Map Disassembling + tutorial

Started by Blackcode, February 28, 2010, 06:49:28 AM

Previous topic - Next topic

DFA

i am new to this stuff and learning, thanks for the help.  its usually hard for me to get started on something but once i do, i can make some pretty good progress

DFA

Quote from: asdfghgghjdhg on March 05, 2010, 06:28:09 AM
i think this is right:

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;
  u32      playerCount;
  struct playerStruct
  {
    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    color
               {
                  c_Red = 1
                  c_Blue = 2
                  ... and so on as in war3
               }
    char    playerName[] with finishing zero; mb other struct
    u8      pUnk6;
    u8      pUnk7;
    u8      pUnk8;
    u8      pUnk9;
    u8      pUnk10;
    u8      pUnk11;
    u8      pUnk12;
    u8      pUnk13;
    u32      pUnk14; some kind of player race, value grater 0 makes computer play terran, dont work for player
     u8       finishing zero (for what?)
  } [playerCount];
 
  // unknown
}

i understand what this is suppose to be, but i don't understand like u32, and a few other things.  do you think you can explain this more for me

bassMD

#32
u32 means unsigned 32 bits = 4 bytes, where 1 byte is representable by two hex digits (16 ^ 2 = 256 = 2 ^ 8 ).

But this kind of discussion should not be in this thread, I think you should open another thread for understanding the basics.

EDIT: of course it is 4 bytes, not 8...was late yesterday ;)

DFA

no need

thanks for explaining it, that was enough to let me figure out exactly whats going on =)
i was like OMG its so clear to me now ><

siman

is it possible to lock the race in AIdev map?

bassMD

Do you mean a map that only includes AI players?

It is currently possible to lock AI players' races to Terran only. That should work in every map.

siman

Quote from: bassMD on March 06, 2010, 06:28:26 AM
Do you mean a map that only includes AI players?

It is currently possible to lock AI players' races to Terran only. That should work in every map.


That's good enough for me. In fact I m just going to lock Terran, after I m done with the Terran AI I will go for Protoss. Please tell me how to do that.

bassMD


siman

OK I m done, got 5 Terran AI in a row, so I guess it is really working


that would save me a lot of time


PS. the link is broken, plus it does not give better information than this thread, I re-read this thread and found valuable information in reply #10  :D

Blackcode

OK race/color selection done...

StarCrack team LAUNCHER AVAILABLE soon.

ty all for support

Kernel64


bassMD

Great news :)

I would really appreciate if you let us know what settings you changed in order to achieve that.

kblood

Nice :D That just leaves the handicap settings  ;) I found them somewhere, but do not think it is that simple to just change the setting in the XML file in the map. Seems you guys found a better way to do it.
I would wish the actual how would be shared more. You seem like the only one who shared some real how to stuff when it comes to changes that require hex editing or anything other than .galaxy files. Then again I am usually not focused and patient enough to really learn it anyway  :-[

Vernam7

Quote from: Blackcode on March 06, 2010, 03:43:37 PM
OK race/color selection done...

StarCrack team LAUNCHER AVAILABLE soon.

ty all for support


can you make it work with command lines like lazytowns, so we can use it simplier in our .net tools?




Blackcode

ok seeing that we already published our launcher we will update this on wiki too