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 « 7 8 9 10 >
 

Dec 28 2012, 3:56 pm jjf28 Post #161

Cartography Artisan

For quick reference/calculation

Code
All Lower Bound UnitID = CEIL [(Address - 5777184)/48]
All Upper Bound UnitID = FLOOR[(Address - 5776164)/48]
Player                 = (Address - 5776160 - 48*UnitID)/4

Completed Lower Bound UnitID = CEIL [(Address - 5788128)/48]
Completed Upper Bound UnitID = FLOOR[(Address - 5787108)/48]
Player                       = (Address - 5787104 - 48*UnitID)/4

Killed Lower Bound UnitID = CEIL [(Address - 5799076)/48]
Killed Upper Bound UnitID = FLOOR[(Address - 5798056)/48]
Player                    = (Address - 5798052 - 48*UnitID)/4

Death Lower Bound UnitID = CEIL [(Address - 5810016)/48]
Death Upper Bound UnitID = FLOOR[(Address - 5808996)/48]
Player                   = (Address - 5808992 - 48*UnitID)/4




TheNitesWhoSay - Clan Aura - github

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

Feb 4 2013, 1:22 am jjf28 Post #162

Cartography Artisan

Built a small program for testing extended units. Works for me on windows xp and windows 7, but I make no guarantees that it will work for anyone else.




Didn't want to spend very much time on it so make sure you follow these instructions if you use it:

- have your starcraft directory correctly set in config.ini

- make sure that !!!.scx will be the first map in your broodwar folder

- in the program: set first UnitID to something between 0 and 65535

- in the program: set player range like so:
     MINIMUM-MAXIMUM
     where minimum and maximum are between 1 and 256

- when you want to stop testing, simply press f4 (not alt-f4, just f4); don't try to end it any other way
 

Attachments:
EupTest.zip
Hits: 15 Size: 90.16kb

Post has been edited 5 time(s), last time on Feb 5 2013, 5:57 am by jjf28.



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

Feb 4 2013, 1:47 am Biophysicist Post #163



Where can we find this !!!.scx file?



None.

Feb 4 2013, 1:49 am jjf28 Post #164

Cartography Artisan

It creates it when you run the program



TheNitesWhoSay - Clan Aura - github

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

Feb 4 2013, 1:59 am Biophysicist Post #165



Okay, when I launch it, it launches SCBW, selects Multiplayer, then goes to Direct Cable Connection, then does nothing. 64-bit Windows 7.



None.

Feb 4 2013, 2:05 am jjf28 Post #166

Cartography Artisan

After the program gets into the multiplayer menu it repeatedly sends "page down" until it detects that you've selected Local Area Network (UPD), which I assumed to be the bottom option; i'll edit it to detect direct connect as well.

Edit: Accounted for lacking a LAN option and reattached above

Edit2: Player output is now 1-based rather than 0-based

Edit3: Added a 30-second timeout on tests, fixed a closing bug, added option to adjust allotted map loading time, added a hack (doesn't change your starcraft files) that zeros your start-game countdown timer (eliminates 5-second wait).

Download

Post has been edited 5 time(s), last time on Feb 5 2013, 6:01 am by jjf28.



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

Feb 7 2013, 11:27 am Kaias Post #167



Where is it supposed to log the results?

Post has been edited 2 time(s), last time on Feb 7 2013, 11:32 am by Kaias.



None.

Feb 7 2013, 11:31 am jjf28 Post #168

Cartography Artisan

In the EupTest.txt file



TheNitesWhoSay - Clan Aura - github

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

Feb 7 2013, 11:33 am Kaias Post #169



Quote from jjf28
In the EupTest.txt file
That's what I assumed, but nothing is being output there.

This definitely beats using an AutoHotkey script. Any chance you could make it work for chaos launcher w-mode or give it more control in which indexes it tests?



None.

Feb 7 2013, 11:35 am jjf28 Post #170

Cartography Artisan

You'll have to make sure that something is written in the txt file; apparently "append" isn't fond of empty files

I may work in it more in the future, i'll upload the source in a bit



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

Feb 7 2013, 11:50 am Kaias Post #171



Quote from jjf28
You'll have to make sure that something is written in the txt file; apparently "append" isn't fond of empty files
Made no difference.



None.

Feb 25 2013, 12:53 pm Tank_7 Post #172



Quote from Kaias
Quote from jjf28
You'll have to make sure that something is written in the txt file; apparently "append" isn't fond of empty files
Made no difference.

I have the same problem. There's a few lines of stuff in the text file so it is not empty.

EDIT: Fixed! the first line was empty and I deleted that so the text file begins with characters and now it works. Epic program jjf!

Post has been edited 1 time(s), last time on Feb 25 2013, 1:04 pm by Tank_7.



None.

