Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jan 12, 2017 5:03 am Post subject:
Thyme, a new Generals: Zero Hour reimplementation project.
Subject description: Injecting codes in the "zero-minute" of the game.
Hello everyone! A well known member of our forums, Blade (you may know him from the Terrain Expansion or from RedAlert++) has started an interesting project called Thyme. It works pretty much like Ares, except that it will inject code on Generals: Zero Hour. Here's the words from Blade about it:
Blade wrote:
I've just pushed the beginings of a Zero Hour reimplementation project to https://github.com/TheAssemblyArmada/Thyme if anyone is interested in contributing to such a project.
The project is using a similar approach to the one recently used successfully by the OpenRCT2 project. That is, the reimplementation is initially being implemented as a dll that is injected into the game run time that replaces the games functions with new implementations as they are written, allowing it to be reimplemented a bit at a time.
I've already reimplemented the custom memory allocator the game uses as well as a couple of string classes.
Its very early days for the project, but if anyone has some C++ knowledge and is interested in getting involved, drop by the #thyme channel on freenode.net IRC. When some significant progress has been made it should become possible to fix engine bugs and add additional features to the game.
Will that be the end of the evil SCUD bug? It's early to say, but we'll keep our eyes opened in this initiative. If you have C++ knowledge and you are willing to improve Zero Hour, talk to Blade in the #thyme channel on freenode.net IRC or post a reply here.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jan 14, 2017 3:39 am Post subject:
Hyping people is not the intention yet. This project doesn't even have content to show yet. What Blade needs are people who are able and interested to help him and this is what I'm trying to attract by posting this news. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jan 14, 2017 4:17 am Post subject:
Yes, they do. Generals might not be popular at PPM specifically, but other places have a bunch of Generals players, specially GameReplays.org. QUICK_EDIT
Blade wants people to help him but nowhere does he point out that the Mac OS version of Generals contains the debugging symbols? A bit odd considering that's a huge help and it means people can help with mapping the Mac OS symbols to a IDA database of the Windows version.
It's a huge challenge to reverse engineer Red Alert 95, so Generals is even more of a project.
Once I got some more free time again I'll see if I can help with the project. I'll join their IRC channel. Blade is very talented. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jan 15, 2017 9:42 am Post subject:
The Mac OS version of Generals however isn't the same version as the Windows one - it crashes if a unit with bike logic enters to the screen AFAIK. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
How would a small difference like that affect its usefulness in identifying functions in the windows version? The function calls and code paths will remain mostly the same apart from differences in inlining and how os calls are made. QUICK_EDIT
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