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 Post subject: Re: [Blog 2009-11-16] Structure_Place()
PostPosted: Wed Nov 18, 2009 9:56 pm 

Joined: Thu Sep 10, 2009 1:35 pm
Posts: 69
MrFlibble wrote:
(..)
Does this mean the original game can be modified so that buildings on slabs won't decay at all, while those built on incomplete foundations or without any foundations at all will decay?

Yes. You only have to NOP a few instructions. Sadly, I can't tell you where, as the locations in OpenDUNE are already relocated, and do not represent any sane position inside the executable.

If I have to make a guess, and based on information I can recover, you will have to search for:

C4 5E 06 ; les bx, [bp+06]
26 81 4F 04 00 04 ; or es:[bx+4],0400
C4 5E FC ; les bx, [bp-04]

And you will need to NOP (= 0x90) the second line (for all 6 bytes). Or you can search only for the second line, and then it is most likely the second hit. Of course all references in Dune 1.07eu version ;) Let me know if it works :)

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 Post subject: Re: [Blog 2009-11-16] Structure_Place()
PostPosted: Thu Nov 19, 2009 2:30 pm 

Joined: Thu Nov 12, 2009 11:42 am
Posts: 53
I've tried it out, and it works (in the EU version, at least)! :D Thanks a lot for this tip :)

I've noticed that the code chunk that has to be NOP'd is repeated 3 times. I guess one's for the structures without foundations, the other for those that have foundations, and what's the third one for? Buildings that have partial foundations?

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 Post subject: Re: [Blog 2009-11-16] Structure_Place()
PostPosted: Thu Nov 19, 2009 3:31 pm 

Joined: Thu Sep 10, 2009 1:35 pm
Posts: 69
The first one is indeed when not placed on full slabs.
The third instance is related to units, not to structures.

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 Post subject: Re: [Blog 2009-11-16] Structure_Place()
PostPosted: Fri Nov 20, 2009 11:47 am 

Joined: Thu Nov 12, 2009 11:42 am
Posts: 53
TrueBrain wrote:
The third instance is related to units, not to structures.

Something to do with unit repairs? Or were the units supposed to take damage as well?

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 Post subject: Re: [Blog 2009-11-16] Structure_Place()
PostPosted: Fri Nov 20, 2009 4:18 pm 

Joined: Thu Oct 22, 2009 4:01 pm
Posts: 10
I remember in first and second mission, if the structure is on the slabs, it will not decay.


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 Post subject: Re: [Blog 2009-11-16] Structure_Place()
PostPosted: Sat Nov 21, 2009 12:21 am 

Joined: Thu Sep 10, 2009 1:35 pm
Posts: 69
Skrilax_CZ wrote:
I remember in first and second mission, if the structure is on the slabs, it will not decay.

In first campaign, indeed. Second campaign degrading is active (in 1.07eu ;)).

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 Post subject: Re: [Blog 2009-11-16] Structure_Place()
PostPosted: Fri Feb 12, 2010 3:30 pm 

Joined: Fri Feb 12, 2010 2:40 pm
Posts: 8
I dont mean to bump this with the intention of causing havoc.

But this preview mode you speak of if actualy a left over of the scenario editor that was tied into the games, including C&C. WW had a logic of incorporating there scenario editors into the games core engine to allow the creators to tab between the editor and game. This mode is still in all C&C games up until Yuri's Revenge, but not as intact as it is here, funny.

If i can ever find the email i had that had the true name of this feature and how it worked for RA and TS, ill update this.

Just a little bit of trivia for ya!


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 Post subject: Re: [Blog 2009-11-16] Structure_Place()
PostPosted: Fri Feb 12, 2010 3:55 pm 

Joined: Thu Sep 10, 2009 1:35 pm
Posts: 69
CCHyper wrote:
I dont mean to bump this with the intention of causing havoc.

But this preview mode you speak of if actualy a left over of the scenario editor that was tied into the games, including C&C. WW had a logic of incorporating there scenario editors into the games core engine to allow the creators to tab between the editor and game. This mode is still in all C&C games up until Yuri's Revenge, but not as intact as it is here, funny.

If i can ever find the email i had that had the true name of this feature and how it worked for RA and TS, ill update this.

Just a little bit of trivia for ya!

Ha, cool :) That is nice to know :) I have been wondering if there is more to it then just show the whole map. You can select tiles, so one would almost think it would also be possible to manipulate the tiles. Maybe they removed that completely .. maybe not ;) We will see :)

It would be nice if you can find any more information about this :)

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 Post subject: Re: [Blog 2009-11-16] Structure_Place()
PostPosted: Fri Feb 12, 2010 6:52 pm 

Joined: Thu Nov 12, 2009 11:42 am
Posts: 53
Would be nice to check if Dune II Demo, which uses an obviously older build of the game, has more traces of the editor mode left :)

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 Post subject: Re: [Blog 2009-11-16] Structure_Place()
PostPosted: Sat Feb 13, 2010 2:25 pm 

Joined: Wed Oct 07, 2009 12:34 pm
Posts: 4
When I look at strings in "global" memory, I can see things like "\r\n[%s]\r\n", "%s=%d\r\n", "%s=%s\r\n" or "[%s]" (very similar to strings used for INI format). So maybe there's an integrated editor. But it can also be a left over from an older version.

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