So for No Man’s Sky Portal glyphs, the first letter always represents a planet number. For functional glyphs, this can only ever be a value from 1 to 6 (or 0, which just takes you to 1).
So at the very least, they’re very unlikely to be meant to be used as-is, unless we’re meant to be relying on the Portal error-message-and-location-approximation, which I find unlikely.
If they’re Portal glyphs at all, which seems distinctly possible to me, they must have to be transformed / decrypted in some regard.
For now, all I can offer is, here’s what each glyph address would be if converted to galactic coordinates:
- 53A05806675F - 0F5E:00D7:0865:03A0
- B1C9E4F072A5 - 0AA4:0063:0706:01C9
- 8740677A9483 - 0C82:00E6:0FA8:0740
And what those coordinates would look like if plotted in Euclid (the first number sequence is cut off by the website’s UI, nothing I can do about that):
It’s also worth mentioning that No Man’s Sky galactic coordinates are region-specific, not system-specific (for navigation purposes, unless converted into Portal glyphs). In other words, you can never use coordinates alone to lead you to a specific system, only a specific region. So being able to plot these doesn’t get us very far.
The last segment of a coordinate string is known as the “Solar Index Value”. This is the part which corresponds to a specific solar system, but cannot be used for navigation purposes (again, unless converted to Portal glyphs).
EDIT: The information in this part is actually incorrect, see below. Leaving it in the post just to preserve the discussion.
Solar Index Values can range from 1 to 511, in hexadecimal, though most regions do not actually contain 511 visible systems. Aside from 01C9, none of those Solar Index Values can be found in-game. 1C9 should be a regular star (as opposed to a purple star) and should be accessible normally if it procedurally generates for the region in question. Otherwise it will be a phantom star (accessible only via save edits).