FireGraft 1.16.1 (primarily exe edit discussion)

Help - Resources - AI Scripting - Grafting - Plugins - Modding Projects
DiscipleOfAdun
Posts: 37
Joined: Sat May 05, 2007 9:39 pm

Postby DiscipleOfAdun » Sat Jun 13, 2009 7:07 am

Entry can contain any number of comma delimited stuff. All except the last 2 are for the tree view folders...then the main and then sub entry.

VarType has more than just those 2 values. It goes up to 5.

IsSigned only is valid for Const
IsLong is only valid for Jump.
VarType only is valid for Const.

The version of FG I have been working on is not compatible with the version you guys have, that's what I mean by manually updating older patches. Please be careful when doing new or updating exe edits. Some never worked 100%, some had bad offsets and whatnot...it's dangerous stuff.

Making them work in old mods...i don't know what the answer on that is. It's been way long since I've thought how that version saves data and whatnot.
Jonstone
Posts: 15
Joined: Wed Jun 24, 2009 6:45 am

Postby Jonstone » Fri Jun 26, 2009 4:21 pm

My mod is 1.15.1. I don't suppose I can use this rally point exe edit in my mod? If so, what exactly do I add to my firegraft folder?
Mauron
Posts: 4
Joined: Fri Jun 12, 2009 1:38 am

Postby Mauron » Sat Jun 27, 2009 12:20 am

Here's the code you'll need for 1.15.1:

Code: Select all

267Entry=Units,Properties,Rally Point, Allow All Buildings to Rally
267Change=0xb801000000
267Offset=0x67359
267Size=5
267Type=Code


Open data.mpq, then open 115b.fgd in Notepad. Paste the above in and save. You'll need to make a new Firegraft file for this to work.
Heinermann
Posts: 362
Joined: Thu Apr 26, 2007 12:42 am

Postby Heinermann » Sat Jun 27, 2009 4:24 pm

Unit Cloaking SFX and error msg:

Code: Select all

.text:00423637             add    edi, 864     ; Not enough energy.<0>
.text:0042363D             add    esi, 156     ; AdErr06
.text:00423643             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:00423643                           ; esi = SFX ID


Unit Morph SFX and Error :

Code: Select all

.text:004237F0             mov    edi, 850     ; Not enough minerals...mine more minerals.<0>
.text:004237F5             add    esi, 147     ; AdErr00
.text:004237FB             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:004237FB                           ; esi = SFX ID


Code: Select all

.text:0042381F             mov    edi, 851     ; Not enough Vespene gases....harvest more gas.<0>
.text:00423824             add    esi, 150     ; AdErr01
.text:0042382A             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:0042382A                           ; esi = SFX ID

Building Morph SFX and Error:

Code: Select all

.text:004238C0             mov    edi, 850     ; Not enough minerals...mine more minerals.<0>
.text:004238C5             add    esi, 147     ; AdErr00
.text:004238CB             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:004238CB                           ; esi = SFX ID


Code: Select all

.text:004238EF             mov    edi, 851     ; Not enough Vespene gases....harvest more gas.<0>
.text:004238F4             add    esi, 150     ; AdErr01
.text:004238FA             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:004238FA                           ; esi = SFX ID


Build (Zerg) SFX and Error [init]:

Code: Select all

.text:00423CB0             mov    edi, 850     ; Not enough minerals...mine more minerals.<0>
.text:00423CB5             add    esi, 147     ; AdErr00
.text:00423CBB             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:00423CBB                           ; esi = SFX ID


Code: Select all

.text:00423CDF             mov    edi, 851     ; Not enough Vespene gases....harvest more gas.<0>
.text:00423CE4             add    esi, 150     ; AdErr01
.text:00423CEA             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:00423CEA                           ; esi = SFX ID


Place Addon SFX and Err:

Code: Select all

.text:00423D70             mov    edi, 850     ; Not enough minerals...mine more minerals.<0>
.text:00423D75             add    esi, 147     ; AdErr00
.text:00423D7B             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:00423D7B                           ; esi = SFX ID


