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EXE Edits: Finding new and updating the old for 1.16.1

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Mauron

Posts: 33

Joined: June 13th, 2009, 7:53 pm

Post July 10th, 2009, 7:18 pm

EXE Edits: Finding new and updating the old for 1.16.1

The Basics


To edit and add EXE edits, you need to open FGD files in Firegraft's data.mpq file. I've attached a modified version with the ones found so far. It also contains several hundred "dummy entries" so new EXE Edits can be added without the need to restart the Firegraft portion of your project.

FGD files are plain text, and can be edited through Notepad.

Be careful! Due to the nature of EXE edits, you can easily crash StarCraft if you're not careful.

The Format


Here are the first two entries in 115b.fgd.

  Code:
0Entry=Game,Starting Units,Starting Buildings,Zerg
0Hint=Initial Zerg Building
0Offset=0x9d481
0Size=1
0Type=Const
0VarType=2

1Entry=Game,Starting Units,Starting Buildings,Terran
1Hint=Initial Terran Building
1Offset=0x9d47d
1Size=1
1Type=Const
1VarType=2


Each listing is preceded by a number, a unique ID to each of them.

Then there are a few categories that each one has. Entry, Offset, Size, and Type. Some also have Change, Hint, IsSigned, IsLong, Next, and Prev and VarType.

Entry: A comma deliminated list of at least two items, used to form the tree view and label. It's in the format of "Main group, subgroup (and possibly more), entry, edit value".
Hint: Text displayed in the hint box.
Offset: A memory offset, added to the MemBase value (Found at the top of the FGD file. I'll explore that area later.).
Size: Size of the value in bytes.
Type: Const (Where you enter a value), Code (An enabled/disabled dropdown), and Jump (Also an enabled/disabled dropdown.)
VarType: How the Const values are controlled, with a value of 1-5. Only valid on Const
  1. no variable type
  2. editable constant variable type
  3. Units.dat list
  4. upgrades.dat list
  5. tech_data.dat list
  6. extended unit list (Firegraft units tab)/list]
    Change: Appears to be byte(s) overwritten in Code and Jump options.
    IsSigned: Whether or not the value is signed (can be negative) or not. Only valid on Const.
    IsLong: Whether or not the value is a long (anywhere in the program) or local (same area of the program) jump. Only valid on Jump
    Next: Next entry index in menus with multiple options (See starting workers to see what I mean).
    Prev: Previous entry index in menus with multiple options.

    Putting it to the Test


    Introduction

    There are various ways to update and find new EXE Edits for StarCraft. This tutorial covers one of the simpler ways.

    What You'll Need
    • StarCraft and Brood War (Obviously).
    • BWAIDowngrader v1.16.1e downgrader (You'll be using this a lot).
    • Firegraft for 1.16.1.
    • A debugging tool (This tutorial will be based on Cheat Engine
    • A text editor. Notepad is fine.
Updating the Offsets

You'll need to access the memory viewer of Cheat Engine.
Image
The memory viewer is split into two parts, the code viewer and the hex viewer. For this tutorial we'll be using the code viewer.

Open the 115b.fgd file in a text editor and choose an offset to adjust. For this tutorial we'll be using #0, "Initial Zerg Building".

Open StarCraft 1.15.1, and switch to back to Cheat Engine. Attach Cheat Engine to StarCraft's process by clicking the open button (Alternatively you can create the process through Cheat Engine).

Right click in the code viewer box, and select go to address. Replace what's written there with the offset found in 115b.fgd. You'll need to leave in the starting 004.

If you've done it right, the top line of the code viewer should read this:
  Code:
0049D481 - 83 0f b6               - or dword ptr [edi],b6


That probably sounds like gibberish to you. The reason for that is simple: It is gibberish. The line has a meaning, but because we jumped to it incorrectly, Cheat Engine is reading things wrong.

If you scroll up one line, it will change to
  Code:
0049D480 - b0 83                 - mov al,83


That's the correct line. What it means is "Move the 83 to the al register." 83 in hexadecimal is equal to 131 in decimal, the unit number for the Hatchery. Sometimes you'll need to scroll up more than one line. Generally speaking, the correct code will be a move (mov), compare (cmp), or jump (jmp, je, jne, jle, etc).

