Author |
Message |
E1 Elite |
Posted: Sat Jan 05, 2019 7:33 pm Post subject:
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FinalSun/FinalAlert2 shows coordinates as Y / X - H on the statusbar. With the following hack, it could be switched to show as X / Y - H.
Code: | [StatusBarYXToXYFS]
Name=Statusbar coordinates to be shown as X / Y - H instead of Y / X - H
Description=Coordinates on the statusbar reversed to show X / Y instead of Y / X.
Type=FinalSun
Offset=0x52DC2
Original=8B 5C 24 38 8D 8C 24 58 04 00 00 6A 0A 51 53
Modified=8B 7C 24 24 8D 84 24 58 04 00 00 6A 0A 50 57
Offset=0x52E03
Original=8B 7C 24 24 8D 84 24 58 04 00 00 6A 0A 50 57
Modified=8B 5C 24 38 8D 8C 24 58 04 00 00 6A 0A 51 53
[StatusBarYXToXYFA2]
Name=Statusbar coordinates to be shown as X / Y - H instead of Y / X - H
Description=Coordinates on the statusbar reversed to show X / Y instead of Y / X.
Type=FinalAlert2
Offset=0x5AEFF
Original=8B 7C 24 38 8D 8C 24 58 04 00 00 6A 0A 51 57
Modified=8B 5C 24 30 8D 84 24 58 04 00 00 6A 0A 50 53
Offset=0x5AF40
Original=8B 5C 24 30 8D 84 24 58 04 00 00 6A 0A 50 53
Modified=8B 7C 24 38 8D 8C 24 58 04 00 00 6A 0A 51 57 |
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geof101 |
Posted: Sat May 12, 2018 12:22 am Post subject:
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I am not using Ares sadly |
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4StarGeneral |
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geof101 |
Posted: Thu May 10, 2018 10:21 pm Post subject:
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[AutoTargetNeutral]
Name=Auto-target neutral units
Description=Players will auto-target units of houses that have MultiplayerPassive=yes (such as visceroids)
Type=TS
Offset=0x22D4B2
Original=84 C0 0F 85 06 04 00 00
Modified=90 90 90 90 90 90 90 90
Is there anyway we can apply this to YR? |
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Crimsonum |
Posted: Wed May 09, 2018 7:35 am Post subject:
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Lin Kuei Ominae wrote: | I would love to finally create a super huge 256x256 map, not those medium sized 208x210 maps. |
I love how you call them "medium" even though the vast majority of maps are well below that size
I would personally refrain from making such extremely large maps, you're poking at the limits of the game, not just the editor. I'm sure the AI pathfinding will begin to suffer, as it did for me in a map that was a "mere" 170x156: The AI could no longer efficiently find and attack the opponents on the other side of the map, instead attacking neutral objects most of the time. Not to mention possible rendering/performance issues. |
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HG_SCIPCION |
Posted: Tue May 08, 2018 3:37 pm Post subject:
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Tuc0 wrote: |
Well, it is kinda sad if the whole reason for crash is only map preview, but also a lucky one, could be easier to disable the map preview instead of debugging some memory overflow. |
AAAAAAAAAAAAAAAAAA sounds good, do you can disable the map preview?
Anyway, the problem exist iin the game too
Thank you for the hard job...  |
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Tuc0 |
Posted: Fri Apr 06, 2018 1:24 pm Post subject:
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Lin Kuei Ominae wrote: |
If someone would be able to hack the exe and completely disable the preview window and all of it's code that generates it, i wouldn't be surprised to see FinalSun being able to handle the max supported size of X+Y<=512.
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Well, it is kinda sad if the whole reason for crash is only map preview, but also a lucky one, could be easier to disable the map preview instead of debugging some memory overflow.
The full possible dimensions without crash are about minimum necessary proportions for 8 players map, to provide enough space for bases and tactical use of terrain. I am currently working on 190x225 map for 8 players and it is quite challenge to make balanced terrain with such small dimensions. |
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Lin Kuei Ominae |
Posted: Fri Apr 06, 2018 12:55 pm Post subject:
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when i made big maps for DTA, i edited the new clean map with a text editor for the final size and tested the limit until FinaSun crashed. Because opening a map works even if it's above the 200x200 limit, as long as the number of cells is smaller than the above mentioned limits.