Code: Select all

.text:00423D9F             mov    edi, 851     ; Not enough Vespene gases....harvest more gas.<0>
.text:00423DA4             add    esi, 150     ; AdErr01
.text:00423DAA             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:00423DAA                           ; esi = SFX ID


Code: Select all

.text:004E6A31             mov    edi, 850     ; Not enough minerals...mine more minerals.<0>
.text:004E6A36             add    esi, 147     ; AdErr00
.text:004E6A3C             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:004E6A3C                           ; esi = SFX ID


Code: Select all

.text:004E6A6C             mov    edi, 851     ; Not enough Vespene gases....harvest more gas.<0>
.text:004E6A71             add    esi, 150     ; AdErr01
.text:004E6A77             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:004E6A77                           ; esi = SFX ID


Build (Protoss) SFX and Err [init]

Code: Select all

.text:00423E30             mov    edi, 850     ; Not enough minerals...mine more minerals.<0>
.text:00423E35             add    esi, 147     ; AdErr00
.text:00423E3B             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:00423E3B                           ; esi = SFX ID


Code: Select all

.text:00423E5F             mov    edi, 851     ; Not enough Vespene gases....harvest more gas.<0>
.text:00423E64             add    esi, 150     ; AdErr01
.text:00423E6A             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:00423E6A                           ; esi = SFX ID


Build (Terran) SFX and Err [init]

Code: Select all

.text:00423F10             mov    edi, 850     ; Not enough minerals...mine more minerals.<0>
.text:00423F15             add    esi, 147     ; AdErr00
.text:00423F1B             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:00423F1B                           ; esi = SFX ID


Code: Select all

.text:00423F3F             mov    edi, 851     ; Not enough Vespene gases....harvest more gas.<0>
.text:00423F44             add    esi, 150     ; AdErr01
.text:00423F4A             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:00423F4A                           ; esi = SFX ID


Write a program or script that can submit addresses to a database for sorting and I'll have all sorts of random stuff for you.
Heinermann
Posts: 362
Joined: Thu Apr 26, 2007 12:42 am

Postby Heinermann » Sat Jun 27, 2009 4:35 pm

Lurker Morph Supply Limit Error:

Code: Select all

.text:0042D061             lea    edi, [eax+847] ; Underling limit exceeded.<0>
.text:0042D067             lea    esi, [eax+1]   ; Zerg Drone ZDErr00
.text:0042D06A             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:0042D06A                              ; esi = SFX ID


Code: Select all

.text:0042D08D             lea    edi, [eax+844] ; Too many underlings...create more Overlords.<0>
.text:0042D093             lea    esi, [eax+153] ; AdErr02
.text:0042D099             call   Query_StatTXT_TBL_ErrorMsg; edi = String ID
.text:0042D099                              ; esi = SFX ID
Jonstone
Posts: 15
Joined: Wed Jun 24, 2009 6:45 am

Postby Jonstone » Tue Jun 30, 2009 1:49 am

Mauron wrote:Open data.mpq, then open 115b.fgd in Notepad. Paste the above in and save. You'll need to make a new Firegraft file for this to work.
Thanks I got this to work but I had to start a new mod. :( Is there no other way to add this to my mod without redoing everything?
Mauron
Posts: 4
Joined: Fri Jun 12, 2009 1:38 am

Postby Mauron » Tue Jun 30, 2009 6:38 pm

I did an Assembly Search for code that compared a register to the Pylon's value (156, or 9C in hex). (cmp *9c) It returned a fair number of results, and I tried changing them from 9c to 9a (Nexus). Eventually I found the display and remove code for the Pylon aura.

Google has told me that the Pylon aura x/y radius is what controls the placement of Protoss buildings, so in theory, the last thing I need to do should be shift the aura to another building and it will work.

Return to “StarCraft Modding”

Who is online

Users browsing this forum: No registered users and 1 guest