Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Jun 14, 2008 10:44 am Post subject:
Exe hacking
Is it possible to add new armor types trough exe hacking? If yes, can anyone explain how? I'm beginning to get fed up with the fact that TS only has 5 armor values, compared to the 11 from RA2...
Do note: I have only a little experience in exe hacking. An example is greatly appreciated QUICK_EDIT
It's rather easy with Syringe, but that needs c++ knowledge and someone to make syringe ts-compatible. For raw exe editing, it's really not a simple task. QUICK_EDIT
offtopic: It's called real life, everyone has one, me and possibly you included _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
offtopic: It's called real life, everyone has one, me and possibly you included
On topic(topic changed):according to pd it dont take more than 15 minutes to write a dll(what I have read from him) so I dont think the dlls affect his and DCs life at all *feels like going to be flamed* QUICK_EDIT
pd and DCoder don't mod TS. They are for RA2. Why would they make a DLL written in ASM for a game they don't have interest in? Unless someone does something similiar to what pd is doing (YR++) all DLL's injected into TS will need to be in ASM. The main reason pd is doing YR++ is to make it more convenient. DLL's can be written in C++ for YR once pd finishes the project.
Stop with all this offtopic crap guys. Dutchy what I use, and what Hyper uses is IDA Pro Advanced, PE Explorer, Hex Workshop, (I sometimes use Hex Editor Neo), pd's assembler and Calculator. You need to learn how to code in ASM so that you may be able to understand it all.
Quote:
it is extremely hard. Even for a guy like VK does it take time to add a new featuer.
It is not extremely hard. Have you even tried it? If you have a will to do it then it isn't hard at all. I haven't seen an update from VK in a while, and it depends on how large the code needs to be to add that feature. If it's a big feature then of course it's going to be hard to add. Simple edits are easy to do and take little time. Fixing the zoom function in TS is easy, and yet has a fairly good effect.
Now enough with all this ontopic/offtopic crap. Post in here if you have something important to say. Othrwise leave because someone asked a question and you come in here and get the topic locked. Spam should be taken care of in the crap forum. Not here. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Actually, adding an DLL written in ASM can be a real headache depending on the compiler you use, even if you know the ASM code you want to add. Adding one written in C++ is much simpler, provided there is a decent interface like YR++.
Mind that even when you do have the C++ side functional, you still need to know where and how it interacts with the original code. That would be why I don't see anyone but pd, Hyper, Joshy or me writing bugfixes for existing logics. Completely new features are easier to add, actually, as long as you don't bite off more than you can chew.
E.g.: in RA2/YR, Temporal units can gain veterancy from killing allied units, normal units cannot. Fixing that took me five mins to find the relevant code, five more to find the bug in it, and five to write a C++ snippet to fix that bit. Sum total of needed code:
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Jun 17, 2008 8:43 am Post subject:
Joshy wrote:
Dutchy what I use, and what Hyper uses is IDA Pro Advanced, PE Explorer, Hex Workshop, (I sometimes use Hex Editor Neo), pd's assembler and Calculator. You need to learn how to code in ASM so that you may be able to understand it all. :p
Thanks for the info. I think I may learn it. Luckily college is getting less important with the weeks. I passed a test yesterday, so that's one good thing QUICK_EDIT
pd and DCoder don't mod TS. They are for RA2. Why would they make a DLL written in ASM for a game they don't have interest in?
Well I meant YR the whole time. If it was for TS would it be a waste of time.
DC: Thats what I am talking about, fixes like that. Would that "Temporal Bug" worked in Syringe 0.1 if it was converted to a DLL? QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Jun 18, 2008 10:13 pm Post subject:
DCoder... how do you actually GET that RA2 code? Is the entire exe decompiled into readable code by someone already, or are you converting it to code in the process of digging into it? _________________ QUICK_EDIT
Mostly, yes, I use Hex-Rays, but it isn't perfect and I have to touch up the code every time. The functions I dig apart I usually post at my site, as well... QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Jun 19, 2008 5:08 pm Post subject:
I opened up game.exe with an hex editor, looked for 'concrete', noticed a large amount of equal letters after the present armor codes, put in 'test' after concrete, made sure that the amount of letters was the same, saved, changed my rules.ini so all warheads had the new percentage, gave the MCV armor test, run the game, and fired on my MCV with different weapons. It didn't crash though, it just treated the armor like it was 100%, instead of the value I put in with the different warheads.