A register is similar in concept to a variable in higher level programming languages. The difference is they are more limited, and some have special purposes.

Write down the code and address you found, and repeat it for entries 1 and 2. The correct results are shown below.

Spoiler: show
Terran: 0049D47C - b0 6a - mov al,6a
Protoss: 0049D478 - b0 9a - mov al,9a


Upgrade to 1.16.1 and start StarCraft and Cheat Engine again. Go back to the memory viewer. This time we'll be doing an assembly search.

Go to Search -> Find Assembly, and paste in the code from earlier. There will generally be multiple results, so you'll have to do some testing.

Unless the code you're working with was modified, it will be in the same general area.

Image

These are the first few results returned. The second one is closest the the previous value, so lets try changing that. Double click on the entry and change 83 to 85. Enter a melee map as a Zerg player. You should see a Hive in place of the Hatchery. Write down the offset you changed (9D7E1), and try the next two. The results are shown below.

Spoiler: show
Terran: 9D7DD
Protoss: 9D7D9


In the 1161.fgd file, paste entries 0-2 in, and change the offset values. (The attached version already has these.)

Good luck with your EXE Edit hunting!

How to Help


@DoA: Let me know if you find any errors with this.
@Everyone:
  Code:
- Start finding offsets! You can see if an offset is working by checking the hint field after replacing the default data.mpq. The rest are displayed.
- Where are the following checked?
    Team Workers
    Team Minimum Supply
    Team Supply Multipliers
Attachments
data.zip
Updated data.mpq.
(245.21 KiB) Downloaded 388 times
Last edited by Mauron on September 2nd, 2009, 8:47 am, edited 2 times in total.
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Corbo

User avatar

Posts: 109

Joined: June 7th, 2009, 1:05 pm

Location: San Salvador, El Salvador

Post July 11th, 2009, 12:10 am

Re: EXE Edits: Finding new and updating the old for 1.16.1

Awesome, when I'm out of uni this will be one of the things I'll dedicate my time to ;)
Unofficial Mod Night:
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Debardus

Posts: 45

Joined: June 8th, 2009, 5:35 am

Post July 25th, 2009, 9:54 am

Re: EXE Edits: Finding new and updating the old for 1.16.1

Alright, so I'm trying to update the scanner sweep 'unit created ID' exe edit, but I'm having some trouble.

I downgraded to 1.15.1, opened cheat engine and went to the offset (00465360). I went up one line, copied it:

  Code:
0046535B - bf 45 fc 51 b9             - mov edi,b951fc45


upgraded to 1.16.1 and searched for it. I got no results. Am I doing something wrong?
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AofST

User avatar

Posts: 183

Joined: June 7th, 2009, 9:53 pm

Location: In the End of the World News

Post July 25th, 2009, 10:19 am

Re: EXE Edits: Finding new and updating the old for 1.16.1

Debardus wrote:Alright, so I'm trying to update the scanner sweep 'unit created ID' exe edit, but I'm having some trouble.

I downgraded to 1.15.1, opened cheat engine and went to the offset (00465360). I went up one line, copied it:

  Code:
0046535B - bf 45 fc 51 b9             - mov edi,b951fc45


upgraded to 1.16.1 and searched for it. I got no results. Am I doing something wrong?

That line isn't going to be the same in 1.16.1 because the offset that it's refrencing is changed as well. I recommend using OllyDbg and searching for the line manually.
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http://ideabirth.co.cc/
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Debardus

Posts: 45

Joined: June 8th, 2009, 5:35 am

Post July 25th, 2009, 10:23 am

Re: EXE Edits: Finding new and updating the old for 1.16.1

'Manually'? How do I go about doing this?
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AofST

User avatar

Posts: 183

Joined: June 7th, 2009, 9:53 pm

Location: In the End of the World News

Post July 25th, 2009, 10:28 am

Re: EXE Edits: Finding new and updating the old for 1.16.1

Open up ollydbg and open SC v 1.15.1. View the EXE in ASM (I forgot how to do this exactly, its in View-> though) and look for the line. Copy 5 lines before and 5 lines after and paste it in notepad or something. Close ollydbg, reopen and open SC v1.16.1 and go to the address again. Now look for a similar grouping of lines. The offsets that are referenced are going to be different, btw.
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Debardus

Posts: 45

Joined: June 8th, 2009, 5:35 am

Post July 25th, 2009, 10:36 am

Re: EXE Edits: Finding new and updating the old for 1.16.1

OllyDbg is confusing the hell out of me. I'll find the offset (I think?) but when I scroll it completely dissapears? I'm bloody confused.

