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YRClasses
#1
Maybe you remember my little program that had a treeview with all the classes of YR I knew.

It has developped extremely and now it's my main database of information about intern YR.
I'm attaching it for people who are interested Wink
and maybe for backup, you never know what my HDD is up to... (it's all fine atm though)

Oh BTW, DCoder or Renegade, if you read this, please enable RAR files to be uploaded Tongue 2


Attached Files
.zip   Less than 1 minute ago">YRClasses2.zip (Size: 74.48 KB / Downloads: 510)
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#2
application/rar added to attachment types list.
Forum Rules

(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!

(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
#3
DropPodLocomotion_desc.txt , i heard that dropod didint workd in ra2, or?
#4
the locomotion class for droppods is still in.
I've heard they work using map triggers.

however, Veinhole monster class is also still in, it doesn't mean it actually works.
this is just a breakdown of the classes and their member variables (later functions as well) that are in YR, not whether or how they work
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#5
I've never seen droppods work at all (from trigger or otherwise). The script option that used to make infantry drop in droppods when called as reinforcement in TS makes them arrive by plane in RA2 (even if no plane is part of the task force). However I would like to see droppod reinforcements again, it was pretty cool just having a load of infantry drop from nowhere while clearing the area of units, none of the fake ways of doing in (invisible paradrop planes and such) come near to replicating the effect.
#6
pd Wrote:Maybe you remember my little program that had a treeview with all the classes of YR I knew.

It has developped extremely and now it's my main database of information about intern YR.
I'm attaching it for people who are interested Wink
and maybe for backup, you never know what my HDD is up to... (it's all fine atm though)

Oh BTW, DCoder or Renegade, if you read this, please enable RAR files to be uploaded Tongue 2

It is the incomplete list...
In Yuri's Revenge about(near) 900 classed
(It is counted using RTTI data, lines similar on. Э?AVxxx@@ЭWink


To Command and Conquer
#7
yes
but what the heck should i lest the vector classes for?
i didn't list file classes either.
and lots more that aren't really interesting concerning specific yr hacking.
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#8
But what value of it for " usual people " (which do not sit in IDA in the whole days)


To Command and Conquer
ARM forever - x86 sucks!


#9
none
people who don't have any idea about hacking the game can't use that info, and that info isn't supposed to be used by them.
i use it as a reference, anybody else can go through it out of interest.
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#10
pd Wrote:none
people who don't have any idea about hacking the game can't use that info, and that info isn't supposed to be used by them.
i use it as a reference, anybody else can go through it out of interest.

It's help me....
I have some records too

TechoTypeClass
+064h Name (string[48])
+03Dh UIName (string[31])
+060h Csf String (dword)
+098h RadialColor(dword)
+09Ch Armor Type (dword) (list at 7E4210h)
+0A0h Strength (dword)
+0A4h Image Load SHP (dword)(SHP) (Image entry)
+1E8h NoSpawnAlt(byte)
+1F0h CrushSound(dword) from list
+1F4h AmbientSound(dword)
+1F8h Name of Image (string[25])
+211h AlternateArcticArt(byte)
+213H AlphaImage (STRING[25])
+22Ch Theater(byte)
+22Dh Crushable(byte)
+22Eh Bombable(byte)
+22Fh RadarInvisible(byte)
+230h Selectable(byte)
+231h LegalTarget(byte)
+233h Immune(byte)
+232h Insignificant(byte)
+236h Voxel(byte)
+237h NewTheater(byte)
+238h HasRadialIndicator(byte)
+239h IgnoresFirestorm(byte)
+23Ah UseLineTrail(byte)
+23Bh LineTrailColor(dword)
+240h LineTrailColorDecrement(dword)
+2C0h SpecialThreatValue (float)
+2C8h MyEffectivenessCoefficient (float)
ARM forever - x86 sucks!


#11
name & uiname are members of the abstracttype actually, armors objecttypes and so on and so on

objecttypes derive from abstracttypes and technotypes derive from objecttypes... my program covers those.
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#12
pd Wrote:name & uiname are members of the abstracttype actually, armors objecttypes and so on and so on

objecttypes derive from abstracttypes and technotypes derive from objecttypes... my program covers those.

It is the fast help
For instructions of a kind:
mov edx, [esi+9Ch]
Armor Type (dword)

As long you dissasm Command and Conquer 2 engine?
ARM forever - x86 sucks!


#13
yes, but 9C doesn't lie in the TechnoType data area but in the ObjectType data area...
sure, all the TechnoTypes got the ObjectType members at the same place, but not everything in the game that has an armor is a TechnoType, that's why you should go down to the lowest possible level, which is ObjectType.

what's up with C&C2?
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#14
Command and Conquer 2 engine
Games build in it:

Tiberian Sun
FireStorm
Red Alert 2
Yuri's Revenge

At all of them have

IsoMetric map
SHP Format type 2
MIX Format 2
BlowFish algo
VXL Vehicles
OwnerDraw windows controls
Expanded engine (rules, art and other INI file)

if you dissasm YR you can simple dissasm TS, FS, RA2

ARM forever - x86 sucks!


#15
er, yes.

but that class access works like that ([ecx+YY]) in any program.
no matter whether CnC or Worms or whatever else uses classes or structures...
any other method would be really stupid actually.
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