Only FinalSun's little preview window is corrupt. I think the preview that is stored inside the map is still correct, though not really sure since neither DTA nor TI use that anymore.
If someone would be able to hack the exe and completely disable the preview window and all of it's code that generates it, i wouldn't be surprised to see FinalSun being able to handle the max supported size of X+Y<=512.
I would love to finally create a super huge 256x256 map, not those medium sized 208x210 maps. |
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Tuc0 |
Posted: Fri Apr 06, 2018 12:22 pm Post subject:
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It could be always done by making 200x200 map and editing in text editor in order to push coordinates a bit higher. But this hack surely saves some time and especially if height level is set more than 0, because newly added tiles are always at 0 level.
Quote: | The minimap of FinalSun gets corrupt when a map has more than ~43500 cells |
Is that corrupt only in FS preview or does it also save corrupted map? |
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E1 Elite |
Posted: Fri Apr 06, 2018 7:21 am Post subject:
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FinalSun/FA2 has set a simple limit of W <= 200 and H <= 200 which doesn't allow creation of map with size like 404x108. Once a blank map is created then the hack can be undone. No need to apply the hack permanently and supply with the mods.
Your computations are correct. W + H <= 512 and W * H should be less than ~43500. With the hack, mappers can try that themselves. Example boundary sizes info etc. is for that. Felt that hack is better than giving blank maps with these custom sizes. |
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Lin Kuei Ominae |
Posted: Fri Apr 06, 2018 6:40 am Post subject:
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the max a TS/RA2 map supports is X+Y<=512
by allowing X and Y to be 511 in the editor would be wrong imo.
FinalSun and FinalAlert crash as soon as a map has more than ~43800 cells.
The minimap of FinalSun gets corrupt when a map has more than ~43500 cells. |
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E1 Elite |
Posted: Fri Apr 06, 2018 3:19 am Post subject:
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When creating maps, FinalSun/FA2 limits the width/height to 200. This raises it to 511.
Code: | [MapSize]
Name=Raises the map width, height limit from 200 to 511.
Description=Raises the 200 limit to 511 when creating new maps.
Type=FinalSun
Offset=0xC773F
Original=C8 00
Modified=FF 01
Offset=0xC7749
Original=C8 00
Modified=FF 01
[MapSizeFA2]
Name=Raises the map width, height limit from 200 to 511.
Description=Raises the 200 limit to 511 when creating new maps.
Type=FinalAlert2
Offset=0xD2F4F
Original=C8 00
Modified=FF 01
Offset=0xD2F59
Original=C8 00
Modified=FF 01 |
Boundary sizes are like 108x404, 124x352, 154x282, 174x250, 250x174, 282x154, 352x124, 404x108, 428x84, 448x64, 458x54 etc. Above that FinalSun/FA2 crashes or starts giving glitches. Watch out the bottom-left corner for glitches. As the restriction is for map creation only, once maps with these sizes are created, those can be edited without this hack. Mods that use full range values of 256 cells might have to raise it to 512.
Noticed that DTA mod already has such a map (Archipelago). |
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Tuc0 |
Posted: Thu Mar 15, 2018 9:25 pm Post subject:
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Sharing few cosmetic offsets for "Power", "Primary" and "Team" pips:
Spoiler (click here to read it): |  |
Code: |
Fonts: (I have no idea how the font is chosen)
49 - Small font (cameo), 4A - Medium font (tooltips), 48-Large font (Options bar/Money counter)
Colors: - ID in hex
under [Colors] section, but uses ID, 00 - LightGold, 0F - White, etc.
Text Highlight: - colors from pallete (unittem probably?)
00 - transparent, 01 - purple, 0C - black, etc.
