Tiberium Dawn V1.05 update
#21 Guest_Guest_*
Posted 18 September 2007 - 05:39 PM
#23 Guest_komfr_*
Posted 18 September 2007 - 10:31 PM
Actually with right modifications it can be done, I tested it.Of course it is fake. I was just proving a point. I can't do stuff like that in C&C95.
The basic modification I tried has various disadvantages such as improperly cleared screen under main menu and videos. Remnants of game image remaining bellow sidebar after you enable it. Bad position of main menu and videos (top left corner) and incompatibility of save games with unmodified version. Some of those might be solvable by more advanced modification if someone has time for it.
Bellow is my testing modification for 1024x768
# Fix for power bar. The powerbar must still calculate with height of 400 because the menu sprite has fixed height.
0007FD08: 8B B9
0007FD09: 0D 90
0007FD0A: 08 01
0007FD0B: 1C 00
0007FD0C: 54 00
0007FD0D: 00 90
0007FF29: A1 B8
0007FF2A: 08 90
0007FF2B: 1C 01
0007FF2C: 54 00
# Hardcoded position of Sell button. Calculated as width - 103
0009556A: 19 99
0009556B: 02 03
# Hardcoded position of Repair button. Calculated as width - 156
000955B1: E4 64
000955B2: 01 03
# Hardcoded position of Map button. Calculated as width - 50
00095676: 4E CE
00095677: 02 03
# Hardcoded resolution values.
0009A1FE: 90 00
0009A1FF: 01 03
0009A210: 01 00
0009A211: 00 03
0009A21E: 80 00
0009A21F: 02 04
0009A22F: 90 00
0009A230: 01 03
0009A23E: 80 00
0009A23F: 02 04
0009A24A: 90 00
0009A24B: 01 03
0009A259: 80 00
0009A25A: 02 04
0009A267: 90 00
0009A268: 01 03
0009A276: 80 00
0009A277: 02 04
# Ignore height from options.
0009A87D: A3 90
0009A87E: 70 90
0009A87F: 55 90
0009A880: 50 90
0009A881: 00 90
# Hardcoded position of tab bar bellow money counter.
0009AF7E: 40 C0
0009AF7F: 01 02
# Hardcoded resolution values.
000ED36C: 80 00
000ED36D: 02 04
000ED370: 90 00
000ED371: 01 03
#24 Guest_komfr_*
Posted 19 September 2007 - 12:16 AM
#25
Posted 19 September 2007 - 06:44 PM
I am sure that this picture is facked.Actually with right modifications it can be done, I tested it.
in the reality (I have a 800x600 version already ) sidebar will at least at the right, not at the center of screen.
Main is done and I know way how to move video to the center.
Edited by VK, 19 September 2007 - 06:46 PM.
#26 Guest_Guest_*
Posted 20 September 2007 - 03:47 AM
#27
Posted 20 September 2007 - 06:15 AM
um, I ALREADY said it's a fake, made with an editor screenshot <_<
The sidebar length & small map errors are my main concern though. I know the X offset stuff is all fixable. I just wanted to give a worst-case scenario
Anyway, I find it kinda odd that the game would crash on very small maps.. all I've gotten so far is huge areas which don't get refreshed.
I'm certaily going to try out this hack though... looks very interesting
I am wondering how you got that data though... having a way of finding stuff like this in the exe would help me a lot.
(if any of you ever finds anything related to the weapons data in C&C95.exe, please give me a shout )
[edit]
OK, I tested the 1024 hack... works fine, and the first GDI mission doesn't crash as long as you don't move the mouse cursor down below the mission area
This problem is probably due to the fact that the lower border of the first map is really the end of the 64x64 map (all C&C1 missions are made on a 64x64 map. The acual map dimensions are simply restrictions of that area)... the first GDI mission is made on the lower left corner of the map.
Hmm... could you find the value that gives the dimensions of the lowest of the 2 sidebar SHP files? If it's extended to the bottom, a simple edit of the SHP file (filling the bottom) might fix the sidebar refresh error.
For those interested... some REAL screenies:
http://nyerguds.arsa...escc95_real.png
http://nyerguds.arsa...scc95_real2.png
(don't mind the modded Hand of Nod & rocket launcher - my C&C95 game is constantly filled with small mod tests )
Edited by Nyerguds, 14 May 2014 - 08:53 AM.
