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Everything posted by Nyerguds
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To really get savegame missions exported, someone would have to hack into DOS C&C and get its ini and bin dumping functions working, really...
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Sadly, there isn't really one... the addresses for each exe segment are defined in the exe header. Inside actual data or code segments the relative addresses will match, but since I suggested putting the extra code in a different exe segment, the relative offsets between the two won't match. So just know that in the main game's code segment (00410000-004E79E4), the physical offset has to be done +40FC00 to get the exe address, while in the new segment (005C0000-0063FFFF) you have to do them +4B6A00 instead. So offset B280 should be address 41AE80. (For the record... for the exe segment containing all of the strings and other hardcoded data of the original game (004F0000-00520008), the offset difference is 418200)
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Mkay.
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Chimas, you forgot the "EA" suffix to the mission filenames. I edited it into your post
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Really? Hm. There were things in there I didn't recognize. Then again, I certainly haven't seen all 600-something missions in your pack yet...
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The main problem with the full game download pack of the C&C95 v1.06 patch has always been the lack of videos. Well, two years after the last patch release, this issue is finally addressed. The downloads section of the ModDB page of Project 1.06 now contains video packs for English, French and German. On top of that, the addons section has video addon packs which can be added to the game on top of the main videos pack, which allows the game to switch videos as you switch to a different language. One of these video addon packs, notably, is the Spanish one, made to accompany the Spanish language pack. It contains subtitled versions of the English videos, created by wolfstain: More information can be found in the news article on ModDB.
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Google Results for "City of Impression" red alert 2 Learn to google? It seems that the ability to use quotes and add relevant keywords is an amazingly rare skill
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Uh, this kind of collections are always comprised of "stolen user maps". But as the cd.textfiles.com intro put it:
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Eh, the tool is just to convert asm code to bytes, nothing else. It's unrelated to finding empty space in the exe. You could always use the expanded segment added for my patch... the area around address 680000 (offset 1C9600) should be completely empty, so you can just dump any new code there. It's all a lot easier to generate if you use the code and the tool, on the addresses, than to figure out all the jumps manually.
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Holy titan tankspam! You might want to use some image editor to crop those screenshots, by the way. Why don't you just use ctrl+c ingame though, for screenshots? Then it should be the right size. [edit] Huh. Looks like it's a problem with the vid recording software...
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That's not so easy... you'd need to find open space to migrate the code for every one of those. Do you have the asm tool? You can download it here. Note that you have to make a "project" before it allows you to convert code to bytes -_- Oh. I've seen that happen in RA1 too. Really annoying. Actually, yes... the round base made it really fit under the quarter-circle of solar panels.
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Whoops. Accidentally pointed it to a spot with not enough space for the new code. Edited my post to fix it ^
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Cost change should be possible, yes... either by jumping out and back, or by changing some other value on the unit to make it smaller to compensate. Either one is a messy operation, though. I've quickly looked into it, and the jumping method is definitely the simplest of the two. Since there is no open space anywhere near that point, though, it'd require a long jump (5 bytes) to even jump out of the code there, which means that 3 of the properties at that point (each 2-byte 'push' commands) would need to be wiped and moved to the new location to put the jmp command there. The bytes to change would be: The actual jump to available space: Address 3ED99 (EIP=44E999) E9 B4 FA FF FF - jump to the new location 90 - 'No Operation' command - to align to 6 bytes (not really necessary, but it's cleaner ) (this removes the Cost, Sight and Hit Points options at this point) The moved and expanded code: Address 3E852 (EIP=44E452) 68 FF FF FF FF - migrated and expanded Cost value. Replace the "FF FF FF FF" by your new cost (bytes reversed, as usual) 6A 00 - migrated Sight value (which is probably already changed from 00 in your mod) 6A 32 - migrated Hit Points value (which is probably also changed from 32 in your mod) E9 3F 05 00 00 - the jump back to resume the original code The code: #eip=0044E999 ; 3ED99 jmp 0044E452 ; jump to nearby unused space nop ; no operation ; label indicating the jump back location jumpback: #eip=0044E452 ; 3E852 push FFFFFFFFh ; new cost push 0 ; sight push 32h ; hit points jmp .jumpback Not sure about the "going prone" thing, though. The only thing related I know is the "wandering" behaviour civilians have, which is enabled/disabled for C10 by the value at address 3EDAF.