Units "Team" pip
Font
0x237D22
Color
0x237D1C
Highlight
0x237D22
Building "Power" pip
Font
0x237DE0
Color
0x237DDE
Highlight
0x237DE5
Building "Primary" pip
Font
0x237E2F
Color
0x237E2D
Highlight
0x237E34
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Lin Kuei Ominae |
Posted: Sat Nov 11, 2017 5:28 pm Post subject:
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oh, this is very nice. thanks.
the max pips number is very useful. |
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Tuc0 |
Posted: Sat Nov 11, 2017 3:11 pm Post subject:
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Adding few more pip hacks.
Code: |
Building storage pip color (Tiberium/Waste storage)
Spacing between pips (for units)
Maximum pips (Tiberium/Passengers/Ammo)
Charge pips
Power pips
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Harvesters share same pip color with weeders, but for Mobile EMP I did not managed to find Charge pip color (wanted blue instead od green).
Spoiler (click here to read it): |
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HG_SCIPCION |
Posted: Tue Oct 04, 2016 4:00 pm Post subject:
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RP wrote: |
This one does!  |
aaaaaaaaahhhhhhhh.... any release? I hate Final alert....  |
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MadHQ |
Posted: Tue Sep 20, 2016 10:49 pm Post subject:
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Ah! nice!
So I did manage to get this to work... Kind of...
I have an odd side affect...
Once all modifications have been applied, loading is extremely slow...
I am trying to make a no-cd exe's for NP_SE_0022.
So what I do
1st apply Npatch
2nd load exe into ModExe
3rd apply no need to Ra2MD.exe
4th then apply all those no-cd & blow up ones
Then launch game, and it works but very slow load...
Am I doing some thing wrong? or can some one else try and see if its just not possible... I have attached the Npatch version to this post. Or I could upload the exe and if possible see whats wrong... |
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E1 Elite |
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MadHQ |
Posted: Mon Sep 19, 2016 3:42 pm Post subject:
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How does one go about removing a cd check for gamemd.exe?
What am I looking for? |
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E1 Elite |
Posted: Sat Sep 17, 2016 6:27 am Post subject:
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TS hacks.ini updated with recent AlexB's findings. |
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RP |
Posted: Fri Sep 16, 2016 6:11 am Post subject:
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HG_SCIPCION wrote: |
2 years ago that dont have any progress... |
This one does!  |
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HG_SCIPCION |
Posted: Fri Sep 16, 2016 12:47 am Post subject:
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Lin Kuei Ominae wrote: | While it would be great to remove all the stupid limitations that FA has in comparison to FS, it might be better to just wait till RP's new map editor is finish. |
2 years ago that dont have any progress... |
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G-E |
Posted: Fri Sep 16, 2016 12:40 am Post subject:
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Many of the limitations can be edited out from FAdata.ini but yea it still has many quirks.
For example the original map autodetection looks for TREE32-TREE36 as I recall, among other things, and will save as .yrm regardless of my mod being .mpr only, so things like that can be fixed. |
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Lin Kuei Ominae |
Posted: Thu Sep 15, 2016 10:37 pm Post subject:
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While it would be great to remove all the stupid limitations that FA has in comparison to FS, it might be better to just wait till RP's new map editor is finish. |
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switchblade16 |
Posted: Thu Sep 15, 2016 10:19 pm Post subject:
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So far TS, FS, RA2, and YR have been touched?
What about FA2? Would love to see hacks for FA2. |
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Bittah Commander |
Posted: Fri Jul 17, 2015 2:03 pm Post subject:
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Please excuse the double post.
I found Firestorm missions apparently crash if EXPAND%02d.MIX is renamed because for some reason, it apparently checks for the existence of Expand01.mix during the mission and the game then immediately crashes if it's not found. By even simply placing a 0KB Expand01.mix in the game's directory, Firestorm missions will then stop crashing.
There already is a hack that prevents this however, called Enable TS/FS selection screen.
FS missions will no longer crash if Expand01.mix is missing when this hack is applied and since it can potentially become a critical issue for modders, it's best to make a mention of this in the hack's description and to maybe also change the name of the hack to "Disable Expand01.mix check" or something like that.
