EUDs question
Jul 9 2008, 8:49 pm
By: Pyro-Fire  

Jul 9 2008, 8:49 pm Pyro-Fire Post #1



Does anyone know how EUD's actually work?



None.

Jul 9 2008, 9:11 pm ClansAreForGays Post #2



This made my day.




Jul 9 2008, 9:25 pm Falkoner Post #3



Players after 12 are known as extended players, and their deaths are beyond the range marked for death counts, so you get EUDs, extended unit deaths, so by using conditions to look at their deaths, you can see sections of memory in the game not normally accessable, since the conditions still ATTEMPT to look at their deaths, but actually end up looking at something else.



None.

Jul 9 2008, 10:13 pm O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

This (note that the article talks about writing to the overflow, the situations it describes are why EUD Actions were patched.) It can be done with players or units. Adding one to a unit ID reads 48 bytes ahead, add one to a player reads one byte ahead. Max unit ID is 65535, max player ID is 255 (0-based.) You can read 3146700 bytes, starting with Player 1 Marine.

The data format is like this, but then EUDs extend past the bounds (read the article I linked to):
Collapsable Box




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!
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Jul 9 2008, 10:57 pm poiuy_qwert Post #5

PyMS and ProTRG developer

Quote from O)FaRTy1billion[MM]
add one to a player reads one byte ahead

You mean 4 bytes ahead?




Jul 10 2008, 12:29 am O)FaRTy1billion[MM] Post #6

👻 👾 👽 💪

Oops. Yeah.



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 10 2008, 1:29 am Magicide Post #7

Sleeping wolves wake hungry.

Ahh, now I get it.

Thanks a bunch =)




Jul 10 2008, 1:35 am Zombiechao Post #8



So that's how they work. Is there any other way to cause a buffer overflow in starcraft?

Post has been edited 1 time(s), last time on Jul 10 2008, 2:20 am by Zombiechao.



None.

Jul 10 2008, 1:37 am Falkoner Post #9



Place units for extended players :P



None.

Jul 10 2008, 1:52 am Clokr_ Post #10



Use units and sprite-units with IDs over 227.
Disabling some units will also cause them.



?????

Jul 10 2008, 2:10 am O)FaRTy1billion[MM] Post #11

👻 👾 👽 💪

Disabling just gives them stupid iscripts, as far as I know. >.>



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 10 2008, 2:11 am Clokr_ Post #12



Quote from O)FaRTy1billion[MM]
Disabling just gives them stupid iscripts, as far as I know. >.>

Which play wrong frames, which overflow the GRP. Among other effects...



?????

Jul 10 2008, 4:17 am O)FaRTy1billion[MM] Post #13

👻 👾 👽 💪

Eh. Playing an invalid frame results in a crash. It doesn't play "wrong" frames, it just uses stupid scripts.. like the idtoattack animation over and over. The cloaking I believe to be a result of things normally becoming invisible. Protoss buildings can disable nicely because they are meant to (but not in the same method.)

Actually it is an iscript overflow, now that I am thinking about it. If you mod iscript.bin, they do different things.



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 10 2008, 1:00 pm Clokr_ Post #14



Quote from O)FaRTy1billion[MM]
Eh. Playing an invalid frame results in a crash. It doesn't play "wrong" frames, it just uses stupid scripts.. like the idtoattack animation over and over. The cloaking I believe to be a result of things normally becoming invisible. Protoss buildings can disable nicely because they are meant to (but not in the same method.)

Actually it is an iscript overflow, now that I am thinking about it. If you mod iscript.bin, they do different things.

Of course, but if the game crashes is because it also overflows somewhere else. As a result of playing a wrong script....



?????

Jul 10 2008, 3:46 pm Pyro682 Post #15



wait... so in theory, you can read how much HP a unit has, with SOME EUD?



None.

Jul 10 2008, 4:21 pm Zombiechao Post #16



Seeing as how there are only a limited number of EUD's and there are thousands of data value's and variables and crap, maybe.



None.

Jul 10 2008, 7:08 pm O)FaRTy1billion[MM] Post #17

👻 👾 👽 💪

Quote from Pyro682
wait... so in theory, you can read how much HP a unit has, with SOME EUD?
Why only in theory? It's been done.

The data structure has been rearranged a little from when I started doing this, so you can't read supply values anymore with EUDs... but you can with extended othertriggers. :shifty: (I still need to play with those...)



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 10 2008, 9:11 pm DT_Battlekruser Post #18



And to pre-empt questions, the "extended other triggers" just plays with the fact that there are many other triggers that take integer arguments for non byte-delimited things (like unit or player IDs), and Blizzard does not sanitize trigger input (beginning with patch 1.13b they sanitized trigger actions to prevent the malicious writing to RAM outside of Starcraft's allocation.



None.

Jul 11 2008, 1:21 am Falkoner Post #19



I'm wondering, is it possible that EUD actions may still work? I mean, let's say you preplaced the units you needed to get deaths of for the proper players, and then use other units to manually kill them to add the death, instead of modifying it directly using actions?



None.

Jul 11 2008, 1:46 am O)FaRTy1billion[MM] Post #20

👻 👾 👽 💪

Problem is that most extended units crash. Feel free to try it. :P



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!

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