Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: The Understanding of "EUD"
The Understanding of "EUD"
Jan 2 2009, 4:54 pm
By: Heinermann
Pages: < 1 « 3 4 5 6 >
 

Feb 2 2009, 8:46 pm Ahli Post #81

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

p15 scarab or interceptor can increase the game speed
sometimes p14 works, too. but it is unstable (often crashing, in some maps it was stable as far as I can remember it).




Feb 2 2009, 9:49 pm O)FaRTy1billion[MM] Post #82

👻 👾 👽 💪

Quote from bugmenot
in calculator i typed in offset, press minus key (-), then typed death table address, then divide by 4 and equal button (=) is this correct, or should it be offset, minus key, death table, equal key, and then divide by 4?

much gratitude for the help
Equal before the divide by 4.
I should update EUDTrig with this...



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 2 2009, 11:18 pm bugmenot Post #83



Quote from O)FaRTy1billion[MM]
Quote from bugmenot
in calculator i typed in offset, press minus key (-), then typed death table address, then divide by 4 and equal button (=) is this correct, or should it be offset, minus key, death table, equal key, and then divide by 4?

much gratitude for the help
Equal before the divide by 4.
I should update EUDTrig with this...

That would be grand EUDTrig is fantastic

yes, i now added the correct way and now i have negative number with a remainder, how do you apply this? Do you just remove remainder and use the number you have left, do you round down, or do you round up?

the help provided here is not of the common help. :)



None.

Feb 2 2009, 11:43 pm O)FaRTy1billion[MM] Post #84

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Remainders are which byte you read.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 3 2009, 12:08 am bugmenot Post #85



so -3814164.75 means it will read the 75th byte at the address? Is there a way to modify what byte is read because I want to just look at the first few bytes of offset, not the 75th one. that is far away.



None.

Feb 3 2009, 12:14 am O)FaRTy1billion[MM] Post #86

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The remainder is 3... .75 = 3/4



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 3 2009, 12:21 am bugmenot Post #87



oh ^^

interesting material. How would it be possible to read different byte, like the 1st?

i dont get the crash now, but byte detecting is not working.

Trigger
Condition:
Deaths(P-3814164, Exactly, 109, 0);
Action:
KillUnit(marine, P1);

and marine is not being killed when I know byte value = 109 decimal so that means detecting must not be working

Post has been edited 1 time(s), last time on Feb 3 2009, 12:45 am by bugmenot.



None.

Feb 3 2009, 1:33 am rockz Post #88

ᴄʜᴇᴇsᴇ ɪᴛ!

109, on byte 3, so you need to multiply by 65536 = 7143424.
Byte 1 would have normal values (0-255)
Byte 2 would have multiples of 256 (256=1, 512=2, 51200=200)
Byte 3 would have multiples of 256^2 (65536=1, etc...)
Byte 4 would have multiples of 256^3 (16777216=1, etc...). If you try to read here, you'll more than likely need to use negative numbers.
Byte 5 would be a new player number



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 3 2009, 2:31 am bugmenot Post #89



many thanks but still detect does not work. I took note as well that when i change the starforge conditions to Number Player and then put in the numbers and save. then change it back to Player Player, and when I open the map the player number is subtracted by 1. So if i want to detect like 555555 i would put that in and save, change the conditions file, open and the player would now be 555554. which as you know will make it try to detect the wrong address.

I am wishing that EUDTrig is updated to do this stuff because applying it myself is kind of hard, time taking, and worst of all not working. :(

full trigger (with starforge condition file being modified to Deaths(Number Player, Comparison Comparison, Number Number, Number Unit) )

Condition:
Deaths(-392661, Exactly, 7143424, 0);
Action:
KillUnit(Ghost, P1);

full trigger (after starforge condition file being put back to Condition Deaths(Player Player, Comparison Comparison, Number Number, Number Unit) )

Condition:
Deaths(P-392660, Exactly, 7143424, 0);
Action:
KillUnit(Ghost, P1);

detect does not work even if i dont change starforge file. this makes me think starcraft is subtracting by 1 like starforge which makes address different.

Post has been edited 1 time(s), last time on Feb 3 2009, 2:38 am by bugmenot.



None.

Feb 3 2009, 2:42 am O)FaRTy1billion[MM] Post #90

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Actually, it is 0-based.
Byte 0 is x*1
Byte 1 is x*256
Byte 2 is x*65536
Byte 3 is x*16777216 (Negative numbers only if your value is 128 or higher)
4+ means your math was done wrong... Subtract 4 and add 1 to player.

3rd byte is easiest to read if there is other values in that Death.
do:
Player X has suffered at least Y*16777216 Deaths of 0
Player X has suffered at most (Y+1)*16777216-1 Deaths of 0



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 3 2009, 3:19 am bugmenot Post #91



starforge still changes my player number however.

so i did 109*16777216 which = 1828716544
and 109+1*16777216-1 which = 16777324

trigger
Condition:
Deaths(P-392660, AtLeast, 1828716544, 0); (remember though I want to check 392661 but it changes to 392660)
Deaths(P-392660, AtMost, 16777324, 0);
Action:
KillUnit(Ghost,P1);

it still doesn't work :(



None.

Feb 3 2009, 3:25 am O)FaRTy1billion[MM] Post #92

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Players should be 0-based.
(109+1)*16777216-1 != 109+1*16777216-1. You should get 1845493759.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 3 2009, 3:42 am bugmenot Post #93



but isnt the fact that it changes the player number mean its reading the wrong address then?

you have seen how i fail at using the calculator i was not pressing enter and then multiplying again.

trigger
condition:
Deaths(P-392660, AtLeast, 1828716544, 0);
Deaths(P-392660, AtMost, 1845493759, 0);
action:
killunit(marine, p1);

but it still doesn't work, im sure it's because of the changing of the player number.



None.

Feb 3 2009, 4:02 am O)FaRTy1billion[MM] Post #94

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Where is that P coming from?



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 3 2009, 4:05 am bugmenot Post #95



I change the starforge condition file back to Player, Player which then puts the P there.



None.

Feb 3 2009, 4:15 am O)FaRTy1billion[MM] Post #96

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Keep it Number Player.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 3 2009, 4:43 am bugmenot Post #97



Still did not work :><:



None.

Feb 10 2009, 5:01 am bugmenot Post #98



Since EUDTrig has been updated I have something of a different question.

Putting in 0x423930 for address gets me the player -367245 which can read from byte 0 to byte 4 those bytes at that address are E9 AB 2B EF

I tried changing it to just read just byte 1 and it doesn't change player #. So E9 = 233 decimal so I tried Deaths(-367245, Exactly, 233, 0); as condition and to kill marine in game as action, but it does not work in game. I tried adding all the bytes together to get a combined value but that did not work either.



None.

Feb 12 2009, 12:28 am O)FaRTy1billion[MM] Post #99

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Byte 0 to 3*
You have to read all 4 at the same time; you cannot read one individually.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 8 2009, 1:52 am SkiPz Post #100



I'm kind of having the same problem.

Trying to read offset 0x41E230, it's a 4 byte offset and EUDTrig gives me -372813 for the player number. I've been reading all the posts but I don't really get how to read all 4 bytes (byte 0 to byte 3) especially since the value of byte 3 is over 128 which thus means I'm supposed to use negative numbers? The bytes are E8 7B 74 EF (Since SC reads bytes backwards does that mean it's really read as EF 74 7B E8?) I tried doing the same type of formula as posted above (239-1*16777216+1) since EF = 239 decimal and all that except I reversed the +'s and -'s but that doesn't seem to work. Can anyone explain how I would do this?



None.

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