By the way, there's a good number of hacks now already and finding the one you need can take a while. It'd be nice if there was a search function or filter that allows you to just type a word and it'll then list all hacks which have that word in their name or description. |
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Bittah Commander |
Posted: Fri Jul 17, 2015 1:17 am Post subject:
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Added the hacks necessary to allow FinalSun to read files from subdirs. Mind that it's necessary to put the palettes that FinalSun needs in finalsun.mix and to put finalsun.mix in cache.mix (if you follow the suggested filenames). |
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FunkyFr3sh |
Posted: Tue May 12, 2015 9:08 pm Post subject:
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Nyerguds wrote: | Askeladd wrote: | For whatever reason the CD check removal hack is not already in hacks.ini although you need it for HyperPatch. I've adapted Nyerguds' CD check removal code to ModExe because I think it's easier to have everything in one place. I take no responsibility for the hack itself.
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I didn't actually make that hack... it was just some NoCD thing I found online. I turned it into a small program of my own because the original did a crc check, and I wanted to use it to run the edited exes used by mods on TFD. I don't think I ever even checked what code it changed in the exe. |
Whats different in this "modfix" no-cd patch compared to this no-cd patch? http://nyerguds.arsaneus-design.com/cncstuff/ts203_nocd.rar |
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Nyerguds |
Posted: Mon May 11, 2015 11:31 am Post subject:
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Askeladd wrote: | For whatever reason the CD check removal hack is not already in hacks.ini although you need it for HyperPatch. I've adapted Nyerguds' CD check removal code to ModExe because I think it's easier to have everything in one place. I take no responsibility for the hack itself.
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I didn't actually make that hack... it was just some NoCD thing I found online. I turned it into a small program of my own because the original did a crc check, and I wanted to use it to run the edited exes used by mods on TFD. I don't think I ever even checked what code it changed in the exe. |
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OmegaBolt |
Posted: Sat May 09, 2015 8:52 pm Post subject:
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Just as a note, even after applying the hack that removes the requirement for movmd, multimd and mapsmd the game would stop reading all music if I removed multimd.mix. I don't know why it is dependent on that file as it is just a completely empty mix in my mod, but without it the music does not function at all. |
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Askeladd |
Posted: Mon Apr 27, 2015 12:11 am Post subject:
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For whatever reason the CD check removal hack is not already in hacks.ini although you need it for HyperPatch. I've adapted Nyerguds' CD check removal code to ModExe because I think it's easier to have everything in one place. I take no responsibility for the hack itself.
Code: |
[NOCD]
Name=TFD CD Check Remover (by Nyerguds)
Description=Removes CD check.
Link=http://nyerguds.arsaneus-design.com/cncstuff/source/tfd_ts203modfix.pas.txt
Type=TS
Offset=0x000754A0
Original=81 EC 48 01 00 00 53 55 8B
Modified=33 C0 83 FF 01 75 01 40 C3
Offset=0x000756E4
Original=83 F8 FF 7E 15 3B F8 74 05 83 FF FF
Modified=3B 05 00 1A 71 00 0F 85 9F 00 00 00
Offset=0x000756F0
Original=75 0C
Modified=90 90
Offset=0x0007578F
Original=8B
Modified=3B
Offset=0x00075790
Original=4C 24 10 85 C9 7F 15 8B 4C 24 14 57 8B 01
Modified=C7 0F 85 59 FF FF FF A3 00 1A 71 00 EB 0E
Offset=0x000AB8FD
Original=05
Modified=03
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Lin Kuei Ominae |
Posted: Wed Mar 11, 2015 7:23 am Post subject:
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No, the tool uses sorting functions from System.Data.Linq.
3.5 however is a very old .NET version and almost standard for any win XP and newer OS.
none at all is not possible, since i'm not writing my own Forms, buttons, listboxes and other stuff from scratch. That's what .NET is there for, not wasting time on writing your own recurring basis elements and functions. |
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Exley |
Posted: Tue Mar 10, 2015 6:55 pm Post subject:
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lemme rephrase,,, "too bad"
LKO is there posibility for you to recompile it for 2.0 ?
