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pichorra

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Everything posted by pichorra

  1. Command & Conquer 3 Do not have problems with multi-treathing CPUs. Requirements: Microsoft Windows 2000 1.3ghz Processor 32MB DirectX9 compatible card (GeForce FX 5200 or Radeon Equivelent) 256MB of RAM 4gb of HDD space Mouse and Keyboard. When you say PCI, is it Default PCI or PCI-Express? Because PCI VideoCards can't be found at the market anymore. AGP you can with a little of research
  2. I ran it in a Pentium 4 and a GeForce 6200 at 1024x768 and 30fps... so a 9500 will defintively do the job
  3. I ran it in a Pentium 4 and a GeForce 6200 at 1024x768 and 30fps... so a 9500 will defintively do the job
  4. Bitch Please... I can crash a entire enverioment changing one Byte
  5. Oh... I see some interest in the project now. I remember that I've found the map loading engine using the string table in IDA pro and the buffer using cheat engine. I need to find where I stored my note files... [edit] Found it. it is totally a mess I wasn't sure at was I looking for, so i've looked at everything with 0x1000. 427c9a referenced 314d4f65 0049af90 - Readmap; Have INI stuff there. 0042E504 - Starts reading the INI. Somehow the map size is not in there. array- starts at 05b10034 in memory. things that access it. 004DC0EF - 89 10 - mov [eax],edx //unknown and extensive stuff 004682A1 - C6 44 02 E3 FF - mov byte ptr [edx+eax-1D],FF //pointer to map? 0046884C - 88 41 04 - mov [ecx+04],al 00468856 - 88 41 05 - mov [ecx+05],al 004268BF - 8A 71 04 - mov dh,[ecx+04] 00468864 - 8A 51 04 - mov dl,[ecx+04] 00468871 - 8A 51 05 - mov dl,[ecx+05] nothing seems to "change it". (by CheatEngine). /*.text:00419D7C push 1000h *.text:0041A117 push 1000h *.text:0041A29D push 1000h *.text:0041A326 push 1000h *.text:0041A3A3 push 1000h *.text:0041A426 push 1000h */ building related. /*.text:0041F487 sub_41EF48 or edi, 1000h .text:004230EB sub_422FF8 mov eax, 1000h .text:004280EE sub_427D74 cmp eax, 1000h .text:004281E2 sub_427D74 cmp edx, 1000h .text:00429B34 sub_429AA8 cmp eax, 1000h .text:004307DF sub_4307B8 mov edx, 1000h .text:00431EC1 sub_431C28 cmp eax, 1000h .text:0043200D cmp edx, 1000h .text:00433D17 sub_433B58 push 1000h // you hit my breakpoint after the briefing! .text:0045096C sub_450960 cmp eax, 1000h //some kind of Mouse position check. .text:004512CE sub_451120 or edi, 1000h .text:0045B2DC sub_45B254 cmp eax, 1000h .text:0045B446 sub_45B43C cmp eax, 1000h .text:0045B466 sub_45B43C cmp eax, 1000h .text:0045B47E sub_45B474 .text:0045B49E sub_45B474 .text:0045DE51 sub_45DE04 .text:0045DF24 sub_45DEAC //at main menu. .text:0045DFB3 sub_45DEAC //at main menu. .text:004681D9 sub_4681B0 .text:0046835D sub_4682D4 .text:004684BF sub_468484 .text:00468512 sub_468484 .text:00468573 sub_46853C .text:004685CA sub_46853C .text:0046862E sub_4685EC .text:00468696 sub_468654 .text:0046887C sub_468714 .text:004688A0 sub_468714 .text:00468A2D sub_4689F8 .text:00468A42 sub_4689F8 .text:00468B6A sub_4689F8 // after 00433D17. I can see it right after I can see the map .text:00468FE0 sub_468EA4 .text:0048F6A9 // overlay .text:004950F4 sub_4949B8 .text:00495EE0 sub_495EAC .text:0049809F sub_498098 .text:004A8060 .text:004AB53E sub_4AB524 .text:004AB548 