Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: EUD addresses supported by 1.21.0
EUD addresses supported by 1.21.0
Dec 8 2017, 2:40 am
By: Neiv
Pages: 1 2 3 >
 

Dec 8 2017, 2:40 am Neiv Post #1



While hacking around in the new patch's code, I found a list of 582 1.16.1 memory addresses that are accepted by the new EUD emulation feature:

https://pastebin.com/pgT7EZst

The first column is 1.16.1 address, second is length of the address, and third column seem to be some kind of flags. No idea what the flags do, but it seemed that flag 0x2 makes the value read-only, and pointers have more unusual flag values.

I also added comments for some of the memory addresses whose meaning I knew.

There may be other supported addresses which are not part of this group, most notably I noticed that the entire game structure seems to be missing from this list.

Contributions welcome. I felt like formatting these to a google doc or something would make sense, but I also can't be bothered to do that =)

Post has been edited 1 time(s), last time on Dec 8 2017, 2:52 am by Neiv.



None.

Dec 8 2017, 8:19 am Heinermann Post #2

SDE, BWAPI owner, hacker.

I asked the developers for the official list and they gave me start, end, and attributes. I then quickly annotated the list with my information. (missing a bit but it's fine for now)

This can be found here: https://docs.google.com/spreadsheets/d/195jZK7Ap71eO1-qdVskC2xsVl7EbNdVp0hbh7N3D38A/edit#gid=0




Dec 8 2017, 8:28 am Heinermann Post #3

SDE, BWAPI owner, hacker.

Here's a map which demonstrates the execution of a trigger cycle every frame, instead of every other frame (super-hyper triggers).

Attachments:
fast_triggers.scx
Hits: 25 Size: 24.54kb




Dec 8 2017, 8:35 am O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

Good-bye crazy location/unit grids and mobile grids and whatever! This is a random EUD test map I made shortly after making EUD Enabler, and it works awesome here xD

eDIT:
I just realized location tables aren't listed on either of those, and yet they still work?

Attachments:
EUD1161MobileGrid.scm
Hits: 6 Size: 38.45kb



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!

Dec 8 2017, 8:54 am Suicidal Insanity Post #5

I see you !

Location table definitely is supported, I also tested that.

E: Oh and the newest couple of scmdraft 2 alpha builds have support for EUD actions added to classic trigedit.

Post has been edited 2 time(s), last time on Dec 9 2017, 1:15 am by Suicidal Insanity.




Dec 8 2017, 9:31 am trgk Post #6



Yay :wob: :wob: :wob: :wob: :wob: :wob: :wob: :wob: :wob: :wob: :wob: :wob: :wob: :wob: :wob: Finally



EUD

Dec 8 2017, 1:48 pm Neiv Post #7



I wrote a hack which can dump active EUD mappings.

It showed that the game structure (0057F0F0 - 005967F0) is fully editable, but more importantly, it shows that the EUD emulator is even emulating some of the memory allocation patterns that depend on map:

map 1



map 2


The addresses change depending on size of the string table, and amount of triggers in the map :O

Also, editing stat_txt.tbl by writing bytes to the memory after 190a9680 works, as does swapping wireframes to another by writing over frame header of tranwire.grp. Rewriting the graphics itself didn't seem to work though. The other 2 grps are likely grpwire.grp and wirefram.grp. Writing over trigger structures worked.



None.

Dec 8 2017, 1:58 pm Suicidal Insanity Post #8

I see you !

Ya you can only swap a wireframe for a different existing wireframe, you can't customize them. (Because the game doesn't use GRPs anymore)




Dec 8 2017, 4:07 pm Zoan Post #9

Math + Physics + StarCraft = Zoan

I am a simple man. In the Supported EUD Addresses googledoc thing, if it says "simple data," does that mean that it is editable using EUD Actions, and if it says "readonly", does that mean it is only referenceable in EUD Conditions?



\:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

Dec 8 2017, 4:22 pm Heinermann Post #10

SDE, BWAPI owner, hacker.

@Zoan: Yes.

Quote from Neiv
I wrote a hack which can dump active EUD mappings.

It showed that the game structure (0057F0F0 - 005967F0) is fully editable, but more importantly, it shows that the EUD emulator is even emulating some of the memory allocation patterns that depend on map:

map 1



map 2


The addresses change depending on size of the string table, and amount of triggers in the map :O

Also, editing stat_txt.tbl by writing bytes to the memory after 190a9680 works, as does swapping wireframes to another by writing over frame header of tranwire.grp. Rewriting the graphics itself didn't seem to work though. The other 2 grps are likely grpwire.grp and wirefram.grp. Writing over trigger structures worked.
How does this work exactly? I see that the provided list has some trigger pointers and string table pointers "backed by code".

@SI: How does one write a trigger plugin for SCMD again?




Dec 8 2017, 4:49 pm Suicidal Insanity Post #11

I see you !

Right now trigger plugin is a DLL with a special set of exported functions. I'm no longer happy with the interface I came up with, so if there is demand I'm willing to come up with and support a gen2 trigger plugin interface.