EDIT: I really have no idea :P I'm confused and clueless. Any help is appreciated.

EDIT: Bajadulce helped me on BWAI. I've got the offset I need now.
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Fyrinite

Posts: 33

Joined: June 15th, 2009, 8:10 pm

Post July 28th, 2009, 12:38 pm

Re: EXE Edits: Finding new and updating the old for 1.16.1

Vartype values:

0 - no variable type
1 - editable constant variable type
2 - Units.dat list
3 - upgrades.dat list
4 - tech_data.dat list
5 - extended unit list (fg units tab)

IsLong is actually if the jump is a long jump. Relative jumps in asm are given by the jump opcode byte and then the offset from the next instruction, positive or negative, to move EIP if the jump path is to be followed. Long jumps are relative jumps with a 32bit range, which means they can reach any address in the virtual memory space of the process on a 32bit machine. There's 64bit long jumps, but since sc is a 32bit program, they don't matter. The difference is the format of the opcode and params. FG handles them distinctly...I think that the offset is always the beginning of the jump instruction, but long jumps, the byte that is changed is the 2nd one...and also the length when noping the jump is also different. Just little things like that.
~Fy
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bajadulce

Posts: 102

Joined: June 7th, 2009, 2:53 pm

Location: Santa Cruz, CA

Post November 30th, 2009, 1:30 am

Re: EXE Edits: Finding new and updating the old for 1.16.1

I thought I was banned from here? Oh well, I had a new password sent to my email and voila, they let riff-raff back in. :)

Anywho, I won't bore you with non-related b.s, but I did manage to finally release my mod in which quite a few 1.16.1 exe edits were converted. You can do as most modders do and rip the file from the sempq Or build your own. Here is my current list. * entry #276, Mauron's rally point not appearing in the PEAI file as it wasn't used.