I hope it's clear to you what I've tried QUICK_EDIT
lol
That's just the beginning, mate. You also need to fix the function which translates armor name to index to read that additional string of yours, then to expand the warhead to actually have room for that extra verses value (which means finding and changing multiple allocator calls), modify the default verses string ("100%%,100%%,100%%..."), and comb all the Verses-processing functions to make sure they use the full extent of the logic... Definitely no way to do without a disassembler and ASM knowledge, or Syringe voodoo. So, start poking Hyper to learn C++ and write a wrapper so you don't have to learn ASM :p Or get learning on ASM and team up with one of the existing patch projects... QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Jun 19, 2008 5:55 pm Post subject:
Hmm... I think I may go on with this. I have some things to do for college though, but next month I've got holiday, so I think I know what to do then QUICK_EDIT
Well, that's a bummer. Even though what you actually need is just basic syntax knowledge and IDA, pd's not using any magic features and the wrapper is mostly a huge bag of asm addresses to use... QUICK_EDIT
Dutchy, instead of haxxing TS please instead do a bit of YR Haxxery to allow homing Dmisl/V3etc and allow aircraft to launch them... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Jun 21, 2008 10:29 am Post subject:
Why should I hack YR? Ask PD for that kind of stuff The original idea behind the question was to add some more armor values, like the ammount in RA2 QUICK_EDIT
*cough* firstthreewordsofsig *cough*
And syringe already works for YR, so there's no possibility of holdups there, *plus* people will most likely add in all of the TS features that aren't in YR using syringe.
And combat chinooks on Shockwave playing ride of the valkyries gets annoying after a while... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
if(!ho->IsAlliedWith(hv)) {
return;
}
// Mouse gets frozen on last cursor, needs fixing
// MessageBox::Show(L"No cheating!", L"OK", L"OK");
Debugger::SetReturnEIP(0x71A97D);
}
So if you try to chrono out your own units does it say 'no cheating!'? 'Cause if so there goes my way of protecting my base from superweapons. _________________
DCoder wrote:
We're having a "post the obvious" contest again and nobody told me?
DCoder wrote:
people tell me I'm wrong when I say the world is getting dumber.
I added that message as a way to make sure the code worked, and commented it out afterwards, it doesn't make sense to break up the game like that. Anyway, no, it still elts you target and erase friendly units, you just don't get experience for that (you do get exp for erasing friendly units in normal YR, which is quite unfair). QUICK_EDIT
I know this could be a struggle...but could like either DCoder or someone who is expert on this post a simple tutorial with links to the programs needed and simple short-worded explanations on what to do step by step . Would help me and many others xD. _________________ http://www.ppmsite.com/forum/files/tifansig1_copy_180.png[/img][/url] QUICK_EDIT
I get that bit. You can at least put some sort of list with what to do and what to learn...this didn't help fully. _________________ http://www.ppmsite.com/forum/files/tifansig1_copy_180.png[/img][/url] QUICK_EDIT
How to learn Syringe:
1. Learn C++
2. Learn how ASM theoretically works
3. View the some source code from SVN
4. Try to modify stuff
5. Write own stuff _________________ Teammember of the German Gamers Association
VDVC QUICK_EDIT
*cough* firstthreewordsofsig *cough*
And syringe already works for YR, so there's no possibility of holdups there, *plus* people will most likely add in all of the TS features that aren't in YR using syringe.
And combat chinooks on Shockwave playing ride of the valkyries gets annoying after a while...
I could make the wrapper for TS right now if i want... QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Jun 23, 2008 8:59 am Post subject:
And this topic is made by a TS lover Yes, I know that RA2 offers more modding capabilities, but it misses some things TS does have, including the theme of the game. QUICK_EDIT
If you achieve this, i would instantly change to YR, make a complete TC and start modding this game.
But for this you would have to delete also the code, that stops me from playing YR without the damn registry entrys. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Jun 25, 2008 8:18 pm Post subject:
Hyper wrote:
As much as i love TS, you gotta agree with pd...
In my eyes, you could almost code everything from TS over into YR and have the ultimate engine
Hmm, if I know enough of hacking, I might do that I'll call it TSEngine2.0
No serious, I think I need to learn the internal codes of TS first, before I'm even able to copy them to RA2... QUICK_EDIT
If you achieve this, i would instantly change to YR, make a complete TC and start modding this game.
But for this you would have to delete also the code, that stops me from playing YR without the damn registry entrys.
well NPatch allow alot from TS. Droppod, huntseeker and more... And stuff that is mutch better than TS Last edited by NewGuy on Wed Jun 25, 2008 9:16 pm; edited 1 time in total QUICK_EDIT
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