Dec 8 2017, 5:11 pm Neiv Post #12



Quote from Heinermann
Quote from Neiv
I wrote a hack which can dump active EUD mappings.

It showed that the game structure (0057F0F0 - 005967F0) is fully editable, but more importantly, it shows that the EUD emulator is even emulating some of the memory allocation patterns that depend on map:

map 1



map 2


The addresses change depending on size of the string table, and amount of triggers in the map :O

Also, editing stat_txt.tbl by writing bytes to the memory after 190a9680 works, as does swapping wireframes to another by writing over frame header of tranwire.grp. Rewriting the graphics itself didn't seem to work though. The other 2 grps are likely grpwire.grp and wirefram.grp. Writing over trigger structures worked.
How does this work exactly? I see that the provided list has some trigger pointers and string table pointers "backed by code".

My understanding of this is that EUD mappers figured out that 1.16.1 has so predictable memory allocation that they can just access memory at address 19xxyyzz, and it'll always contain these dynamically allocated structures like wireframe grps, triggers and the map string table.

Maybe Koreans had a plugin that actually makes the memory allocation consistent, or maybe it was just ridiculously fragile, I don't know.

And now Blizzard is emulating the 1.16.1 memory allocation; It is possible to write to the dynamically allocated trigger structures that were read from the .chk, but the offset isn't just a simple 190bd120, it depends on how large those previous allocations were.

Ew.

Or maybe it's not meant to be predicted based on the previous allocations, but to be somehow read from the player's trigger list pointers/etc. I just didn't think there are any ways to do that, but maybe people had figured a way to dereference arbitrary addresses with death trigger manipulation. No idea really.



None.

Dec 8 2017, 5:43 pm Suicidal Insanity Post #13

I see you !

The koreans have a python EUD library that generates triggers which determine the value of the pointer to the string data, and then update all triggers using that value. (So the triggers store offsets relative to the string data chunk, and other triggers convert those to absolute)




Dec 8 2017, 10:03 pm Wormer Post #14



Quote from Heinermann
Here's a map which demonstrates the execution of a trigger cycle every frame, instead of every other frame (super-hyper triggers).
How??? :w00t:

EDIT1:
Always set this one to zero?
Code
006509A0-006509A2     simple data     triggerTimer     number of frames between trigger checks


EDIT2:
Now it's possible to detect a unit killed with 100% accuracy with move somewhere and check if it was actually moved. YAY! :teehee:

And many, many other cool stuff like the following for maps that utilize vision tricks.
Code
0051CE98-0051CE9C     simple data     fowUpdateCounter     delay counter for updating the fog of war


Post has been edited 2 time(s), last time on Dec 8 2017, 10:09 pm by Wormer.



Some.

Dec 8 2017, 11:45 pm Heinermann Post #15

SDE, BWAPI owner, hacker.

Yep. Just set that to 0, preserve and don't use any waits/transmission at all.




Dec 9 2017, 8:23 am m.0.n.3.y Post #16



So what are the greatest EUD maps?

Fireball by Roy is my favorite so far :D



None.

Dec 9 2017, 12:29 pm trgk Post #17



Quote from Neiv
Or maybe it's not meant to be predicted based on the previous allocations, but to be somehow read from the player's trigger list pointers/etc. I just didn't think there are any ways to do that, but maybe people had figured a way to dereference arbitrary addresses with death trigger manipulation. No idea really.

You can of course read via pointers :) We just set the Current Player to the desired address EPD and read via current player. We call this 'Current Player trick', or for short CP trick.

We have a framework to dynamically generate and modify triggers, namely eudplib.



EUD

Dec 9 2017, 12:57 pm zzt Post #18



Unfortunately, for some reason, some of the addresses that are supposed to be supported are not working in fact. Notably many of the unit struct addresses are not supported.
For example, 0x59CCB0, which is the HP of the 0th unit, is not supported, while the list has "0059CCA8-006283E8" (which definitely includes 0x59CCB0) in it.



None.

Dec 9 2017, 3:30 pm Suicidal Insanity Post #19

I see you !

Quote from trgk
You can of course read via pointers :) We just set the Current Player to the desired address EPD and read via current player. We call this 'Current Player trick', or for short CP trick.

So edit game state to set current player to offset, and then use 'Deaths for current player is at least XYZ'? I assumed the framework edited the offset in the trigger directly, this way is easier !


Quote from zzt
Unfortunately, for some reason, some of the addresses that are supposed to be supported are not working in fact. Notably many of the unit struct addresses are not supported.
For example, 0x59CCB0, which is the HP of the 0th unit, is not supported, while the list has "0059CCA8-006283E8" (which definitely includes 0x59CCB0) in it.

Make sure to report stuff that doesn't work, otherwise they may not know about it and then can't fix it. I'm sure they didn't expect to catch everything in the first pass.




Dec 9 2017, 8:54 pm Heinermann Post #20

SDE, BWAPI owner, hacker.

The current player trick sounds pretty neat. That's probably why g_LocalNationID and g_ActiveNationID are on the list.

EDIT: That would be currentTrigPlayerID @ 006509B0

Post has been edited 1 time(s), last time on Dec 9 2017, 8:59 pm by Heinermann.




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