Spoiler: show
MemBase=0x400000
OrderCount=189
OrderDat=0x114cf8
ScVersion=1.16.1
StatTable=0x1193a0
TechCount=44
TechRDat=0x114908
TechUDat=0x114a48
UnitCount=228
UnitDat=0x114178
UnitTable=0x1187e8
UnitTableCount=250
UpgradeCount=61
UpgradeDat=0x1145c0
0Entry=Game,Starting Units,Starting Buildings,Zerg
0Hint=Initial Zerg Building
0Offset=0x9d7e1
0Size=1
0Type=Const
0VarType=2
1Entry=Game,Starting Units,Starting Buildings,Terran
1Hint=Initial Terran Building
1Offset=0x9d7dd
1Size=1
1Type=Const
1VarType=2
2Entry=Game,Starting Units,Starting Buildings,Protoss
2Hint=Initial Protoss Building
2Offset=0x9d7d9
2Size=1
2Type=Const
2VarType=2
3Entry=Game,Starting Units,Starting Workers,Zerg Worker 1
3Next=4
3Offset=0x9dada
3Size=1
3Type=Const
3VarType=2
4Entry=Game,Starting Units,Starting Workers,Zerg Worker 2
4Next=5
4Offset=0x9db3d
4Prev=3
4Size=1
4Type=Const
4VarType=2
5Entry=Game,Starting Units,Starting Workers,Zerg Worker 3
5Next=6
5Offset=0x9db8a
5Prev=4
5Size=1
5Type=Const
5VarType=2
6Entry=Game,Starting Units,Starting Workers,Zerg Worker 4
6Offset=0x9dbd7
6Prev=5
6Size=1
6Type=Const
6VarType=2
7Entry=Game,Starting Units,Starting Workers,Zerg Team Worker
7Offset=0x9d9e4
7Size=1
7Type=Const
7VarType=2
8Entry=Game,Starting Units,Starting Workers,Terran Worker 1
8Next=9
8Offset=0x9dad6
8Size=1
8Type=Const
8VarType=2
9Entry=Game,Starting Units,Starting Workers,Terran Worker 2
9Next=10
9Offset=0x9db39
9Prev=8
9Size=1
9Type=Const
9VarType=2
10Entry=Game,Starting Units,Starting Workers,Terran Worker 3
10Next=11
10Offset=0x9db86
10Prev=9
10Size=1
10Type=Const
10VarType=2
11Entry=Game,Starting Units,Starting Workers,Terran Worker 4
11Offset=0x9dbd3
11Prev=10
11Size=1
11Type=Const
11VarType=2
12Entry=Game,Starting Units,Starting Workers,Terran Team Worker
12Offset=0x9d9e0
12Size=1
12Type=Const
12VarType=2
13Entry=Game,Starting Units,Starting Workers,Protoss Worker 1
13Next=14
13Offset=0x9dad2
13Size=1
13Type=Const
13VarType=2
14Entry=Game,Starting Units,Starting Workers,Protoss Worker 2
14Next=15
14Offset=0x9db35
14Prev=13
14Size=1
14Type=Const
14VarType=2
15Entry=Game,Starting Units,Starting Workers,Protoss Worker 3
15Next=16
15Offset=0x9db82
15Prev=14
15Size=1
15Type=Const
15VarType=2
16Entry=Game,Starting Units,Starting Workers,Protoss Worker 4
16Offset=0x9dbcf
16Prev=15
16Size=1
16Type=Const
16VarType=2
17Entry=Game,Starting Units,Starting Workers,Protoss Team Worker
17Offset=0x9d9dc
17Size=1
17Type=Const
17VarType=2
18Entry=Game,Starting Units,Starting Zerg Units,Zerg Create 1
18Offset=0x9d682
18Size=1
18Type=Const
18VarType=2
19Entry=Game,Starting Units,Starting Zerg Units,Zerg Create 2
19Offset=0x9d728
19Size=1
19Type=Const
19VarType=2
20Entry=Game,Supply,Individual Supply,Maximum Supply
20Offset=0x88fc7
20Size=2
20Type=Const
20VarType=1
21Entry=Game,Supply,Team Supply,Minimum Supply
22Entry=Game,Supply,Team Supply,Check Multiplier: Zerg
23Entry=Game,Supply,Team Supply,Multiplier: Zerg
24Entry=Game,Supply,Team Supply,Check Multiplier: Terran
25Entry=Game,Supply,Team Supply,Multiplier: Terran
26Entry=Game,Supply,Team Supply,Check Multiplier: Protoss
27Entry=Game,Supply,Team Supply,Multiplier: Protoss
28Entry=Units,Properties,Permanent Cloak,Allow to regain energy
29Entry=Units,Peons,Resource Harvesting,Check for depleted
29Hint=If a resource field has less than this, all the remaining resources will be returned. Gas mines will become depleted, and mineral patches will be removed.
29Offset=0x6965e
29Size=2
29Type=Const
