peterthepigeon Posted August 4, 2013 Share Posted August 4, 2013 Blossom Tree animation: 004B3E70 8066 22 EF AND BYTE PTR DS:[ESI+22],0EF 004B3E74 C647 02 00 MOV BYTE PTR DS:[EDI+2],0 004B3E78 8A47 02 MOV AL,BYTE PTR DS:[EDI+2] 004B3E7B 8847 03 MOV BYTE PTR DS:[EDI+3],AL This resets the cycle. 004B3ED1 8847 02 MOV BYTE PTR DS:[EDI+2],AL 004B3ED4 8847 03 MOV BYTE PTR DS:[EDI+3],AL This starts the animation cycle. 004B3E6E 74 67 JE SHORT C&C95.004B3ED7 Byte patching this to an unconditional jump or like behavior causes the Blossom Tree to continue animating without stopping. 004AC820 . 68 60AD5000 PUSH C&C95.0050AD60 004AC825 . 68 0AAD5000 PUSH C&C95.0050AD0A 004AC82A . 6A 01 PUSH 1 004AC82C . 68 58020000 PUSH 258 004AC831 . 68 7B020000 PUSH 27B 004AC836 . 68 CC844F00 PUSH C&C95.004F84CC ; ASCII "SPLIT2" 004AC83B 6A 01 PUSH 1 ; m_bIsInvulnerable 004AC83D . 6A 01 PUSH 1 004AC83F . 6A 00 PUSH 0 004AC841 . 6A 00 PUSH 0 004AC843 . 6A 00 PUSH 0 004AC845 . 6A 00 PUSH 0 004AC847 . 6A 01 PUSH 1 004AC849 . 6A 00 PUSH 0 004AC84B . B9 C000D501 MOV ECX,1D500C0 004AC850 . BB 1C000000 MOV EBX,1C 004AC855 . 6A 01 PUSH 1 004AC857 . BA 12000000 MOV EDX,12 004AC85C . B8 48185600 MOV EAX,C&C95.00561848 ; ASCII "SPLIT2" 004AC861 . E8 6E030000 CALL C&C95.004ACBD4 004AC866 . 68 60AD5000 PUSH C&C95.0050AD60 004AC86B . 68 0AAD5000 PUSH C&C95.0050AD0A 004AC870 . 6A 01 PUSH 1 004AC872 . 68 58020000 PUSH 258 004AC877 . 68 7B020000 PUSH 27B 004AC87C . 68 D3844F00 PUSH C&C95.004F84D3 ; ASCII "SPLIT3" 004AC881 6A 01 PUSH 1 ; m_bIsInvulnerable 004AC883 . 6A 01 PUSH 1 004AC885 . 6A 00 PUSH 0 004AC887 . 6A 00 PUSH 0 004AC889 . 6A 00 PUSH 0 004AC88B . 6A 00 PUSH 0 004AC88D . 6A 01 PUSH 1 004AC88F . 6A 00 PUSH 0 004AC891 . B9 C000D501 MOV ECX,1D500C0 004AC896 . BB 1D000000 MOV EBX,1D 004AC89B . 6A 01 PUSH 1 004AC89D . BA 13000000 MOV EDX,13 004AC8A2 . B8 7C185600 MOV EAX,C&C95.0056187C ; ASCII "SPLIT3" 004AC8A7 . E8 28030000 CALL C&C95.004ACBD4 Called at startup of game, for Blossom Tree stuff. Link to comment Share on other sites More sharing options...
Nyerguds Posted August 4, 2013 Share Posted August 4, 2013 Great work That last bit is just the Terrain type initialization, by the way... it's the same data found in my terrain.ini Link to comment Share on other sites More sharing options...
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