00 00 00 BA 0B 00 00 FF 02 00 00 14 00 00 00 FF FF 19 FF 

06-18 00 00 00 CE 0B 00 00 FF 0E 00 00 16 00 00 00 FF FF 19 FF 

07-1B 00 00 00 DE 0B 00 00 FF 01 00 00 24 00 00 00 FF FF 19 FF 

08-20 00 00 00 EE 0B 00 00 FF 04 00 00 25 00 00 00 FF FF 19 FF 

09-27 00 00 00 FE 0B 00 00 FF 08 00 00 29 00 00 00 FF FF 19 FF 

0A-2E 00 00 00 12 0C 00 00 FF 01 00 00 31 00 00 00 FF FF 19 FF 

0B-32 00 00 00 1E 0C 00 00 FF 05 00 00 32 00 00 00 FF FF 19 FF 

0C-34 00 00 00 2E 0C 00 00 FF 09 00 00 37 00 00 00 FF FF 19 FF 

0D-37 00 00 00 40 0C 00 00 FF 02 00 00 40 00 00 00 FF FF 19 FF 

0E-47 00 00 00 4C 0C 00 00 FF 01 00 00 42 00 00 00 FF FF 19 FF 

0F-49 00 00 00 58 0C 00 00 FF 03 00 00 43 00 00 00 FF FF 19 FF 

10-50 00 00 00 6C 0C 00 00 FF 03 00 00 46 00 00 00 FF FF 19 FF 

11-54 00 00 00 80 0C 00 00 FF 01 00 00 49 00 00 00 FF FF 19 FF 

12-61 00 00 00 22 0F 00 00 FF 01 00 00 4A 00 00 00 FF FF 19 FF 

13-68 00 00 00 6E 11 00 00 FF 06 00 00 4B 00 00 00 FF FF 19 FF >flight group 13

14-7C 00 00 00 DA 12 00 00 FF 06 00 00 51 00 00 00 FF FF 19 FF 

15-89 00 00 00 7A 18 00 00 FF 10 00 00 57 00 00 00 FF FF 19 FF 

16-A8 00 00 00 20 20 00 00 FF 04 00 00 67 00 00 00 FF FF 19 FF


13 is flight group number

68 is flight group pointer on 57bf7


when we look at hex line 68 at 57bf7 

66-00 00 FF FF 00 00 00 00 

67-00 00 FF FF 00 00 00 00 

68-01 01 20 00 00 00 00 00 > flight group 13 is first 6 saber group in mission 1 attach to trigger 20

69-00 00 FF FF 00 00 00 00 

6A-00 00 FF FF 00 00 00 00 


when we look at trigger 20 in trigger list

20-01 00 CE 01 00 00 FF FF 04 00 3A 4C 07 00 76 07 18 21 00 00 01 FF 00 FF 00 00 00 88 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF

20 trigger hex list number

01 destroy trigger

ce01 continue this offset when trigger triggered ce01=1ce*2=39c from 47bf7


We have now solved most of the triggers.

Tuesday, March 3, 2026

Success Unsuccess if/else system

Each mission is marked as successful partially success or unsuccessful in the mission. This is also recorded into the save game.


Probably 

27 opcodes means read from memory

40 means write to memory

when ships dead in mission 1 opcode 40 writes 1 to memory then end of the mission 27 opcode read this value and decide success and unsuccess.

Mission 1 end section;

Normal Lines;

27 01 28 00 

8C 01 

2D 00 21 3A 

28 00 21 56 

22 1A 

2C 0A 32 00 2A 10 ms1_prl_001.ut 00 21 18 21 09 < request identification

28 01 21 05 

2C 05 32 00 2A 10 ms1_vip_011.ut 00 21 18 21 09 <sending callsign

28 01 21 05 



27 0A 28 02 02 23 00 89 <IF SUCCESS


2C 0A 32 00 2A 10 ms1_prl_002.ut 00 21 18 21 09 <you have been busy

2C 05 32 00 2A 10 ms1_vip_012.ut 00 21 18 21 09 <we trouble we couldnt handle

2C 0A 32 00 2A 10 ms1_prl_003.ut 00 21 18 21 09 <im imprest

28 01 21 05 

2C 08 32 00 2A 11 ms1_gull_008.ut 00 21 18 21 09 <you gotta fould us we owe you

28 01 21 05 

32 22 32 00 2A 11 ms1_sher_001.ut 00 21 19 21 09 <nice work 45 hold your position


