if you want to know the full recordings of cmdr. schrader (and some additional info gathered from various sources)
here they are
zip contains a list of visited (target) systems and systems of specific interest, with some notes i made while playing. partwisely based on the old list from frontierverse and other. all in html (extracts from my jumpdatabase).
very far out systems can't be reached in ffe i know (even not with thargoid vessel i think, you will have a drive failure before you arrive, but you can undergo that if you hack your savegame and specify the date of purchase in far future, so your equipment gets (nearly) indestructable. still it's a endless long travel to the other side of the galaxy without wormholes and also not very useful, except that you can say; "i was there".
a prep. savegame as "mission" for ffe in a far out cluster of inhabited systems, would make some sense.
very hard to start a game if all systems are "some prospecting and mining" or "mining and industrial developement"
you will have to make money from <1 credits difference, or you have to go for some asteroid blasting and be satisfied in dealing with minerals until you got enough money to leave the cluster and find a next one on your way back home (the're spread all over the galaxy, without a noticeable rule).
even if you can buy a lynx or LRC, without wormholes you can't use them (no parallel circuit drives possible like in the story) a class 9 will get you nowhere with a LRC (app. 1 ly), but with the wormhole bug you can go everywhere, even if it's a bit tickling with a LRC to find the right intermediate jump systems, you won't have a big tolerance.
if you do so and use wormhole calculator, for a exact calculation readout hexdata of yours and target sys's position using a "gamegenie" or ram editor (tiny hexer works), add somewhat for the "Z" difference, if (needs experience), better results guaranteed.
here's a explanation how to read the data, don't mind the adresses the're only relevant for fe2 savegames, but the data didn't changes in ram (system used is the same). so you can search if you're positioned at sol for sol's position in ram and find the relevant adress in ram;
8986-8989 X coordinates of cross-eye (cursor position), treat as below described.
898A-898D Y coordinates of cross-eye (cursor position), treat as below described.
898E-8991 Z coordinates of cross-eye, or zoom factor.
8992-899B ?
899C-899F X coordinates of system you are in, treat as below described.
89A0-89A3 Y coordinates of system you are in, treat as below described.
89A4-89A7 Z coordinates of ship, see 89B0-89B3 below.
89A8-89AB X coordinates of selected system, treat as below described.
89AC-89AF Y coordinates of selected system, treat as below described.
description:
To find the system coordinates, as displayed during the game,
use the following formulas
X = ((absolute_X - 0x171880) * 0x64 / 0x100) / dec. 100
Y = ((absolute_Y - 0x152480) * 0x64 / 0x100) / dec. 100
If the value of system is higher than 0x171880 or 0x152480,
else you have to change positions when subtracting and position
a “–“ before the result.
i.e. for 61 Cygni:
X = (0x171880 - 0x171796) * 0x64 / 0x100 = 0x5B or dec. 91 = -0.91
Y = (0x1525AE – 0x152480) * 0x64 / 0x100 = 0x75 or dec. 117 = 1.17
internally sector 0x000000,0x000000 is at x -591200, y -541200
in fact there is a maximum of 0xFFFF(+0x1 because 0x0 is a value) (dec.65536) sectors, and I don’t know why sector 0x000000,0x000000 is at -5912, -5412, because the map starts at sector -32768 and ends at sector 32767.
each sector starts at 0x00,0x00 in the lower left corner of the square,
centre is at 0x80, 0x80 and top right corner at 0xFF, 0xFF.
to tell in other words, each sector has a dimension of 256 * 256.
one sector is 8.00 light-years in dimension,
lets say one light-year is 100 "clicks" or what ever you like to call them.
then calculate dec.
(sector_X,sector_Y * 800) / 256 = "clicks" from the bottom or left corner
of the square.
i.e. for sol:
X = (128 * 800) / 256 = 400 "clicks" = 4.00 ly (from left side of sector)
Y = (160 * 800) / 256 = 500 "clicks" = 5.00 ly (from bottom of sector)
you may wonder why I use "clicks" and don't use simply 3.125 as divisor,
try and you will see that there is a slight difference, it's always better
to leave the value integer, compared to divide with a dezimal fracture.
further it seems that (256 * 256) = 65536 or 0xFFFF is the max. distance calculated for jumps, then it starts at 0, do you smell something?
to set in the game a given position use the integer hex value.
89B0-89B3 Z coordinates of selected system
Z- (height) = 0xnnnnFFFF,
Z+ (depth) = 0x0000nnnn,
Z0 = 0x0000FFFF or 0x00000000
to get decimal value, calculate for
Z- ((0x10000 - 0xZ * 0x64) / 0x10000) / 1000 = Z- distance to 0 in dec.
Z+ ((0xZ * 0x64) / 0x10000) / 1000 = Z+ distance to 0 in dec.
to get the value in "clicks" or light-years calculate
Z- ((0xFFFF - 0xZ) * 0x320) / FFFF = Z- distance to 0 in "clicks" / 100 = ly
Z+ (0xZ * 0x320) / FFFF = Z+ distance to 0 in "clicks" / 100 = ly
Maximum Z distance is again 800 (0x320) "clicks".
The Graphic(a should help you to understand better the system that is used.
With the right tool at hand, now you can move yourself to any place in the galaxy, but the ship stays where it is.
Feed the results to a RAM editor or "game genie" to move instantly while playing.
Search for sol: X 0x171880, Y 0x1524A0, Z- 0xFFFF9400
Search for tau ceti: X 0x1718D2, Y 0x1524E8, Z+ 0x0000FC01
89B8-89B9 distance of jump in "clicks" / 100 = ly.