(or none at all ) ? |
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^Rampastein |
Posted: Tue Mar 10, 2015 3:08 pm Post subject:
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Exley wrote: | kinda sucks people have to have .net 3+3.5 installed for this small thing |
Feel free to rewrite it in C++ then. |
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Exley |
Posted: Tue Mar 10, 2015 2:14 pm Post subject:
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kinda sucks people have to have .net 3+3.5 installed for this small thing |
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Glukv48 |
Posted: Fri Feb 20, 2015 11:56 am Post subject:
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I spent sorting ra2\yr hacks, add a link to some hacks (which had their own topic, but did not have a reference to it), redid hack AllowHiResMode (copied from Ares, it should give the best result)
I also corrected the two hack (they did not have a tag InputAsBigEndian, because of what they were difficult to use from the UI):Map previews' position and size
Changing the screen resolution in the menu Aslo, I added a few new hacks:Windowed mode with no frame of the window
Changes action for button "Movies And Credits"
Disables dialog when exit the game And finally, most of these break-ins have been ported for RA2 |
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E1 Elite |
Posted: Wed Feb 04, 2015 5:59 am Post subject:
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TS Random Map Generator crash fix for mods with 4 or more playable sides. Entries for 3 playable side
are included, though not necessary.
Code: | [RMGARRAYFIX]
Name=RMG Crash Fix with 4 or more playable sides
Description=Random Map Generator array index initialization fix when Neutral is declared at index 4= or above in [Houses] section.
Link=http://www.ppmsite.com/forum/viewtopic.php?t=38806
Type=TS
Group=Bugfixes
Offset=0x13E50D
Original=08
Modified=??
InputText=Neutral index in [Houses]
PresetList=0C | 3=Neutral
PresetList=10 | 4=Neutral
PresetList=14 | 5=Neutral
PresetList=18 | 6=Neutral
PresetList=1C | 7=Neutral
PresetList=20 | 8=Neutral
Offset=0x13E542
Original=0C
Modified=??
InputText=Special index in [Houses]
PresetList=10 | 4=Special
PresetList=14 | 5=Special
PresetList=18 | 6=Special
PresetList=1C | 7=Special
PresetList=20 | 8=Special
PresetList=24 | 9=Special
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E1 Elite |
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DaRTzO |
Posted: Fri Nov 14, 2014 8:34 am Post subject:
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E1 Elite wrote: | Even if this hack was perfect, I was never inclined to use it. In RA2, with 125% dpi font setting on Win7,
many long map names go off the listbox and part of the name + player count are not visible. As the .pkt
list is ordered, I haven't felt the need to even use ResHacker and correct the UI. |
Then stop using DPI scaling for the game... It causes many bugs from what I've heard. |
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Lin Kuei Ominae |
Posted: Fri Nov 14, 2014 8:09 am Post subject:
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Bittah Commander wrote: | @LKO: I suggest removing the [NegativeArtDamage] hack that I added; apparently it causes desyncs (the desync will happen a few seconds after any unit moves). |
I've kept it but put it into a new group "Flawed hacks" into which i also put Leveled Projectiles.
This way someone can still experiment with it and the exe pros can see which hacks still need improvements.
I've uploaded the zip again with new hacks.ini and hacks.yr.ini included.
