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Creator: poiuy_qwert
Time: Jun 15 2008, 11:11 pm

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

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The latest version of IceCC has that animation labeled something like StareditInit, not InitTurret. That original label I used was incorrect.
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Post #42     poiuy_qwert Jul 18 2008, 3:49 pm

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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
This was generated by a program of mine that had a bug. I thought it was pretty crazy.
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Post #43     Magicide Jul 19 2008, 2:06 am

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

I love you.
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Post #44     ShadowFlare Jul 19 2008, 11:38 am

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

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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.
This post was edited 1 time, last edit by poiuy_qwert: Jul 19 2008, 8:23 pm.
This was generated by a program of mine that had a bug. I thought it was pretty crazy.
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Post #46     O)FaRTy1billion[MM] Jul 19 2008, 6:54 pm

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SF's fix to IceCC comes with iscipt opcodes.txt. :O
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Clicky, Clicky!
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Post #47     poiuy_qwert Jul 19 2008, 8:24 pm

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I meant old opcodes and animation names (edited above post to fix that), how could i already have decompiles without the current ones :O ?
This was generated by a program of mine that had a bug. I thought it was pretty crazy.
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Post #48     O)FaRTy1billion[MM] Jul 19 2008, 8:27 pm

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Oh, I didn't see "old" in there.
>The Game!<
>Taking SCD4 Suggestions!<
Clicky, Clicky!
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Post #49     poiuy_qwert Jul 23 2008, 6:28 am

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I decided to go with PyICE, and here is a screenshot:
(user posted image)
This was generated by a program of mine that had a bug. I thought it was pretty crazy.
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Post #50     Da_Fenix Jul 23 2008, 7:58 pm

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Looks great so far :)
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Post #51     poiuy_qwert Jul 23 2008, 9:19 pm

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Thanks. Here is the built in script editor:
(user posted image)
This was generated by a program of mine that had a bug. I thought it was pretty crazy.
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Post #52     A_of-s_t Jul 24 2008, 2:32 am

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VaRiAbLe UsE?!?!?1
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Post #53     poiuy_qwert Jul 24 2008, 2:38 am

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Depends what you mean. Constants will be possible, but maybe not in the first release.
This was generated by a program of mine that had a bug. I thought it was pretty crazy.
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Post #54     Da_Fenix Jul 24 2008, 5:44 am

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when can we exspect a release? :unsure:
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Post #55     poiuy_qwert Jul 24 2008, 12:50 pm

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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.
This was generated by a program of mine that had a bug. I thought it was pretty crazy.
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Post #56     poiuy_qwert Jul 29 2008, 4:32 am

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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.
This was generated by a program of mine that had a bug. I thought it was pretty crazy.
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Post #57     Hercanic Jul 29 2008, 7:29 am

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

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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.
This was generated by a program of mine that had a bug. I thought it was pretty crazy.
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Post #59     Hercanic Jul 30 2008, 5:14 am

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

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