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Remember the game! P.s.: Feldspar.
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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): |
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Omg got a title!
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Use units and sprite-units with IDs over 227.
Disabling some units will also cause them. ![]() ![]() ![]() ![]() ![]() ![]() _______________
G T C A A G T C \__________________________ C A G U···/ŻŻŻŻ\ A G T C G A G A T C A G T ··········\____/ T C A G C T C T A G T C A C A G T T C A G /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Was anyone missing my DNA signature? |
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Omg got a title!
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Which play wrong frames, which overflow the GRP. Among other effects... ![]() ![]() ![]() ![]() ![]() ![]() _______________
G T C A A G T C \__________________________ C A G U···/ŻŻŻŻ\ A G T C G A G A T C A G T ··········\____/ T C A G C T C T A G T C A C A G T T C A G /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Was anyone missing my DNA signature? |
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Remember the game! P.s.: Feldspar.
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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. |
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Omg got a title!
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Of course, but if the game crashes is because it also overflows somewhere else. As a result of playing a wrong script.... ![]() ![]() ![]() ![]() ![]() ![]() _______________
G T C A A G T C \__________________________ C A G U···/ŻŻŻŻ\ A G T C G A G A T C A G T ··········\____/ T C A G C T C T A G T C A C A G T T C A G /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Was anyone missing my DNA signature? |
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Remember the game! P.s.: Feldspar.
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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. (I still need to play with those...) |
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I paid eleven minerals for THIS?
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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.
![]() ![]() ![]() ![]() ![]() ![]() "Three can keep a secret, if two are dead." -Benjamin Franklin
"Had, having, and in quest to have, extreme; A bliss in proof, and proved, a very woe; Before, a joy proposed; behind, a dream. All this the world well knows; yet none knows well To shun the heaven that leads men to this hell." -William Shakespeare |
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Taking StarCraft Map Making to the Limit!
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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?
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