Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Writing to SC's memory with extended units!
Writing to SC's memory with extended units!
Aug 7 2012, 3:17 am
By: Biophysicist
Pages: < 1 « 2 3 4 5 610 >
 

Aug 12 2012, 2:07 am DKLChild Post #61



You can do the same thing if you are cloning barrels and picking them up with a Drone/Scv/Probe then kill it sometimes it overwhelms the memory of Starcraft and crashes but it also makes random things that can be repicked up to change the attack animation of a unit etc scv into Firebat Flamethrower or it would actually move a building from somewhere on the map to the location the scv with the cloned barrel was killed..



None.

Aug 12 2012, 2:11 am Biophysicist Post #62



I think this is the Hallucination glitch mentioned earlier.



None.

Aug 12 2012, 4:27 am Kaias Post #63



@chia-tyrant
I ran the numbers based on the formulas you provided, and I see what you're saying about P9-P12. Is there any reason that players 1-8 can't be given extended units or have you just not found any that could?



None.

Aug 12 2012, 7:29 am ClansAreForGays Post #64



Had a nerdgasm reading this thread. Someone please make a News post for the portal about this.

Only 5 things in this world have been able to inspire true joy in my heart. EUD's were one of them. Now Neo EUD's have given me that feeling again. Thank you Bio and jjf28, you are my heroes.

Can I give either of you $10?




Aug 12 2012, 4:02 pm Chia-Tyrant Post #65



Quote from kaias
@chia-tyrant
I ran the numbers based on the formulas you provided, and I see what you're saying about P9-P12. Is there any reason that players 1-8 can't be given extended units or have you just not found any that could?
You can give an extended unit to players 1-12. However, I don't think that you can pre-place an extended unit for players 1-8. I thought otherwise because I must have been writing to a certain address that made the game crash when I tried giving the unit to player 1-8.

I found a way to dynamically modify the unit ID of index 1628. I only found this one so far but I still have a lot of unit IDs to check, so it's very probable that we can modify many more indexes that way.

In the map I attached, you can increase your marine's ID by one by moving it to the right and decrease it by one by moving it to the left. There's no limit to the amount of changes that can be done. Be careful not to transform your marine into a goliath turret. Obviously, that will make the game crash.

I also attached a list of all the possible unit IDs that can be given to players 1-12 and that would modify the ID of the corresponding index (i.e. the only IDs for which dynamic modifications are possible). Unit ID 2547 is the only one that worked for me so far.

Edit: Sorry bio, I meant to write 1628, not 1636.

Attachments:
Dynamic Unit ID.scm
Hits: 34 Size: 45.19kb
All possible unit IDs.csv
Hits: 14 Size: 42.17kb

Post has been edited 4 time(s), last time on Aug 12 2012, 5:13 pm by chia-tyrant.



None.

Aug 12 2012, 4:39 pm Biophysicist Post #66



Now, that is... Awesome. I mean seriously. You just, like...

Well, there's this map idea I had using these and you just made it possible, basically. For Oh_Man's contest. And it will be glorious.

Sent you some minerals as thanks. :D

EDIT: Heads-up: Your map works, but the Marine isn't actually at index 1636. It's at 1628. You have eight Start Locations below it, and those fail to exist in the unit table in SC, but SCMDraft still counts them as taking up an index.

EDIT2: Thought. Place one of chia-tyrant's units, then change it's unit ID with a normal neoEUD and kill it via trigger. It should add to one address and subtract from a different address.

Post has been edited 2 time(s), last time on Aug 12 2012, 6:26 pm by Biophysicist.



None.

Aug 12 2012, 9:21 pm iCCup.xboi209 Post #67



Been showing off these maps off to friends, they acted like I was god



None.

Aug 13 2012, 1:20 am Kaias Post #68



Once we find a givable/noncrashing extended unit that can alter the location tables, we can make grid systems that require almost no resources with pixel accuracy.

Edit:
And one is found. Here's an example map that shift's location 147's X value. A Khalis Crystal is moved to the location every loop to indicate where the location is. This is absolutely revolutionary for grid systems.

Edit 2:
Attachment removed, see below one.

