PyMS
Jun 15 2008, 11:11 pm
By: poiuy_qwert
Pages: < 1 2 3 4 512 >
 

Jul 18 2008, 6:39 am ShadowFlare Post #41



The latest version of IceCC has that animation labeled something like StareditInit, not InitTurret. That original label I used was incorrect.



None.

Jul 18 2008, 3:49 pm poiuy_qwert Post #42

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:
Code
# ----------------------------------------------------------------------------- #
# 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





Jul 19 2008, 2:06 am Magicide Post #43

Sleeping wolves wake hungry.

Quote from poiuy_qwert
I've started working on an iscript editor for PyMS.

I love you.




Jul 19 2008, 11:38 am ShadowFlare Post #44



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.

Jul 19 2008, 5:31 pm poiuy_qwert Post #45

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.




Jul 19 2008, 6:54 pm O)FaRTy1billion[MM] Post #46

👻 👾 👽 💪

SF's fix to IceCC comes with iscipt opcodes.txt. :O



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!

Jul 19 2008, 8:24 pm poiuy_qwert Post #47

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 :O?




Jul 19 2008, 8:27 pm O)FaRTy1billion[MM] Post #48

👻 👾 👽 💪

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!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jul 23 2008, 6:28 am poiuy_qwert Post #49

PyMS and ProTRG developer

I decided to go with PyICE, and here is a screenshot:





Jul 23 2008, 7:58 pm Da_Fenix Post #50



Looks great so far :)



None.

Jul 23 2008, 9:19 pm poiuy_qwert Post #51

PyMS and ProTRG developer

Thanks. Here is the built in script editor:





Jul 24 2008, 2:32 am A_of-s_t Post #52

aka idmontie

VaRiAbLe UsE?!?!?1



Personal GitHub
Starcraft GitHub Organization - Feel free to request member status!
TwitchTV

Jul 24 2008, 2:38 am poiuy_qwert Post #53

PyMS and ProTRG developer

Depends what you mean. Constants will be possible, but maybe not in the first release.




Jul 24 2008, 5:44 am Da_Fenix Post #54



when can we exspect a release? :unsure:



None.

Jul 24 2008, 12:50 pm poiuy_qwert Post #55

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.




Jul 29 2008, 4:32 am poiuy_qwert Post #56

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.




Jul 29 2008, 7:29 am Hercanic Post #57

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]




Jul 29 2008, 2:35 pm poiuy_qwert Post #58

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.




Jul 30 2008, 5:14 am Hercanic Post #59

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




Jul 30 2008, 5:16 am Da_Fenix Post #60



when i try to use the tab button in the built in editer it crashes



None.

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youarenotworthy -- Does anybody know of a way to reveal just a sliver of the map? Smaller than what a map revealer would reveal? Or is there a way to block the map revealer off at a certain point? I can't use units to achieve what I'm trying to do.
[05:32 am]
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[02:03 am]
NudeRaider -- Suicidal Insanity
Suicidal Insanity shouted: Oh_Man In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
I mean it could still be possible. It would just look garbage. ;)
[10:04 pm]
Suicidal Insanity -- Oh_Man
Oh_Man shouted: Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
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[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
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