MORE UNKNOWNS LAWL
Units.dat (Advanced tab) Unknown(u16): Unit requirements index. (This is updated and used internally)
Orders.dat Unknown(u16): Order requirements index. (This is updated and used internally)
Upgrades.dat Unknown(u16): Upgrade requirements index. (This is updated and used internally)
Techdata.dat Unknown1(u16): Research requirements index. (This is updated and used internally)
Techdata.dat Unknown2(u16): Ability requirements index. (This is updated and used internally)
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Unknowns
- poiuy_qwert
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So, inspired by this post: http://www.codeofhonor.com/blog/tough-t ... -starcraft
I decided I'd consider using SDL for BWAPI. But first I need to reverse engineer the existing drawing routines so that they can be entirely rewritten. I then got carried away and decided to create more correct existing structures, use more correct names, and figure out anything that was possibly missed.
So I re-downloaded Broodwar Beta and currently iterating all of the strings, recording every available debug hint I can find, including defining every structure I come across, and any enums that were encountered.
Anyway, here's some stuff.
SFXDATA
Unknonwn 2: The OFFICIAL name is "gbSoundFlagsTbl".
SFX_LOADING is 0x08 (official name), I am not sure what it does
I found a whole bunch of stuff, most not related to the pyMS toolchain, I did find that the iscript opcode "wait" is called "OPC_SLEEP" in code.
ISCRIPT OPCODES
Note: The person who wrote the blog post DID mention (in the comments) that some of the opcode names are incorrect.
0x05 - [s]wait[/s] --> sleep (this is official! Not only is there OPC_SLEEP, but there is "sleep" in more than one debug string)
0x27 - castspell --> firespell or fire_spell (reasoning: debug string has "FireSpell (tell mike)"...)
0x2A - gotorepeatattk --> endattack or end_attack (reasoning: debug string "hey! don't END_ATTACK while still uninterruptable!"...)
0x16 - end --> kill (reasoning: debug string "Tried killing %s while still outlined!", when the image drawing function is 13)
IMAGES.DAT
Drawing function ID
RLE_SHADOW = 10 (official)
RLE_HPFLOATDRAW = 11 (official)
RLE_OUTLINE = 13 (unofficial)
RLE_PLAYER_SIDE = 14 (official)
I decided I'd consider using SDL for BWAPI. But first I need to reverse engineer the existing drawing routines so that they can be entirely rewritten. I then got carried away and decided to create more correct existing structures, use more correct names, and figure out anything that was possibly missed.
So I re-downloaded Broodwar Beta and currently iterating all of the strings, recording every available debug hint I can find, including defining every structure I come across, and any enums that were encountered.
Anyway, here's some stuff.
SFXDATA
Unknonwn 2: The OFFICIAL name is "gbSoundFlagsTbl".
SFX_LOADING is 0x08 (official name), I am not sure what it does
I found a whole bunch of stuff, most not related to the pyMS toolchain, I did find that the iscript opcode "wait" is called "OPC_SLEEP" in code.
ISCRIPT OPCODES
Note: The person who wrote the blog post DID mention (in the comments) that some of the opcode names are incorrect.
0x05 - [s]wait[/s] --> sleep (this is official! Not only is there OPC_SLEEP, but there is "sleep" in more than one debug string)
0x27 - castspell --> firespell or fire_spell (reasoning: debug string has "FireSpell (tell mike)"...)
0x2A - gotorepeatattk --> endattack or end_attack (reasoning: debug string "hey! don't END_ATTACK while still uninterruptable!"...)
0x16 - end --> kill (reasoning: debug string "Tried killing %s while still outlined!", when the image drawing function is 13)
IMAGES.DAT
Drawing function ID
RLE_SHADOW = 10 (official)
RLE_HPFLOATDRAW = 11 (official)
RLE_OUTLINE = 13 (unofficial)
RLE_PLAYER_SIDE = 14 (official)
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