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Posts
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Everything posted by CCHyper
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I could be wrong in some areas as I have only recently looked into the file structure of the C&C games. The game just loops through the loaded file data (header information for each file) and matches the ID to the ID created from the input filename. I have not seen anything like a binary search...
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Would a Short Game mode no be a better logic to implement?
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Somewhat... I'm new to Blowfish, just started mapping out the functions from the game after I see your post. I pretty much have all functions mapped, is there anything I could find in the games code that would help?
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I might be tired and unable to read correctly this morning, but KEY.INI that is located in some of the MIX files contains both WW Public and Private blowfish keys, (known as a FastKey's internally). The game hard codes this though as it would not be able to open the MIX file to load KEY.INI and I'm sure WW did not want to pub the INI in the root directory. RA, RA2 and YR also uses the same Public and Private FastKeys's as TS.
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I have Counterstrike and Aftermath installed by CD from my Red Alert The Domination Pack. ( I still have XP that can user the installer program). They did not patch the EDWIN.EXE according to time and date. Also WinMerge says that the EDWIN.EXE the came with 1.04 on on my Alled disk is identical to the EDWIN.EXE in my old Counterstrike and Aftermath installed RedAlert folder. My guess is that 53 51 56 57 55 from all of the old CDs and EC 0C 00 00 00 is form TFD and the free ISOs. The Free ISO's I downloaded had the same EDWIN as the vanilla RA95 disks. So it must have been the TFD installation only that has a different EDWIN...
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Thanks guys! After spending a good few hours performing a analysis using BinDiff (Thank the lord for such a beautiful IDA plugin), I have come to the decision that it must have been recompiled at some point, but no serious/important code update. @Nyerguds: Do you know where I can find the ISO's for either version? All I want to do is check the filename. Vanilla RA EDWIN.EXE is 09th Nov '96, 02:57:14.
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OK, I need some help from people. It seems that in the depths of my project folder I have a EDWIN.EXE I was working on when I first looked into adding high resolution to RA95. But it seems this version of EDWIN.EXE that I based my patch on does not match the version that appears in the vanilla install of RA95 nor the First Decade version. So I was wondering if people could help me if finding out where this version come from, as my one seems to have a total displacement of 0x13C bytes. If some of you could open your EDWIN.EXE at offset 0x504C in a Hex Editor and tell me first 5 bytes you see. If you have; 53 51 56 57 55, then you have the same version as I have, and I need to know what your RA install is like and where/how you installed it. If you have; EC 0C 00 00 00, this is the normal verison of EDWIN.EXE that the majority of people have. Would really appreciate any help
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Im very aware of the system the game uses, but honestly, nothing looks like it is not possible. Can you give me an example of what you mean? I have no come across anything that would be a peoblem yet...
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I'm going bump this topic, because I can! After comparing C&C95, SS and RA95, this is very much possible. There are two ways around the .BIN extension format. (C&C95 and SS) 1. Moving the data into a [MapPack] section like RA95, either raw binary or using RA95 Straw/Pipe compression (Lot of work involved). 2. Checking the BIN file for a array of 4096, if greater, handle as such. This would be the best way, there are many ways we can do this. Also, I have looked into extending /removing CCMaps limitations, and I ran into a lot of errors. The best route here would be to edit EDWIN to write BIN files, or to write a new editor.
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This is nothing new, me and hifi have work with this before. Its nothing more than a information box.
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So after 3 weeks of research, testing, and long nights, we have... Sole Survivor in Hi-Res! Now, I know there is still no 'active' Sole Survivor server running, but while researching, I and a few other members of the community have found that the game itself can in fact be a server. It seems this was a mode were one computer on a LAN network would act as a server, and the other computers on the network would connect to this computer via IP and fetch the game settings, making one big LAN based game. If we can get this feature up and running again is something to be yet discovered, but fingers crossed! Other new goodies involve a new and updated menu graphic!
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2 times play with AI and 2 times have "internal error" crash in TS
CCHyper replied to DeepForest's question in Support
OK, So do you play with Fog Of War enabled DeepForest? This crash is related to drawing graphics on the screen and is quite common with Fog Of War enabled, unfortunately there is no fix available and this is a issue that appears on resolutions higher than the default. -
OK, hifi... Can you email details regarding this? I am gearing up for a release soon (left one of the testers with the latest build of HP so we can iron out bugs). If someone else reads this before, can you notify hifi via IRC please? Peace out! -CCHyper
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Eagle, i sent you a reply, just encase you did not receive it i will send it again
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My ears are burning...
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TiberianSharp (formerly Luftballon) research thread
CCHyper replied to ShadowDog's topic in The Tech Center
Well this forum software is stupid, its supposed to send me topic notifications, but its not... -
TiberianSharp (formerly Luftballon) research thread
CCHyper replied to ShadowDog's topic in The Tech Center
Orca is what im working on for Tiberian Sun, its my injection project based on the Syringe package -
TiberianSharp (formerly Luftballon) research thread
CCHyper replied to ShadowDog's topic in The Tech Center
WWLib -> Westwood Library. Was Westwoods base code for every game they wrote. It contains file handling, memory management, vector and maths algo's, network code, basic behavior and so on. There was some Renegade source code released by someone who worked on the Tiberian Technologies project for Renegade. The project was given some source code from the game to help understand how the game worked and in turn, develop new rendering and network code to replace the existing engines. But we cant really talk about this publicly, as EA got there knickers in a twist when it was leaked out of the project. Can you read ASM well? Or perhaps understand pseudo enough to rewrite? Aswell as common compiler optimizations, you should be able to recreate such classes without the source, this is what we do with the Ares and Orca projects for Yuris Revenge and Tiberian Sun respectfully. -
This crash occured inside Explosion_Damage() just after some Cell Iteration. Nothing but a random error.
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If your still after a logo, send me a PM at PPM, ill help out
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If i can find it ill tell ya how big it is, not much in the Generals anyways, mainly trying to help with some crashes. My biggest IDBs are RA and TS, of course xD
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We use many different names for things Nyer... xD
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I tell ya, these games are as optimised much as a turtle, simple games...
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Its very possible to have two AbstractTypes with the same string ID, using Abstract deviations to differentiate them from one and another.
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Irony, gimme a nudge if you ever want databases for any of the games, i got CC95 though to Generals (dunno where it is though xD).