sub_4AB524 .text:004B3469 .text:004B3B5A sub_4B3B54 .text:004B58C5 sub_4B58B4 .text:004B91F4 sub_4B909C .text:004BA66F sub_4BA48C .text:004BAC86 sub_4BAC68 //unit check. .text:004BB1EE sub_4BB0CC .text:004C628F sub_4C6260 .text:004DC922 start .text:004DD533 start .text:004E2DFD __ioalloc_ .data:004FBE9C .data:004FC044 .data:004FD0BF .data:004FD3E0 .data:004FE0F8 .data:004FE6F8 .data:004FF1E4 .data:004FFDDC .data:004FFDF0 .data:004FFE04 .data:004FFE18 .data:004FFE2C .data:004FFE40 .data:004FFE54 .data:004FFE7C .data:004FFE90 .data:004FFEB8 .data:004FFECC .data:004FFEE0 .data:004FFEF4 .data:005001C8 .data:00502A29 .data:00502A6F .data:00502AC3 .data:005047B8 .data:00504895 .data:00504B7F .data:00504ECF .data:00504EE7 .data:005054CF .data:00505703 .data:0050574F .data:00505757 .data:0050575B .data:0050589B .data:005058CB .data:005058E7 .data:005058F3 .data:00505A33 .data:00505A7B .data:00505A7F .data:00505A8B .data:00505BC7 .data:00505BCB .data:00505BDB .data:00505BDF .data:00505C0B .data:00505C0F .data:00505C17 .data:00505C23 .data:00505D5F .data:00505D63 .data:00505D73 .data:00505D77 .data:00505DA3 .data:00505DA7 .data:00505DAF .data:00505DBB .data:00505EFB .data:00505F47 .data:00506093 .data:005060DF .data:005060EB .data:00507267 .data:00507597 .data:00508C9B .data:00508E1B .data:00508E1F .data:005090E3 .data:005092B3 .data:0050957F .data:00509FB3 .data:0050A64D .data:0050ABDF .data:0050AE87 .data:0050AF53 .data:0050B53F .data:0050C573 .data:0051C753 .data:0051C973 .data:0051C9AF .data:0051CA2B .data:0051CD9B .data:0051D69B .data:0051DE1B .hp_text:005C4263 sub_5C4200 .hp_text:005C6503 sub_5C6500 .hp_data:006434D9 .hp_data:006434DB .hp_data:006434F9 .hp_data:006434FB .hp_data:00664033 map max: (cheat engine) 0046845C - 8B 70 1C - mov esi,[eax+1C] 004320F8 - 03 5E 1C - add ebx,[esi+1C] 00432188 - 8B 46 1C - mov eax,[esi+1C] 0043602E - 8B 43 1C - mov eax,[ebx+1C] 004976AB - 8B 46 1C - mov eax,[esi+1C] 0049473B - 8B 59 1C - mov ebx,[ecx+1C] 00495D85 - 8B 73 1C - mov esi,[ebx+1C] 00495DAA - 8B 4B 1C - mov ecx,[ebx+1C] 004682C6 - 89 48 1C - mov [eax+1C],ecx 004686D8 - 8B 53 1C - mov edx,[ebx+1C] 00468701 - 3B 4B 1C - cmp ecx,[ebx+1C] 004BA1F4 - 03 05 DCDD5300 - add eax,[0053DDDC] -- $00565B4C Access Violation $00565B4C $0060B901 $00674D5F $0040B5F2 $004128A8 $0040D808 427C9A: The instruction at 0x427c9a referenced memory at 0x22, the memory could not be read -> 00000022 (exc. code c0000005, tid 2996) x = Int32 y = Int32 427C9A: The instruction at 0x427c9a referenced memory at 0x22, the memory could not be read -> 00000022 (exc. code c0000005, tid 2996) I've got that one when i've expanded the view to bigger than 64*64 and took a try to load an 40kb BIN map. 0x427C9A is a "TiberiumClass" stuff. Hyper told me. So, it is a buffer overflow. There can be nothing in my notes. I was messing C&C95 arround to see if I could find something useful.
  6. try using the default TCP/IP patches: http://www.understorm.net/downloads check if all computers are in the same workgroup. What Anti-virus are you using? This seemss to be some kind of firewall stuff.
  7. Just to know that 4 bytes can do the diference
  8. int internalsize = Math.Sqrt(mapfile.Length/2); byte[] map = new byte[internalsize*internalsize]; isn't internalsize * internalsize = mapfile.Lenght/2? So why the square root?