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I don't think anyone here ever mistook him for one of those. And I don't think he ever bothered pretending to be one, either :roll:
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Hmm. That version's concrete looks more angular, rather than a quarter-circle to mimic the panels themselves. What does tear gas infantry actually do?
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Ooh, I like that look! Looks much more... together, like this.
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Eh? That's insanely large! Basic rule is, don't leave open space around your sprite. Use the minimum space you can that allows all frames to fit in it correctly.
- 14 replies
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- Tiberian Dawn
- Red Alert
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(and 2 more)
Tagged with:
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This is wrong. This is a bug introduced in C&C95, and fixed in my patch. In the original DOS C&C, the hospital can NOT be sold.
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Pssh. That's peanuts. I rarely lose more than one grenadier to that.
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The whole feature seems more like a game feature than a feature of the online system...
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The panels kinda seem like they're floating... maybe give them a bright grey concrete foundation, like it's done in the original game? Or at least strips radiating from the center under them.
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In TD, I believe my patch enables the "is large unit" option on all units, which allows a size of 48x48 without refresh errors.
- 14 replies
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- Tiberian Dawn
- Red Alert
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(and 2 more)
Tagged with:
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IIRC these releases are largely untested, and can cause oddities, though...
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The last speed setting is the exception. For the others, the game will run at the same speed on any computer. Yeah, he really did some awesome stuff there. His campaign playthroughs also have some interesting tactics Mind you, since this is (again) a no-losses run, he could probably have done it faster. That seems pretty impossible, given the fact there are tons of no-base missions in C&C where your units are simply the stuff you got at the start, and a few where you have a base without CY and limited cash. Not to mention the fact minigunners can't destroy walls. I know the Rescue Agent Delphi mission actually requires you to destroy a wall.
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Really? I find this a bit unsatisfactory...To my mind, the challenge of a speedrun is to play fast and accurate, not just accurate. However, the flip side of this is that one might aim to complete the game on MAX speed, which is nearly impossible to control accurately. There is an agreeable speed somewhere in the middle which is fast enough to be thrilling to play/watch, and challenging, yet slow enough for the user to have a reasonable degree of control. I believe this to be speed 5/7, although others might disagree. I suppose there is no precedent for C&C speed runs being played at a "reasonable pace", and timed in real time? The standard C&C game speed, at which one time-unit in the ini scripts equals one minute, is the middle game speed on the slider... which is pretty damn slow. THAT is the "real" game speed. If you would play without taking game speed into account, you should technically always play on that speed. Do note that perceived game speed has gone down as the screen resolution increased. On DOS C&C, I'd actually consider the middle speed; everything goes faster when you have less overview of the battlefield. The ingame timer thing is something I've seen as submission rule on a speedrun website where I watched Starcraft 1 speedruns. This rule's purpose is obvious; it changes the goal of the speedrun from "crank up game speed and spam tanks as fast as possible" to "invent interesting tactics that allow you to win without ever needing a tank rush". In my opinion, this makes the speed runs infinitely more interesting. See also, the two videos I linked. Oh, also? C&C has no maximum game speed. Setting the slider to the highest runs the game at the maximum speed it can crank out of your CPU. So that's really not a reliable timing method anyway. The actual play time on highest speed is completely meaningless. Most of them are in there, yeah, in various states of playability. Sadly, they can't be accessed from the N64 itself, though the BARRACUDA-cheat does unlock some of the hidden test maps, if I remember correctly. As for the CO/PSX ones, I found them when messing around with the N64 rom, and Christo used my rom-hacking method for accessing them. You can find a full list of the missions, and how intact/playable/defunct they are, here: http://nyerguds.arsaneus-design.com/N64Project/editing/N64extramissions.txt