#28
Posted 20 September 2007 - 10:12 PM
Using a disassembler, lot of testing and lot of luck. I started by examining places which referenced string corresponding to option for switching between 640x400 and 640x480 resolutions. Then I looked for references to value 640. When I found that Sell/Repair/Map buttons have bad position I examined places which referenced string for corresponding shape. Similar for the powerbar which was too long.I am wondering how you got that data though... having a way of finding stuff like this in the exe would help me a lot.
Your assumption was correct. Following modification should fix that.OK, I tested the 1024 hack... works fine, and the first GDI mission doesn't crash as long as you don't move the mouse cursor down below the mission area
This problem is probably due to the fact that the lower border of the first map is really the end of the 64x64 map (all C&C1 missions are made on a 64x64 map. The acual map dimensions are simply restrictions of that area)... the first GDI mission is made on the lower left corner of the map.
000007A2: 8B A9
000007A3: C0 00
000007A4: 00 C0
000007A6: 00 C0
000007A7: 00 74
000007A8: 00 1B
000007A9: 00 33
000007AA: 00 C0
000007AB: 00 EB
000007AC: 00 17
000007C4: 00 83
000007C5: 00 C4
000007C6: 00 08
000007C7: 00 5F
000007C8: 00 5E
000007C9: 00 59
000007CA: 00 C3
0002472D: 83 E9
0002472E: C4 70
0002472F: 08 C0
00024730: 5F FD
00024731: 5E FF
I will look into that.Hmm... could you find the value that gives the dimensions of the lowest of the 2 sidebar SHP files? If it's extended to the bottom, a simple edit of the SHP file (filling the bottom) might fix the sidebar refresh error.
#30
Posted 21 September 2007 - 03:38 AM
(have to convert all addresses & values to decimal though... or program a hex value convertor in my command line byte editor X_x)
Edited by Nyerguds, 21 September 2007 - 03:42 AM.
#31
Posted 21 September 2007 - 07:44 AM
Following program can directly apply the format I am using http://portal.vakove...o...cid=3&lid=6I got a command line byte editor... I'll post a script to apply this to any exe file by running a batch script
(have to convert all addresses & values to decimal though... or program a hex value convertor in my command line byte editor X_x)
#32
Posted 21 September 2007 - 03:24 PM
btw, which disassembler do you use?
Edited by Nyerguds, 21 September 2007 - 04:24 PM.
#34
Posted 21 September 2007 - 04:30 PM
The problem with RA is that there are a huge amount of versions. If anyone would do this, I strongly suggest using the v3.03 exe file.
[edit]
Patch attached. Note that this doesn't modify your C&C95.exe - it makes a copy called "C&C1024.exe" and edits that.
(running copies of C&C95.exe with different names works perfectly, I've been doing it for ages)
[edit again]
Added a mixfile that fixes the first 2 GDI mission maps so you don't see open space around them
Attached Files
Edited by Nyerguds, 22 September 2007 - 09:59 PM.
#35
Posted 21 September 2007 - 08:50 PM
Is this due to the fact the Load Game window is also used ingame?
Edited by Nyerguds, 22 September 2007 - 09:54 PM.
#36
Posted 22 September 2007 - 11:06 PM
IDA Probtw, which disassembler do you use?
This depends on how the dialog was coded. Some contain hardcoded values, some calculate them from resolution. Sometimes it is inconsistent even within one logical element. For example most of the sidebar calculates its position from the resolution however the map/sell/repair buttons have position hardcoded.I noticed something odd... on the main menu, the Load Game window is centered in 1024x768, while all others (multiplayer, network game, New Missions) stay centered in the 640x400 corner.
Is this due to the fact the Load Game window is also used ingame?
The Windows version still contains some optional code for support of original 320x200 resolution so it is possible that at least for some time the source code was compilable into both variants. It was probably up to individual developer to decide, if the dialog will scale during runtime or if there will be some compile time defines for both variants.
#37
Posted 23 September 2007 - 08:25 AM
I think I'm going to give this disassembly thing a shot... it sounds really useful. And I've been hacking into C&C95.exe with a hex editor for ages anyway.
Edited by Nyerguds, 23 September 2007 - 08:26 AM.
#38
Posted 23 September 2007 - 11:26 AM
The game sets the desired screen resolution during its startup and does not touch it after that.Is there actually one main resolution value? Or can the main menu have a different resolution than the game?
#39
Posted 24 September 2007 - 06:36 AM
Do you mind if I distribute this hack? I will credit you
Edited by Nyerguds, 24 September 2007 - 06:37 AM.
#40
Posted 24 September 2007 - 09:02 AM
No problem, use it in any way you wish.Do you mind if I distribute this hack?
Because the bpatch is GPL you might need to include its source code to comply with it (the other possibilities are more complicated).
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