  9. Well... I will post the little information that I know. -The game probably stores the .bin in a 'short array[4096];', meaning that every 2 bytes is a cell. -The game read the amount of the bin correnponding to the INI, using the width, height, X, Y (Height - X; width - Y, I think). If you make it read more than 64*64, the game crashes, probably due memory buffer overflow. (crash somewhere in the TiberiumClass) -I've expanded the map view ingame using cheatEngine and editing the X and Y variables. I did not took a look of what kind of vartype it is (char, short, int). -If you put an unit somewhere in the map, Decrease X, then raise it up wihout restarting the map, The unit will be deleted. (Use CheatEngine for that). We could possibly just make this feature a multiplayer only, feature. Well... I'm afraid we can't make it multiplayer-only. Unless Nyerguds copy the entire code somewhere in the exe (is there space?) and make a switcher for it.
  10. Stop the botcrap!
  11. Don't forget to get the sound in emulation mode under Wine if you still get no-sound ingame! Wine took 8 hours to compile here (Debian "Squeeze", Pentium 4 3ghz). While compiling, go watch TV, study, or anything userfull like that.
  12. H² Airships? Shoot'em down with one bullet! Is there a way to make the dogs like bomberman? Soviets used those in WWII Isn't Radar exclusive from British?
  13. I think that if PS3 emulates Parallel port in ethernet, probably you can run it in Internet mode.
  14. Let me see If I understood. - You Open a New game in C&C95, and add the AI. But when you launch it, you lose. Simple. Don't press anything while launching the game. Some guys presses R, and it will make you surrender at the start
  15. I know that PS1 Red Alert supports the Paralell cable connection trough 2 PS1. I don't know if PSN support it for PS3. If yes, then you are lucky.
  16. A guy in Chat sent those maps for me. Some of those were in The Obelisk, and I used some for reference to do my maps. They go from 01 to 99. reorganization are needed. kali_maps.rar
  17. Do that and you will break my DOSmod compatibility, 'cause I will need to redo the entirely sidebar, and it was painfull
  18. Something like that can be implemented, if hifi want. Nyerguds would also need to put a .txt file in next patch with the current version. A way to detect the game version is: - Open the file using fopen() - Read the file into a buffer. Then convert the string to an INT. (or just use the string ) - If (version != current) {GetTheHellOutOfHere;} else {Continue;} ------ The main problem is that CnCNet can run in any verision of C&C95, even v1.04a. That would break its compatibility.
  19. Alright. Look at the attachment. main.old.c is trough Direct "Sav2bin" way. main.c is what i'm trying to do messing with the Windows's memory. The issue is that I don't know ANYTHING about those handle stuff, and Hifi seems dead. Another Thing: It seems to simple Ignore all empty cells. That mean that FF00, FFFF and all others from that kind of isn't stored in the savegame separatelly. The code is messy. Don't annoy me with it. Savegame.001 is a full FFFF ID map. Savegame.002 is the one that i'm trying to convert. Savegame.003 is the one that I was using for testing. It was from a full 0x5555 ID Map Tore: Add crappy .txt support attachment! bin_recoverer.zip
  20. We already spam Refineries. usually a player got 4 refineries, and each refinery can contain 1000$, so 4*1000 = 4000. People rarely have that amount of money. They are always building something. Also, about the AI seeing overlay as Target: Tiberium is a overlay too
  21. Invest it in a good x86 emulator that can run Windows. Then we can make C&C + cncnet run in it
  22. The problem of 3v3 is that the Neutral ones always wins. Stay quiet out of other players range and you will win. They all kill theyselves, so you just kill the lasting one. who will probably be out of resorces
  23. Forget it. It is at somehow the first 1500 cells are in a ordenated way, the others i dunno Well, I got Hifi's memory hack. I will aim it at dosbox running C&CDOS, and get the cells from there. mwahahah Well. I gave up about doing it directly from the savegame. THe game only seems to store the non-FF 00 bytes cells there. Now the only hope is to manage it to read the memory after the savegame is loaded, Like i have said before.
  24. Newsflash!: In DOS C&C, the .BIN first id starts in the savegame at 0x5E0 . The common difference is 9C. Add C to 5E0 and you will get the 2nd cell id. Do it while the 4096-rd times and you will get the .bin trough the savegame. (dos). Haha Solo, the missing .bin maps can now be recovered I will just adapt my application to do it, 'cause i do not want to do it all by one. I can make my computer do that xD forget it
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