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Messages - Blackcode

#91
AI Development / Re: Map Disassembling
February 28, 2010, 03:36:09 PM
nice.... check some stuff i found on internet ....

--------------------------------------------------------------------

struct  MapInfo
{
  DWORD   magic;  // 'MapI'
  u32     unknown1;   //  0x15
  u32     width;
  u32     height;
  u32     unknown2;   // version?? depth??
  u32     unknown3;   // subversion??
  char    tileset[];
  char    title[];
  u32     boundryLeft;
  u32     boundryBottom;
  u32     boundryRight;
  u32     boundryTop;
  u32     unknown4;
  u32     unknown5;
  char    loaderImagePath[];
  u32     loaderImageFormat;  // enum names are made-up
          {
            stretch_none       = 0x00,
            stretch_fullscreen = 0x01,
            stretch_widescreen = 0x02
          }
  u32     unknown6; // (-1)
  u32     unknown7;
  u32     unknown8;
  u32     unknownWidth;
  u32     unknownHeight;
  u32     unknown9;
  u32     unknown10;
  u8      playerCount;
  struct playerStruct
  {
    u8      isUnused; // ?
    u8      pUnk1;
    u8      pUnk2;
    u8      index;
    u8      owner;
            {
              c_playerTypeNone      = 0,
              c_playerTypeUser      = 1,
              c_playerTypeComputer  = 2,
              c_playerTypeNeutral   = 3,
              c_playerTypeHostile   = 4,
              c_playerTypeReferee   = 5,
              c_playerTypeSpectator = 6
            }
    u8      pUnk3;
    u8      pUnk4;
    u8      pUnk5;
    u32     unknown;  // -1 if no name or default name
    char    playerName[];
    u8      pUnk6;
    u8      pUnk7;
    u8      pUnk8;
    u8      pUnk9;
    u8      pUnk10;
    u8      pUnk11;
    u8      pUnk12;
    u8      pUnk13;
    u8      pUnk14;
    u8      pUnk15;
  } [playerCount];
 
  // unknown
}
// Looking for race, team, color, difficulty

--------------------------------------------------------------------
#92
soon yes maybe tomorrow.....
#93
AI Discussion / Re: Good Non-cheating AI?
February 28, 2010, 12:01:39 PM
Wait for the V3.5 or V4 we are working on.
#94
AI Development / Re: Map Disassembling
February 28, 2010, 08:31:09 AM
1. Open .s2ma file with your MPQ editor.

2. Find MapInfo file inside and open it in Hexeditor.

3. Find the bytes that look like this. (My example is from a 4 player map)

0003000000000000000000000000000000000000000000
0101000000FFFFFFFF0000000000000000000000000000
0202000000FFFFFFFF0000000000000000000000000000
0300000000FFFFFFFF0000000000000000000000000000
0400000000FFFFFFFF0000000000000000000000000000

in MapInfo... the add AddPlayer bytes are (03,01,02,00,00 in this example)

00 - Disabled
01 - Human
02 - AI
03 - Observer Player

If all bytes are 02 except the one for player 00 (witch must remain 03) u get in observer mode.

Color

The color bytes are FF FF FF FF

It can takes values like 01 00 00 00, 02 00 00 00 ...... 0F 00 00 00

Race - after the color bytes (FF FF FF FF) insert String Zerg, Prot, Terr

*beware not to write over old bytes but insert new ones.

Zerg in Hex is5A 65 72 67
Prot in Hex is 50 72 6F 74
Terr in Hex is 54 65 72 72

0101000000FFFFFFFF0000000000000000000000000000

becames

0101000000FFFFFFFF50726F740000000000000000000000000000


#95
AI Development / Map Disassembling + tutorial
February 28, 2010, 06:49:28 AM
This is the dump of my shakuras MapInfo file.

Bytes:

4970614D15000000B00000009800000001000000000000004461726B005368616B7572617300
0A00000008000000A60000008800000000800000000000004173736574735C54657874757265
735C6C6F6164696E672D7368616B757261732E6464730002000000FFFFFFFF00000000000000
0020030000580200000000000000000000050000000003000000000000000000000000000000
0000000000000102000000FFFFFFFF5465727200000000000100000000000000000202000000
FFFFFFFF50726F7400000000000200000000000000000302000000FFFFFFFF50726F74000000
00000300000000000000000402000000FFFFFFFF50726F740000000000040000000000000000
0400000000000000000000000300000004000000040000000A0000002D000400000001000000
0200000003000000040000000600000001000000020000000400000008000000030000000C00
000006000000150000001E4000


String:

IpaM....................Dark.Shakuras.........................Assets\Textures\loading-shakuras.dds................. ...X...............................................Terr.......................Prot.......................Prot.......................Prot....



