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Every field has a ceiling

Past 65,535 the number wraps - and how to check an offset is real.

5 min read

Most dat fields are 8 or 16 bits. Weapon damage is u16, so the maximum is 65,535, and past that it wraps with no warning - you get a unit that gets weaker the more you upgrade it, which is about the hardest kind of bug to see.

The ceilings you will actually hit
weapons.dat damageu16, max 65,535. If your design multiplies by anything, compute the peak and clamp it yourself.
units.dat maxHpStores hit points x256, so the largest real body is about 16,777,215.
eudplib 변수An unsigned 32-bit value. Think about dividing before multiplying when the numbers get large.
var dmg = (base + upg * step) * (100 + level * perk) / 100;
if (dmg > 65535) { dmg = 65535; }   // 래핑보다 제한이 낫다 / clamping beats wrapping
Weapon(w).damage = dmg;
Compute the peak and clamp. Never leave it to wrap.

It is also worth knowing how to check an offset is real. A dat file is per-field arrays laid end to end, so the sum of every field's (width x entry count) must equal the file size exactly. If it does not, you have the order or a width wrong - and writing with it will clobber a different field.

For example weapons.dat is 130 entries at 42 bytes each - 5,460 - and flingy.dat is 209 at 15, which is 3,135. When that sum lands exactly, it is fairly strong evidence you have the layout right.

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