Search found 37 matches

by DiscipleOfAdun
Wed Oct 22, 2008 9:07 pm
Forum: StarCraft Modding
Topic: Sprite limit expander?
Replies: 9
Views: 2383

Yeah, that's basically it, it just makes bigger memory blocks and then redirects SC to use those and makes sure any code that is based on the number of entries in each block is fixed. I think that it's broken because some of the redirecting isn't getting all the code it should...finding it could pos...
by DiscipleOfAdun
Thu Aug 21, 2008 6:46 pm
Forum: StarCraft Modding
Topic: Unit Node Table help
Replies: 18
Views: 2147

You're missing a char between flags and spriteStructNum. My struct left out the +0xf. Right now about it looks like - +0xE - BYTE bFlags_E 0x01 - Has selection circle 0x08 - Has selection Stats 0x20 - ? +0x10 - WORD SpriteStructNum When it should be +0xE - BYTE bFlags_E 0x01 - Has selection circle 0...
by DiscipleOfAdun
Thu Aug 21, 2008 6:15 pm
Forum: StarCraft Modding
Topic: Unit Node Table help
Replies: 18
Views: 2147

Umm...that sounds like an off by 1 error in your code, or it could be the system you're working on...I don't know. I'm a little worried because I know the offsets are correct, but if it's working for you, that's good enough for me. I'd just make sure it works on more than just your computer. And tho...
by DiscipleOfAdun
Wed Aug 20, 2008 6:09 pm
Forum: StarCraft Modding
Topic: Unit Node Table help
Replies: 18
Views: 2147

Left shifted probably. :) Here's the struct for the image. Now you can see why iscript can't really go about 65535. CIMAGE +0x00 ? DWORD prev entry(mem)/higher animation level +0x04 ? DWORD next entry(mem)/lower animation level 0x08 ? WORD Image entry(ID) 0x0a ? Palette Type 0x0b - Direction 0x0c - ...
by DiscipleOfAdun
Wed Aug 20, 2008 10:01 am
Forum: StarCraft Modding
Topic: Unit Node Table help
Replies: 18
Views: 2147

Heh, well, I'm actually pretty sure +0x14 is correct, since that's how the code reads/writes to it. What it may not be is a coordinate you're used to. In regards to the fact it's leaving behind something, I didn't want to say much, but I expected that. I bet there's something in the image node that ...
by DiscipleOfAdun
Tue Aug 19, 2008 9:36 pm
Forum: StarCraft Modding
Topic: Unit Node Table help
Replies: 18
Views: 2147

Try the sprite's x and y. CSPRITE STRUCT +0x0 - DWORD prev entry +0x4 - DWORD next entry +0x8 - WORD wSpriteID +0xA - BYTE bTeamColor +0xB - BYTE Unknown +0xC - BYTE Unknown +0xD - BYTE bAnimationLevel +0xE - BYTE bFlags_E 0x01 - Has selection circle 0x08 - Has selection Stats 0x20 - ? +0x10 - WORD ...
by DiscipleOfAdun
Mon Aug 04, 2008 8:07 pm
Forum: StarCraft Modding
Topic: AI Fusion Revival
Replies: 60
Views: 10732

Well, the part that I can't figure out is the spanning a single iscript entry across multiple files. Other than that, I actually had an idea on how to tell what file you needed.
by DiscipleOfAdun
Mon Aug 04, 2008 5:50 pm
Forum: StarCraft Modding
Topic: AI Fusion Revival
Replies: 60
Views: 10732

SC uses 2 bytes to keep track of the current position relative to the beginning of the iscript file. These bytes are kept inside the CImage/ImageNode struct. That's why it can't get any bigger than 65535 bytes total size. The biggest problem with multiple iscript files is determining what file you c...
by DiscipleOfAdun
Sun May 18, 2008 7:15 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: Ai as c++(or other) program controlling units
Replies: 103
Views: 22430

I wouldn't mind that at all. You'd have to bear with me if I mess up based on your coding standards. Most of them were ones I was taught, but a couple I were actually taught not to do. So, it might take a bit for me to get used to them. I'll try though. My email should be in my profile(I use it for ...
by DiscipleOfAdun
Sun May 18, 2008 5:33 am
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: Ai as c++(or other) program controlling units
Replies: 103
Views: 22430

That's not the biggest concerns that I have. These are what I am worried about 1. Loading. Your current method is nice, but no mods take it. I'd suggest designing your interface for initialization and such to be as modular as possible. The dll interfaces that are expected from MPQDraft and FireGraf...

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