29VarType=1
30Entry=Units,Peons,Resource Harvesting,Field Reduce
30Hint=The amount by which a resource field is reduced(added, since the value is negative) when mining from it.
30IsSigned=1
30Offset=0x69664
30Size=1
30Type=Const
30VarType=1
31Entry=Units,Peons,Resource Harvesting,Mineral Return Amount
31Hint=The number of minerals returned in a normal mineral chunk.
31Offset=0x6967d
31Size=1
31Type=Const
31VarType=1
32Entry=Units,Peons,Resource Harvesting,Mineral Check Return
32Hint=This is the amount returned if the remaining minerals is equal to the check.
32Offset=0x69688
32Size=1
32Type=Const
32VarType=1
33Entry=Units,Peons,Resource Harvesting,Gas Depleted Check
33Hint=If the remaining gas is less than this value, the mine will play the depleted sound. This does not affect how much is returned or if it really depleted.
33Offset=0x6968d
33Size=1
33Type=Const
33VarType=1
34Entry=Units,Peons,Resource Harvesting,Vespene Return Amount
34Hint=The number of gas returned in a normal gas container.
34Offset=0x696a9
34Size=1
34Type=Const
34VarType=1
35Entry=Units,Peons,Resource Harvesting,Vespene Depleted Return Amount
35Hint=The amount of resources per depleted gas container.
35Offset=0x696c9
35Size=1
35Type=Const
35VarType=1
35Change=0xEB
36Entry=Units,Create Unit,Can Create Unit Requirement,Allow more than 1 selected
37Change=0x90
37Entry=Units,Create Unit,Train Unit,Allow Zerg to train at any building
37Hint=Allows all Zerg buildings to train units, not only the Infested Command Center. Originally removed in patch 1.13c/fixed Infested Command Center in 1.13d.
37IsLong=1
37Offset=0x68477
37Size=6
37Type=Jump
38Entry=Units,Create Unit,Build(Terran),Multiple units allowed on build
39Entry=Units,Create Unit,Build(Terran),Add unit with right click
40Change=0x90
40Entry=Units,Create Unit,Unit Morph,Command Restriction - Check Unit Type
40IsLong=1
40Next=46
40Offset=0xc19e2
40Size=6
40Type=Jump
41Entry=Units,Create Unit,Unit Morph,Command - Unit Check(Hydralisk)
42Entry=Units,Create Unit,Unit Morph,Command - Unit Check(Lurker)
43Entry=Units,Create Unit,Unit Morph,Command - Tech Check(Lurker)
44Entry=Units,Create Unit,Unit Morph,Command - Unit Check(Larva)
45Entry=Units,Create Unit,Unit Morph,Command - Unit Check(Mutalisk)
46Change=0x90
46Entry=Units,Create Unit,Unit Morph,Order Restriction - Check Unit Type
46IsLong=1
46Offset=0x5dfc4
46Prev=40
46Size=6
46Type=Jump
47Entry=Units,Create Unit,Unit Morph,Order - Unit Check(Larva)
48Entry=Units,Create Unit,Unit Morph,Order - Unit Check(Hydralisk)
49Entry=Units,Create Unit,Unit Morph,Order - Unit Check(Mutalisk)
50Entry=Units,Create Unit,Unit Morph,Order - Unit to Cocoon Check(Larva)
51Entry=Units,Create Unit,Unit Morph,Order - Unit to Cocoon Check(Hydralisk)
52Entry=Units,Create Unit,Unit Morph,Order - Unit to Cocoon Check(Mutalisk)
53Entry=Units,Create Unit,Unit Morph,Cancel - Cocoon Cancel Unit(Mutalisk)
54Entry=Units,Create Unit,Unit Morph,Cancel - Lurker Egg Cancel(Hydralisk)
55Entry=Units,Create Unit,Building Morph,Command - Lower ID Bound(Original)
56Entry=Units,Create Unit,Building Morph,Command - Upper ID Bound(Original)
57Entry=Units,Create Unit,Building Morph,Command - Lower ID Bound(Morph)
58Entry=Units,Create Unit,Building Morph,Command - Upper ID Bound(Morph)
59Entry=Units,Create Unit,Building Morph,Order - Remove self reset at start
60Entry=Units,Create Unit,Building Morph,Order - Remove self reset upon finish
61Change=0x81f983000000741990909090900fb7c1f7048508376600000002000f84bd000000