Feb 25 2013, 3:55 pm Tank_7 Post #173



Here is output from jjf28's EUP test program.
I started at Unit ID 3800 and used a player range of 200 - 240. This took about 2.5 hours to make and contains 514 results (non-crashing Uid & Pid combos), so I think it's like 200 tests an hour roughly.
If we think of the possible grid of Uid / Pid combos as a 2D map, this is a tiny rectangle out of the ocean unfortunately. I think we need a way to pool this data as we search different "boxes" on the 2D map of possibilities in order to create a new data base kinda like Farty's EUD DB. I intend to search closer to the vicinity of the working Uid 3900 Pid 223 combination in particular, hopefully we will then be able to start editing other unit index positions around 1367 like 1365, 1366, 1367, 1368, 1369. Anyways enjoy!

Results


P.S. dear jjf28, it is putting the first player like 200 in this case at the bottom for some reason. This will harm database organization. Otherwise epic good job man! Keep up the good work!

Attachments:

Post has been edited 2 time(s), last time on Feb 25 2013, 4:12 pm by Roy. Reason: Use collapse boxes for large lists of data



None.

Feb 25 2013, 5:31 pm Tank_7 Post #174



YESSSSSSSSSSSS

I found one by trial and error type tinkering.

The unit you are messing with must have index 1371, that is a +4 change from the 1367.
The Uid is 3872 and Pid is 223 again.

It makes sense, 4 * 336 = 1344, and then 1344 / 48 = 28. Uid 3872 is equal to Uid 3900 - 28.
Unfortunately as I tried to do a few more based on this pattern, they crash. I wish I could do a targeted test of just the Unit ID addresses for index numbers 1 to 1600.

I haven't tested it thoroughly but I have a Scout gaining +1 Unit ID for Arbiter Wireframe & Attack, so I would assume it will work for anything you can do with [Uid 3900, Pid 223] like Wraith-Shot SCV etc.

Attachments:
DarkArgoon1371.scx
Hits: 9 Size: 57.31kb



None.

Jul 1 2013, 1:19 am ateo88 Post #175



Haven't posted in a long long while, but looking at this thread makes gives me an idea of a simple party based RPG using pre existing abilities that have been overlapped onto the desired units. That is to say that the RPG would have no need for any trigger based selection system and all available abilities would be those on the command card. Unfortunately I know nothing about computer science so I was wondering if those well versed in EUDs come up with a map with the stuff that I need?

Here's what I have in mind:


Ice tileset 256 x 256

Place all of these in the bottom right corner of the map:

UNIT CHANGES
- 1 Infested Kerrigan that looks like a Dark Templar (For player 1)
- 8 Battlecruisers that look like Marines (For player 2)
- 8 Firebats that look like Zealots (For player 3)
- 8 Dark Archons that look like Ghosts (For player 4)
- 8 Science vessels that look like High Templars (For player 5)
- 8 Defilers that look like Infested Kerrigan (For player 6)
- 8 Ghosts that look like uninfested Ghost Kerrigan (For player 7)
- 8 Arbiters that look like vultures (For player 7)

BUILDING CHANGES (All buildings will initially belong to player 7)
- 8 Buildings of each, made to look like Academies: Forge, Cybernetics Core, Engineering bay, Armory, Evolution Chamber
- 1 building of each, made to look like the Protoss Temple: Academy, Machine Shop, Science Facility, Covert Ops, Citadel of Adun, Templar Archives, Arbiter Tribunal, Spawning Pool, Hydralisk Den, Ultralisk Cavern, Defiler Mound


This is just a simple idea that I thought would be fun to bring to life. If I ever go thtough with it and post it up on the mapDB you guys would be credidted. Thanks for listening!

Post has been edited 1 time(s), last time on Jul 1 2013, 1:31 am by ateo88.



None.

Jul 1 2013, 1:40 am jjf28 Post #176

Cartography Artisan

82 separate units would be no cakewalk, not sure if a stable map like that is possible, but i'll be working in this area again in ~1 month and will give it a try!



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Jul 1 2013, 3:06 am ateo88 Post #177



Hmm..Well, 8 is really the maximum number just in case, but if it is gonna be an issue, 4 of each type of unit would actually be fine. Thanks for considering! :D



None.

Jul 1 2013, 3:08 am ateo88 Post #178



One more I forgot, sorry:

1 Arbiter that looks like a carrier (For player 2)



None.

Feb 28 2014, 7:13 am SmOkeY~ Post #179



I Was wondering if anybody ever made a program to make these edits easier?
Im looking at these codes like man,....

Damn!

I Wanna make tanks hit air

but shit after googling for hours...

Lets just say I may never figure it out...

But UmM
Im glad I signed up! Keep up the good work



None.

Feb 28 2014, 7:19 am jjf28 Post #180

Cartography Artisan

not sure tanks can hit air without crashing (don't quote me)

this hasn't gotten past the "you need to know mem addresses and basic EUDs to do this" point yet - not sure a program will be made for this as decisions like where to place units so players can't see them; but perhaps something that listed a change and a somewhat stable unit that could do it would be possible (though it's prolly not gonna make my list soon).

basics: determine UnitID and Player that can change an address (hard part), place a unit, change UnitID and Player to the found values, put the gives in desired triggers or place units with cranked up attack power to kill the extended units

Post has been edited 1 time(s), last time on Feb 28 2014, 7:26 am by jjf28.



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