Post has been edited 3 time(s), last time on Aug 13 2012, 1:52 am by Kaias.



None.

Aug 13 2012, 1:51 am Kaias Post #69



Here's a much better version, where you can control both X and Y.

Attachments:
Location Shift v2.scx
Hits: 35 Size: 41.03kb



None.

Aug 13 2012, 2:53 am jjf28 Post #70

Cartography Artisan

Completed equations for the rest of the values mentioned earlier:

All Unit Counts Table:
48*UnitID + 4*Player + 5776160 (Placed Unit) <-- Chai's method

Completed Unit Counts Table:
48*UnitID + 4*Player + 5787104 (Placed Unit)

Killed Unit Counts Table:
48*UnitID + 4*KillingPlayer + 5798052 (Adds After Kill)

Death Counts Table:
48*UnitID + 4*Player + 5808992 (Adds After Death) <-- What we've mostly been using




There may well be more like these to find!

Edit:
Just my 2-cents on the naming: They should now be called EUP's (Extended Unit Placement) or EUPA's (Extended Unit Placement Actions/Adjustments) as suggested by other SENners; neo-EUD covered this fairly well when it was only deaths, but this is no longer just unit deaths. neo-EUD actions would cover this slightly better, but no one uses 'actions' when they refer to these, nor would a 5-character acronym be desirable.

Post has been edited 2 time(s), last time on Aug 13 2012, 2:04 pm by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Aug 13 2012, 9:25 pm Biophysicist Post #71



Swapping a Goliath or Tank does not crash, and the hybrid retains its turret attack. A Tank/Carrier attacks with both Interceptors and its turret. I've attached an example map. (Try attacking the Academy after the hybrid destroys the Zerg units.) The hybrid will also receive the standard attacks of the new ID, and will attempt to use them, but this will crash the game. (Goliaths and Tanks technically don't have attack animations; their turrets do.)

EDIT: A Goliath swapped to a Reaver or Carrier (or, for that matter, any attacking Protoss unit) upon being selected. This is because it would need five icons: Armor, Shields, Interceptors, Hellfire Missiles, and Twin Autocannons. A Siege Tank swapped to a Scout will also crash upon selection.

EDIT2: Also attached a Goliath/Vessel that can attack as a Vessel and cast Defensive Matrix.

Attachments:
Golmat.scx
Hits: 23 Size: 107.41kb
Tankarrier.scx
Hits: 25 Size: 107.38kb

Post has been edited 3 time(s), last time on Aug 13 2012, 10:09 pm by Biophysicist.



None.

Aug 14 2012, 9:55 pm jjf28 Post #72

Cartography Artisan

Here's a list of indexes you can edit and the unitID's/Player#'s to edit their unit type/button sets with.

Code
Index     Placed UnitID     Player # to change Unit Type     Player # to change Button Set
1367         3900                     223                             235
1368         3900                     139                             151
1369         3888                     199                             211
1370         3888                     115                             127
1371         3876                     175                             187
1372         3876                      91                             103
1373         3858                     223                             235
1374         3858                     139                             151
1375         3851                     139                             151


If you know enough about Excel, you can find the corresponding information for any non-crashing, kill-able unit you find with the attached spreadsheet.

Attachments:
indexes.xls
Hits: 15 Size: 70kb

Post has been edited 1 time(s), last time on Aug 14 2012, 10:02 pm by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Aug 14 2012, 10:08 pm Biophysicist Post #73



(By killing them, that is.)



None.

Aug 15 2012, 11:22 pm Sand Wraith Post #74

she/her

It's possible to do all of this using plugins via GPTP and MPQDraft or FireGraft in a more reliable and easier fashion. It would be easier to experiment with the effects of changing unit IDs in said environments since they are controlled and consistent.




Aug 19 2012, 4:41 am iCCup.xboi209 Post #75



Anyone wanna make a 'Can you stop 1 unit?' map with these?



None.

Aug 21 2012, 4:19 pm Mouse Post #76



Would it be possible to make a hydralisk have plague as it's attack?

EDIT: ^ Using this method. Also would it be possible for a ghost's attack to become an EMP Shockwave?

