Staredit Network > Forums > Modding Assistance > Topic: GPTP & Assembly line Assistance
GPTP & Assembly line Assistance
Apr 24 2016, 8:46 am
By: KYSXD  

Apr 24 2016, 8:46 am KYSXD Post #1



Hi!

I was working with assembly line and found this lines:

Code
0047B2E0        MOV AX,WORD PTR DS:[EAX+64]
0047B2E4        CMP AX,6A
0047B2E8        JE SHORT StarCraf.0047B32F
0047B2EA        CMP AX,6F
0047B2EE        JE SHORT StarCraf.0047B32F
0047B2F0        CMP AX,71
0047B2F4        JE SHORT StarCraf.0047B32F
0047B2F6        CMP AX,72
0047B2FA        JE SHORT StarCraf.0047B32F
0047B2FC        CMP AX,82
0047B300        JE SHORT StarCraf.0047B32F
0047B302        CMP AX,83
0047B306        JE SHORT StarCraf.0047B32F
0047B308        CMP AX,84
0047B30C        JE SHORT StarCraf.0047B32F
0047B30E        CMP AX,85
0047B312        JE SHORT StarCraf.0047B32F
0047B314        CMP AX,9A
0047B318        JE SHORT StarCraf.0047B32F
0047B31A        CMP AX,0A0
0047B31E        JE SHORT StarCraf.0047B32F
0047B320        CMP AX,0A7
0047B324        JE SHORT StarCraf.0047B32F
0047B326        CMP AX,9B
0047B32A        JE SHORT StarCraf.0047B32F
0047B32C        XOR EAX,EAX
0047B32E        RETN
0047B32F        MOV EAX,1
0047B334        RETN


Are they equivalent to the following?

Code
int function_0047B2E0(CUnit *unit) {
    switch(unit->id) {
        case UnitId::TerranCommandCenter:
        case UnitId::TerranBarracks:
        case UnitId::TerranFactory:
        case UnitId::TerranStarport:
        case UnitId::ZergInfestedCommandCenter:
        case UnitId::ZergHatchery:
        case UnitId::ZergLair:
        case UnitId::ZergHive:
        case UnitId::ProtossNexus:
        case UnitId::ProtossGateway:
        case UnitId::ProtossStargate:
        case UnitId::ProtossRoboticsFacility:
            return 1;
            break;
        default: return 0;
            break;
    }
}


And, how i should add this in GPTP?

I was thinking in:
Code
namespace hooks {
 void injectExperimental_0047B2E0() {
   jmpPatch(function_0047B2E0, 0x0047B2E0, 0);
 }

}


And add "injectExperimental_0047B3E0()" to "initialize.cpp", but that didn't work.

Thanks!
KYSXD

Post has been edited 1 time(s), last time on May 28 2016, 8:33 pm by KYSXD.




Apr 24 2016, 9:58 am Neiv Post #2



Since the function at 0047B3E0 takes the input unit in eax, but you can't represent that in C code, you'll have to write a wrapper for it like so:

Code
void __declspec(naked) func0047B3E0_Wrapper() {
 CUnit *unit;
 int result;

 __asm {
   PUSHAD
   MOV EBP, ESP
   MOV unit, EAX
 }

 result = function_0047B2E0(unit);

 __asm {
   POPAD
   MOV EAX, result
   RETN
 }
}



And then do jmpPatch(func0047B3E0_Wrapper, 0x0047B2E0, 0);



None.

Apr 24 2016, 10:09 pm UndeadStar Post #3



I never use switch, but shouldn't it be "default:" (like the "case" format)?
For the wrapper, it would be:
Code
void __declspec(naked) func0047B2E0_Wrapper() {

CUnit *unit;
Bool32 result;

__asm {
  MOV unit, EAX
  PUSHAD
}

result = function_0047B2E0(unit);

__asm {
  POPAD
  MOV EAX, result
  RETN
}
}

and for the jump patch: "jmpPatch(func0047B2E0_Wrapper, 0x0047B2E0, 3);"
But you can just not add the 3 (the point of filling that is that if somebody memory edit the modded Starcraft, he won't see weird instructions born from half-cut assembly instructions, thanks to "nop" instructions filling the gap).

edit: fixed the fact that sometimes it was written 3E0 and sometimes 2E0 (2E0 being the correct way).
Also, if you just returned a value based on the result of unit->isFactory(), you could choose what's a factory or not with a dat editor.
And finally, in your switch, you wrote Necus instead of Nexus (but I guess VS would help you fix this kind of mistake)

Post has been edited 1 time(s), last time on Apr 25 2016, 11:18 am by UndeadStar.