27 0A 28 01 05 23 00 A5 <IF FAIL


2C 0A 32 00 2A 10 ms1_prl_004.ut 00 21 18 21 09 <confirm 45 what happend out there

2C 05 32 00 2A 10 ms1_vip_015.ut 00 21 18 21 09 < we ruined some trouble

28 01 21 05 

2C 0A 32 00 2A 10 ms1_prl_005.ut 00 21 18 21 09 <what i heard you didnt take care with it

2C 04 32 00 2A 10 ms1_ban_008.ut 00 21 18 21 09 < we gave best shoot

28 01 21 05 

2C 0A 32 00 2A 10 ms1_prl_006.ut 00 21 18 21 09 <guess your best wasnt good enought

28 01 21 05 

32 22 32 00 2A 11 ms1_sher_002.ut 00 21 19 21 09 <hold your position 45 

28 03 21 05 

22 1B 

32 01 43 

2A 10 6D 08 

00 00 00 01 

00 00 00 00 

00 00 00 02 

00 00 00

Wednesday, February 18, 2026

Triggers

Triggers are defined in starts at offset "3bbf7" in mission1.dte,



The green line is sabers destroy trigger. "01" means destroy trigger at the "trigger list" when we change it to "00"(shoot at trigger in trigger list) after we shoot to sabers in mission 1 trigger works and mission continues from offset "49003"


--
first line;
08 01 00 00 00 00 FF FF 0B 00 94 19 0B 00 CF 16 20 18 00 00 01 FF 00 00 00 00 00 25 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF

08>TT_PLAYER_READY_TO_JUMP
01>continous or not
00 00 >start this offset(from47bf7) after trigger triggered 


second line;
09 01 12 00 00 00 FF FF 0A 00 FE 79 0A 00 CF 16 88 1B 00 00 01 FF 00 00 00 00 00 0F FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 

09>TT_JUMPED_IN
01>continous or not
1200>0012*2=0024 start(from47bf7)=47bf7+24=47C1B

--






-------------Mission 801.dte (modified)-----------

offset between 3b200-3b209
0B 00 3F 00 28 00 16 32 01 43<jump trigger

2EFF8-3
00 00 1E 00 00 00 FF FF 00 00 00 00 00 00 FA 00 00 00 00 00 00 FF 00 FF 00 00 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF <shoot at
08 00 00 00 00 00 FF FF 02 00 FA 04 06 00 FA 89 68 03 00 00 01 FF 00 FF 6F 3A 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF <jump
00 00 1F 00 00 00 FF FF 01 00 8E 03 02 00 FA 89 DA 02 00 00 01 FF 00 FF 6F 3A 00 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF





5F1F8-9
08 00 00 00 00 00 00 00 FF 21 0C 2F <shoot at to who 08 comes from 28ff8 *
0A 00 00 00 00 00 00 00 FF 21 0C 2F 
0B 00 00 00 00 00 00 00 FF 21 0C 2F 
0C 00 00 00 00 00 00 00 FF 21 0C 2F 
0D 00 00 00 00 00 00 00 FF 21 0C 2F 
0E 00 00 00 00 00 00 00 FF 21 0C 2F 
0F 00 00 00 00 00 00 00 FF 21 0C 2F 
10 00 00 00 00 00 00 00 FF 21 0C 2F 
11 00 00 00 00 00 00 00 FF 21 0C 2F



*
ofset between 291c0 to 2920b
08 00 00 00 46 00 00 00 C4 3B C4 48 00 00 00 00 5B 4C 2C 47 03 FF 00 00 2B 00 00 00 C4 3B C4 48 00 00 00 00 5B 4C 2C 47 FF FF FF FF 00 00 00 00 FF FF FF FF FF FF FF FF 00 00 00 00 FF FF 00 00 FF FF FF FF 00 00 00 00 00 00 00 00 



Basic Trigger in game with executorai

0B 00 3F 00 28 00 16 32 01 43 00 01
16 00 2C 06 32 0B 28 00 21 0F 2C 00 32 14 28 00 2C 06 21 0B 32 01 43