EDIT 2: Would it also be possible to overlap an SCV on a probe so that it can build protoss units? O: Like it would say it was a Protoss Probe, but it would show an scv. And also would a normal scv just look like an scv after that and have it's own stats?

Post has been edited 2 time(s), last time on Aug 21 2012, 4:52 pm by Mouse.



None.

Aug 24 2012, 3:53 am Azrael Post #77



Quote from Mouse
Would it be possible to make a hydralisk have plague as it's attack?

EDIT: ^ Using this method. Also would it be possible for a ghost's attack to become an EMP Shockwave?

No for both, unfortunately. No for the first one, but see the next post regarding the second one.

You can't make units use abilities that they don't have the animation for.

The exceptions (abilities which do not require an animation) are:

  • StimPack
  • Spider Mines
  • Cloaking
  • Recall
  • Scanner Sweep
  • Defensive Matrix
  • Hallucination
  • Mind Control
  • Feedback
  • Maelstrom

Quote from Mouse
Would it also be possible to overlap an SCV on a probe so that it can build protoss units? O: Like it would say it was a Protoss Probe, but it would show an scv.

This you can certainly do.

Quote from Mouse
And also would a normal scv just look like an scv after that and have it's own stats?

Yes.

Post has been edited 3 time(s), last time on Aug 25 2012, 12:59 am by Azrael.




Aug 24 2012, 10:28 am Chia-Tyrant Post #78



Quote from Azrael
Quote from Mouse
Would it be possible to make a hydralisk have plague as it's attack?

EDIT: ^ Using this method. Also would it be possible for a ghost's attack to become an EMP Shockwave?
No for both, unfortunately. You can't make units use abilities that they don't have the animation for.
Actually, the units that have targetable spells (like the ghost) can cast any spell (like EMP shockwave).

You wouldn't be able to make the ghost's default attack become EMP shockwave though, if that's what you were asking.

Attachments:
Ghost into science vessel.scx
Hits: 20 Size: 45.77kb



None.

Aug 24 2012, 11:45 am Azrael Post #79



Quote from Chia-Tyrant
Actually, the units that have targetable spells (like the ghost) can cast any spell (like EMP shockwave).

That is fantastic :kame: I must have coincidentally only ever switched units where at least one didn't have targeted spells. Well, I also changed an Infested Kerrigan into an HT, and casting Psi Storm didn't crash, but I had assumed it was because she could already cast that specific spell ^^




Aug 25 2012, 12:26 am Sand Wraith Post #80

she/her

Orders have pointers to animation labels defined in iscript.bin.

All spells use either CastSpell label or no label at all (some might be hardcoded not to have an animation. I may investigate the ones that Az has listed if I feel like it).

I know for certain that Mind Control has no animation. Not sure about Feedback and Maelstrom.

You guys might want to test out a unit chnaged into a High Templar and try to have them merge into an Archon. I'm leaning towards success since I have done something similar, although I don't recall the details so it still may fail.

Try for DTs and DAs also.




Options
Pages: < 1 « 2 3 4 5 610 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[01:39 am]
Ultraviolet -- no u elky skeleton guy, I'll use em better
[10:50 pm]
Vrael -- Ultraviolet
Ultraviolet shouted: How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
hey cut it out I'm getting all the minerals
[10:11 pm]
Ultraviolet -- :P
[10:11 pm]
Ultraviolet -- How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
[2024-4-17. : 11:50 pm]
O)FaRTy1billion[MM] -- nice, now i have more than enough
[2024-4-17. : 11:49 pm]
O)FaRTy1billion[MM] -- if i don't gamble them away first
[2024-4-17. : 11:49 pm]
O)FaRTy1billion[MM] -- o, due to a donation i now have enough minerals to send you minerals
[2024-4-17. : 3:26 am]
O)FaRTy1billion[MM] -- i have to ask for minerals first tho cuz i don't have enough to send
[2024-4-17. : 1:53 am]
Vrael -- bet u'll ask for my minerals first and then just send me some lousy vespene gas instead
[2024-4-17. : 1:52 am]
Vrael -- hah do you think I was born yesterday?
Please log in to shout.


Members Online: jun3hong, Roy