The latest version of IceCC has that animation labeled something like StareditInit, not InitTurret. That original label I used was incorrect.
None.
PyMS and ProTRG developer
Alright. Im actually looking for opcode/header lists from various versions of IceCC so that older scripts are still supported at the same time. So if anyone has either list for older versions please send em over. Also I made progress on decompiling, now you can't really tell the difference between a IceCC and PyMS decompile:
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 029 Hydralisk (zerg\hydra.grp)
.headerstart
IsId 18
Type 26
Init HydraliskInit
Death HydraliskDeath
GndAttkInit HydraliskGndAttkInit
AirAttkInit HydraliskGndAttkInit
Unused1 [NONE]
GndAttkRpt HydraliskGndAttkRpt
AirAttkRpt HydraliskGndAttkRpt
CastSpell [NONE]
GndAttkToIdle HydraliskGndAttkToIdle
AirAttkToIdle HydraliskGndAttkToIdle
Unused2 [NONE]
Walking HydraliskWalking
WalkingToIdle HydraliskWalkingToIdle
SpecialState1 [NONE]
SpecialState2 HydraliskSpecialState2
AlmostBuilt [NONE]
Built [NONE]
Landing [NONE]
LiftOff [NONE]
IsWorking [NONE]
WorkingToIdle [NONE]
WarpIn [NONE]
Unused3 [NONE]
StarEditInit [NONE]
Disable [NONE]
Burrow HydraliskBurrow
UnBurrow HydraliskUnBurrow
Enable [NONE]
.headerend
# ----------------------------------------------------------------------------- #
HydraliskInit:
imgul 30 0 0 # Hydralisk Shadow (zerg\zhyShad.grp)
HydraliskWalkingToIdle:
playfram 0x55 # Frame set 5
HydraliskLocal00:
waitrand 63 75
randcondjmp 25 HydraliskLocal01
randcondjmp 128 HydraliskLocal02
goto HydraliskLocal00
HydraliskLocal01:
playfram 0x00 # Frame set 0
wait 1
playfram 0x11 # Frame set 1
wait 1
playfram 0x22 # Frame set 2
wait 1
playfram 0x33 # Frame set 3
wait 25
playfram 0x22 # Frame set 2
wait 1
playfram 0x11 # Frame set 1
wait 1
playfram 0x00 # Frame set 0
wait 1
goto HydraliskWalkingToIdle
HydraliskLocal02:
randcondjmp 128 HydraliskLocal03
playfram 0x66 # Frame set 6
wait 1
turnccwise 1
playfram 0x77 # Frame set 7
wait 1
turnccwise 1
playfram 0x88 # Frame set 8
wait 1
turnccwise 1
playfram 0x99 # Frame set 9
wait 1
turnccwise 1
playfram 0xaa # Frame set 10
wait 1
turnccwise 1
playfram 0xbb # Frame set 11
wait 1
turnccwise 1
goto HydraliskWalkingToIdle
HydraliskLocal03:
playfram 0x66 # Frame set 6
wait 1
turncwise 1
playfram 0x77 # Frame set 7
wait 1
turncwise 1
playfram 0x88 # Frame set 8
wait 1
turncwise 1
playfram 0x99 # Frame set 9
wait 1
turncwise 1
playfram 0xaa # Frame set 10
wait 1
turncwise 1
playfram 0xbb # Frame set 11
wait 1
turncwise 1
goto HydraliskWalkingToIdle
HydraliskDeath:
playsnd 867 # Zerg\Hydra\ZHyDth00.WAV
setfldirect 0
playfram 0xcc # Frame set 12
wait 2
playfram 0xcd # Frame set 12
wait 2
playfram 0xce # Frame set 12
wait 2
playfram 0xcf # Frame set 12
wait 2
playfram 0xd0 # Frame set 12
wait 2
playfram 0xd1 # Frame set 12
wait 2
playfram 0xd2 # Frame set 12
wait 2
playfram 0xd3 # Frame set 12
wait 2
lowsprul 147 0 0 # Hydralisk Remnants (zerg\zhyDeath.grp)
wait 1
end
HydraliskGndAttkInit:
playfram 0x00 # Frame set 0
wait 1
nobrkcodestart
playfram 0x11 # Frame set 1
wait 1
playfram 0x22 # Frame set 2
wait 1
playfram 0x33 # Frame set 3
wait 1
HydraliskGndAttkRpt:
wait 1
playfram 0x44 # Frame set 4
playsnd 64 # Bullet\SpoogHit.wav
sproluselo 332 0 # Needle Spines (thingy\spooge.grp)
attack
wait 1
playfram 0x33 # Frame set 3
wait 1
nobrkcodeend
gotorepeatattk
ignorerest
HydraliskGndAttkToIdle:
playfram 0x22 # Frame set 2
wait 1
playfram 0x11 # Frame set 1
wait 1
playfram 0x00 # Frame set 0
wait 1
goto HydraliskWalkingToIdle
HydraliskWalking:
move 2
wait 1
playfram 0x66 # Frame set 6
move 2
wait 1
playfram 0x77 # Frame set 7
move 2
wait 1
playfram 0x88 # Frame set 8
move 6
wait 1
playfram 0x99 # Frame set 9
move 6
wait 1
playfram 0xaa # Frame set 10
move 6
wait 1
playfram 0xbb # Frame set 11
move 2
wait 1
playfram 0x55 # Frame set 5
goto HydraliskWalking
HydraliskSpecialState2:
playfram 0x118 # Frame set 16
goto HydraliskLocal04
HydraliskLocal04:
wait 125
goto HydraliskLocal04
HydraliskBurrow:
imgol 423 0 0 # Burrowing Dust (thingy\bDust.grp)
playfram 0xd4 # Frame set 12
wait 1
playfram 0xe5 # Frame set 13
wait 1
playfram 0xf6 # Frame set 14
wait 1
playfram 0x107 # Frame set 15
wait 1
playfram 0x118 # Frame set 16
wait 1
sigorder 4