Apr 25 2016, 4:08 am O)FaRTy1billion[MM] Post #4

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Quote from Neiv
Since the function at 0047B3E0 takes the input unit in eax, but you can't represent that in C code, you'll have to write a wrapper for it like so:
You can use __fastcall, or is that ECX?



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Apr 26 2016, 5:06 pm KYSXD Post #5



Thanks, Neiv, it worked fine. I'll have to remember that for future works.

UndeadStar, I corrected all those problems, thanks. The main reason i started that was to practice assembly line convertion, i found those lines and thought them could be easy to start.




May 28 2016, 9:09 pm KYSXD Post #6



Working with some functions i almost achieve a full 640x480 game layer render, but i got some troubles with some functions.

Without modifications or patch, starcraft's behaviour looks like this:



After patch:



I didn't convert all the assembler to C++ functions, just changed some values that 'make sense' to me.

The only problems i got are with these functions (Names from heinermann's Broodwar mapping):

(Patch on these causes to 'repeat' the terrain from the top of the screen, in the place where the black section is)
0x0040C200 - BlitToBitmap
0x0040C253 - blitTileCache
0x0040C2BD - BlitTerrainCacheToGameBitmap

(Patch on this causes crash when any sprite tries to load mirror directions)
0x004D57B0 - CImage__updateGraphicData

(Patch on this causes the gradient on the bottom of the screen)
0x004808E0 - updateAllFog

I'd like to understand what those functions are doing in order to know what changes i should make, but my conversion skills aren't good (I tried a few times, but i get lost eventually)

Could anyone translate these functions to C code?




May 29 2016, 7:11 am Heinermann Post #7

SDE, BWAPI owner, hacker.

Not entirely accurate, but draws the game tiles correctly (in a separate SDL window): https://github.com/bwapi/bwapi/blob/SDL-Experiment/bwapi/BWAPI/GameRender.cpp

EDIT: That code doesn't use a cache like Starcraft does because it's not 1998 anymore.

Post has been edited 1 time(s), last time on May 29 2016, 8:34 am by Heinermann.




May 29 2016, 7:14 pm KYSXD Post #8



Quote from Heinermann
Not entirely accurate, but draws the game tiles correctly (in a separate SDL window): https://github.com/bwapi/bwapi/blob/SDL-Experiment/bwapi/BWAPI/GameRender.cpp

EDIT: That code doesn't use a cache like Starcraft does because it's not 1998 anymore.

Wow! I'll take a look on it. Thanks!




Oct 20 2016, 10:32 am UndeadStar Post #9



I have a piece of code I'm currently keeping in assembly because I don't get what it does exactly.
Maybe it's an optimization of an easy manipulation, so I will share it here in case somebody get what it's doing and can explain:

Code
        __asm {
            PUSHAD
            MOV CL, pathingFlags
            MOV AL, elevationLevel
            CMP AL, 0x0C
            SETB AL
            XOR AL, CL
            AND AL, 0x01
            XOR CL, AL
            MOV pathingFlags, CL
            POPAD
        }

        unitToLoad->pathingFlags = pathingFlags;


edit: I'm especially confused with the XOR.The objective of course is to get a C code doing the same thing in a more readable way.
edit2: thank you for your help

Post has been edited 1 time(s), last time on Oct 25 2016, 7:04 am by UndeadStar.




Oct 20 2016, 2:53 pm O)FaRTy1billion[MM] Post #10

👻 👾 👽 💪

It's ternary operator optimized to have no jump instructions, which is usually the case when you see things like SETB (which sets the specified register to 1 if the condition is true, otherwise sets it to 0)

It seems to be doing unitToLoad->pathingFlags = (elevationLevel < 0xC) ? pathingFlags | 1 : pathingFlags & ~1;
Basically setting flag 0x1 if elevationLevel < 12 an clearing it otherwise.

Post has been edited 1 time(s), last time on Oct 20 2016, 3:00 pm by FaRTy1billion.



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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!
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