Adding players or Change state:

1. Open .s2ma file with your MPQ editor.

2. Find MapInfo file inside and open it in Hexeditor.

3. Find the bytes that look like this. (My example is from a 4 player map)

0003000000000000000000000000000000000000000000
0101000000FFFFFFFF0000000000000000000000000000
0202000000FFFFFFFF0000000000000000000000000000
0300000000FFFFFFFF0000000000000000000000000000
0400000000FFFFFFFF0000000000000000000000000000

in MapInfo... the add AddPlayer bytes are (03,01,02,00,00 in this example)

00 - Disabled
01 - Human
02 - AI
03 - Observer Player

If all bytes are 02 except the one for player 00 (witch must remain 03) u get in observer mode.

Color

The color bytes are FF FF FF FF

It can takes values like 00 00 00 00, 01 00 00 00, 02 00 00 00 ...... 0F 00 00 00

Race - after the color bytes (FF FF FF FF) insert String Zerg, Prot, Terr

*beware not to write over old bytes but insert new ones.

Zerg in Hex is5A 65 72 67
Prot in Hex is 50 72 6F 74
Terr in Hex is 54 65 72 72

0101000000FFFFFFFF0000000000000000000000000000

becames

0101000000FFFFFFFF50726F740000000000000000000000000000

Spaw Position

0101000000FFFFFFFF50726F740000000000000000000000000000

00 Bytes - can take values 01 - 04 (this case 4 player map 4 spawn points. 00 is random base)

Loading map Image


IpaM....................Dark.Shakuras.........................Assets\Textures\loading-shakuras.dds.................


1. Create inside s2ma file (mpq archive)

a folder Assets inside this folder make another called Textures

take "loading-shakuras.dds" from "C:\Program Files\StarCraft II Beta\Mods\Liberty.SC2Mod\base.SC2Assets" mpq archive and place it in your Texture created folder.

Load image Widescreen mode:

find

735C6C6F6164696E672D7368616B757261732E6464730002000000FFFFFFFF00000000000000

the 02 is loader image in widescreen  or stretch.

values can take: 00 - none, 01 - stretch, 02 - widescreen.

#96
General Discussion / Re: SC2 singleplayer cheats?
February 28, 2010, 04:31:12 AM
are very easy... not that is the problem.... i was just curious if someone found them hidden in the dll or somewhere else...
#97
General Discussion / SC2 singleplayer cheats?
February 28, 2010, 03:05:36 AM
You know like .... "Show me the money" etc...... anyone found some????
#98
Not enough Pylons / Re: Tutorial : How to play against ai
February 27, 2010, 07:02:31 AM
Quote from: kdronez on February 27, 2010, 06:58:23 AM
Strange,but when I edit Objects file and put it back in the s2ma file my Sc crash.
I think that even if you guys add 2nd AI player it wont start to build or do smth becouse with this crack you start the game after its finished :>(it says victory xD ) so after that the AI dont do anything becouse the game has ended :>.
And one more think 939af36920bfbb04566fcc1f894a15404fba8e93a33ca4b52782078d65968e70 is s2ma fail,but when you open it with winmpq it shows different files inside it.


the crash it's because you still have your map open in winmpq... close winmpq before opening the map in sc2.
And "game finished" is because you ahve only 1 player on the map
#99
Not enough Pylons / Re: Tutorial : How to play against ai
February 27, 2010, 04:52:48 AM
Quote from: lovetoby on February 27, 2010, 04:35:14 AM
hi guys mabe we schould compare sc1 trigger and put them into trigger files ill play with it now... an i thin beginning here and writing a few startoptions would be nix progress so i thing the uni id could let the unit walk over to som coordinates ... just triggering no ai but the native ai will start if they see non friendly one?! http://nopaste.info/ef673f53a3.html

I think the most closed parent to sc2 is war3 not sc1
#100
Not enough Pylons / Re: Tutorial : How to play against ai
February 27, 2010, 04:51:02 AM
I think we should dig into this even more.... i'll ask for a wiki place to start developing.....

the AI is initialized from the map so teoreticalli we've could build custon AI maps

    if (runActions) {
        MeleeInitResources();
        MeleeInitUnits();
        MeleeInitAI();
        MeleeInitOptions();
    }
#101
Quote from: krakerer on February 26, 2010, 04:54:05 PM
Quote from: RaTcHeT302 on February 26, 2010, 04:50:05 PM
Quote from: krakerer on February 26, 2010, 04:44:08 PM
Can somebody give proofs that it is working? Someone reasonable (hey, RaTcHeT302 ;-))... Not that old video.

My antivirus found "Win32:JunkPoly [cryp]" in this crack, virus removable just by formatting drives...
Also my Avast relevead it as a virus but you need to disable it, if you don't trust me i will it go make a schreenshot right now.

Nothing personal, Ratchet. I am not wiling to risk. I am still confident, that first SC2 crack is best virus spreader ever...

Install a VirtualMachine and play from there if u do not trust :D
#102
as u see i open this tread 5 hours ago and promised this... it works dude
#103
mirrors on the first post
#104
WOrking Like a charm.............. GG guys and tnx for waiting with me all this time..........
#105
<+Sagu> Prepping torrent now, <10 minutes eta
<+Sagu> Prepping torrent now, <10 minutes eta
<+Sagu> Prepping torrent now, <10 minutes eta


WE have a GO