goto HydraliskLocal04
HydraliskUnBurrow:
waitrand 1 5
imgul 423 0 0 # Burrowing Dust (thingy\bDust.grp)
playfram 0x107 # Frame set 15
wait 1
playfram 0xf6 # Frame set 14
wait 1
playfram 0xe5 # Frame set 13
wait 1
playfram 0xd4 # Frame set 12
wait 1
sigorder 4
goto HydraliskWalkingToIdle
Sleeping wolves wake hungry.
I've started working on an iscript editor for PyMS.
I love you.
Both the original names and the current names I'm using are in the source code if you want to know what they are.
As far as supporting both, it should be easy for the opcodes, but it may be difficult to support both old and new animation names without some kind of option to choose which one. There are some animation names that have the same name in the current version, but are used for a different animation than in the old version. You may be able to detect this by checking for any of the old names that no longer exist, but this may not be completely accurate.
None.
PyMS and ProTRG developer
Yes I would really love to have the list of old versions opcode names and animation names if you could post/pm them that would be perfect!
Duplicate animation names should be fine because my editor expects them to be in order in the header.
Post has been edited 1 time(s), last time on Jul 19 2008, 8:23 pm by poiuy_qwert.
SF's fix to IceCC comes with iscipt opcodes.txt.
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!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
PyMS and ProTRG developer
I meant old opcodes and animation names (edited above post to fix that), how could i already have decompiles without the current ones
?
Oh, I didn't see "old" in there.
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!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
PyMS and ProTRG developer
I decided to go with PyICE, and here is a screenshot:
PyMS and ProTRG developer
Thanks. Here is the built in script editor:
PyMS and ProTRG developer
Depends what you mean. Constants will be possible, but maybe not in the first release.
when can we exspect a release?
None.
PyMS and ProTRG developer
Of what? PyTRG, PyICE, just the whole new version of PyMS? Well im not quite sure, possibly after im finished with PyICE i'll release the current version, then I can come back and add onto PyTRG and PyICE if I need to. There will be a release soon though because of some major bugs fixed from the last version.
PyMS and ProTRG developer
Ok new version of PyMS is out containing many
bug fixes and new features, the GUI for PyTRG, and the whole new PyICE. Check first post for updated download link or check out the
PyMS forums.
STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Dear Poiuy Qwert:
Awesome! I'll have to give your software a spin.
I always breathe a sigh of relief whenever I see a new programmer taking up the modding tool cup. We modders need you guys, and I am eternally grateful for the hard work you all put forth. Thank you. =o]
PyMS and ProTRG developer
Yeah, I just wish I could have done this long ago before memgraft when I originally wanted to. Too bad it took till my return not long ago when no grp converters worked for me anymore to actually start doing it. As long as someone is happy doing it then im happy. Thanks for the support Hercanic, it means a lot coming from someone of your modding background.
STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
You guys deserve all the support we can give, so I'm more than happy to do what I can to help. Out of curiousity, what are your motivations for making these programs? To learn programming, the simple love of Starcraft, the desire to make a mod(s) for Starcraft, etc?
I've been reworking the designs for the new STF, and am very excited with the result. I'm waiting on the FireGraft update before commensing, but when that's released I'll be sure to field test your software. Actually, I may do that sooner with a few practice mods, as it's been a long time and I'm definately rusty. Need to learn iscripting all over again, as I was spoiled by the original ICE and never learned IceCC. =o\ If you try to open the iscript file from the current version of STF, it's so corrupted it's not even funny. Lol. Okay, it actually is pretty damn funny. =oP
when i try to use the tab button in the built in editer it crashes
None.