hacks.yr.ini has a few new hacks from the research forum included
-launcher remover
-blowfish remover
-movie check disabler
-map check disabler |
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E1 Elite |
Posted: Fri Nov 14, 2014 6:58 am Post subject:
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Even if this hack was perfect, I was never inclined to use it. In RA2, with 125% dpi font setting on Win7,
many long map names go off the listbox and part of the name + player count are not visible. As the .pkt
list is ordered, I haven't felt the need to even use ResHacker and correct the UI. |
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DaRTzO |
Posted: Thu Nov 13, 2014 8:48 pm Post subject:
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E1 Elite wrote: | Checked again, one byte change at both offsets is enough to make it work. Your fix works for additional map
names only, not for the names coming from missions.pkt. That is why string table editing (ra2.csf) is needed to
make it consistent. |
Even if you change the names in the string table the maps will have player counts after them, this applies to maps loaded from an mmx mix. |
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Bittah Commander |
Posted: Thu Nov 13, 2014 4:44 pm Post subject:
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@LKO: I suggest removing the [NegativeArtDamage] hack that I added; apparently it causes desyncs (the desync will happen a few seconds after any unit moves). |
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E1 Elite |
Posted: Sat Oct 11, 2014 11:11 am Post subject:
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Checked again, one byte change at both offsets is enough to make it work. Your fix works for additional map
names only, not for the names coming from missions.pkt. That is why string table editing (ra2.csf) is needed to
make it consistent. |
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DaRTzO |
Posted: Sat Oct 11, 2014 8:26 am Post subject:
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E1 Elite wrote: | More clarification on DaRTzO's fix:
It is sufficient to change one character in the related strings in the game.exe:
Offset : 0x003F38F8
Original : 4D
Modified : 00
Offset : 0x003F39E4
Original : 25
Modified : 00 |
I tested this and it doesn't work for me. The player counts are still being generated. |
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Glukv48 |
Posted: Fri Oct 10, 2014 4:58 pm Post subject:
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E1 Elite, Yes, it works. |
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E1 Elite |
Posted: Fri Oct 10, 2014 4:50 pm Post subject:
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Lin Kuei Ominae wrote: |
btw, do you know if the formula is the same for RA2/YR too?
Do you have to add there 0x400000 as well? |
Most of the old apps/games(PE) have the base address at 0x00400000. It should be same for RA2/YR.
Glukv48 wrote: | BUG REPORT: Numerical values are read in little endian, and in most cases they should be read in reverse order. |
InputAsOneValue with or without InputAsBigEndian should work for you. |
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Nyerguds |
Posted: Fri Oct 10, 2014 4:34 pm Post subject:
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Lin Kuei Ominae wrote: | true ini format would only bloat up the ini and make it less well readable for a program like this
What's better? This short pseudo ini
or this bloated true ini format
and then imagine another section is mixed in between these making it really messy. |
Well, seeing as I use my own ini library for all my ini needs, which can't read duplicate keys in one section, I'd use true ini format. In fact, for my .mrf generator, the internal format looks pretty much exactly like your example of true ini format there.
But I shortened it to something like this, with the sub-section headers generated from the original section name + a fixed string (in this example, "hack") + a number:
Code: | [Example]
Name=Example
Description=Example description
Type=TEST
Hacks=4
[ExampleHack1]
Offset=0x091920
Original=74 07
Modified=90 90
[ExampleHack2]
Offset=0x091AF2
Original=32 C0
Modified=B0 01
[ExampleHack3]
Offset=0x091929
Original=8A C3
Modified=90 90
[ExampleHack4]
Offset=0x09196D
Original=74 22
Modified=90 90 |
In my project, that was:
Code: | [Project]
Name=green
Filters=1
[Filter1]
Name=
ClearValue=-1
Indices=0,32,33,34,35,36,37,38,255
IgnoreIndices=Yes
UntouchableIndices=0
ForcedRange1=15:32,33,34,35,36,37,38
Effects=4
[Filter1Effect1]
FilterType=Contrast
Contrast=-50
Exponential=No
[Filter1Effect2]
FilterType=Gamma
Red=-58
Green=-10
Blue=-58
[Filter1Effect3]
FilterType=Contrast
Contrast=12
Exponential=No
[Filter1Effect4]
FilterType=Brightness
Brightness=31 |
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Glukv48 |
Posted: Fri Oct 10, 2014 3:44 pm Post subject:
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BUG REPORT: Numerical values are read in little endian, and in most cases they should be read in reverse order. |
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Lin Kuei Ominae |
Posted: Fri Oct 10, 2014 11:31 am Post subject:
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Disassembler can be quite complicated, especially for those who never used it before. So i think for someone like Bittah who knew the formula and just wanted to create the hacks in a quick way, this was easier/faster done.
btw, do you know if the formula is the same for RA2/YR too?
Do you have to add there 0x400000 as well?
If not, maybe the tool should have this value in an editable text field, instead of hardcoded into the formula. |
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