61Entry=Units,Create Unit,Building Morph,Creep appears only under hatchery
61Offset=0x5ce96
61Size=33
61Type=Code
62Entry=Units,Create Unit,Building Morph,Creep flag determines Nydus build site
63Entry=Units,Create Unit,Building Morph,Cancel - Extractor Cancel Unit(Drone)
64Entry=Units,Create Unit,Building Morph,Cancel - Non-extractor Cancel Unit(Drone)
65Entry=Abilities,Self,HP Regeneration,Regeneration Rate
66Entry=Abilities,Self,Larva Spawn,All units spawn during creep spreading
67Entry=Abilities,Self,Larva Spawn,All units spawn after creep spreading
68Entry=Abilities,Self,Larva Spawn,Compare Maximum
69Entry=Abilities,Self,Larva Spawn,Count Maximum
70Entry=Abilities,Self,Larva Spawn,Spawn Timer
71Entry=Abilities,Self,Larva Spawn,Created Unit ID(Larva)
72Entry=Abilities,Self,Creep Spawn,Spawn Timer
73Entry=Abilities,Self,Creep Spawn,Creep Range
74Entry=Abilities,Self,Building Redzone Burn,Burn Percent Check
75Entry=Abilities,Self,Building Redzone Burn,Damage per cycle
76Entry=Abilities,Target,Repair,Remove race restriction
77Entry=Abilities,Ground,Nuclear Strike,Remove nuke timer
78Entry=Abilities,Self,Shield Regeneratrion,Shield Points per cycle
78IsSigned=1
78Offset=0xec2e5
78Size=1
78Type=Const
78VarType=1
79Entry=Abilities,Ground,Recharge Shields,Recharge amount per cycle
80Entry=Abilities,Ground,Recharge Shields,Energy amount per cycle
81Entry=Tech,Self,Stimpack,Action - Hitpoint check
82Entry=Tech,Self,Stimpack,Command - Hitpoint check
83Entry=Tech,Self,Stimpack,Command - Hitpoints subtracte
84Entry=Tech,Self,Stimpack,Timer
85Entry=Tech,Self,Lockdown,Timer
85Offset=0x8b92b
85Size=1
85Type=Const
85VarType=1
86Entry=Tech,Self,Lockdown,Images.dat Overlay start
87Entry=Tech,Self,Spidermines,Initial Count
87Offset=0xa0681
87Size=1
87Type=Const
87VarType=1
88Entry=Tech,Self,Spidermines,Space Check ID
89Entry=Tech,Self,Spidermines,Created Unit ID
90Entry=Tech,Self,Scanner,Order - Space Check ID
91Entry=Tech,Self,Scanner,Order - Created Unit ID
92Entry=Tech,Self,Siege Mode,In Tank Mode Requirement - Siege Unit 1
93Entry=Tech,Self,Siege Mode,In Tank Mode Requirement - Siege Unit 2
94Entry=Tech,Self,Siege Mode,Tank Move Requirement - Siege Unit 1
95Entry=Tech,Self,Siege Mode,Tank Move Requirement - Siege Unit 2
96Entry=Tech,Self,Siege Mode,In Siege Mode Requirement - Siege Unit 1
97Entry=Tech,Self,Siege Mode,In Siege Mode Requirement - Siege Unit 2
98Entry=Tech,Self,Siege Mode,Siege Mode Command - Tank Unit 1
99Entry=Tech,Self,Siege Mode,Siege Mode Command - Tank Unit 2
100Entry=Tech,Self,Siege Mode,Tank Mode Command - Siege Unit 1
101Entry=Tech,Self,Siege Mode,Tank Mode Command - Siege Unit 2
102Entry=Tech,Self,Siege Mode,Siege Mode Order - Unit Check - Tank Unit 1
103Entry=Tech,Self,Siege Mode,Siege Mode Order - Unit Check - Tank Unit 2
104Entry=Tech,Self,Siege Mode,Siege Mode Order - Unit Change - Tank Unit 1
105Entry=Tech,Self,Siege Mode,Siege Mode Order - Unit Change - Siege Unit 1
106Entry=Tech,Self,Siege Mode,Siege Mode Order - Unit Change - Tank Unit 2
107Entry=Tech,Self,Siege Mode,Siege Mode Order - Unit Change - Siege Unit 2
108Entry=Tech,Self,Siege Mode,Tank Mode Order - Unit Check - Siege Unit 1
109Entry=Tech,Self,Siege Mode,Tank Mode Order - Unit Check - Siege Unit 2
110Entry=Tech,Self,Siege Mode,Tank Mode Order - Change Unit - Siege Unit 1
111Entry=Tech,Self,Siege Mode,Tank Mode Order - Change Unit - Tank Unit 1
112Entry=Tech,Self,Siege Mode,Tank Mode Order - Change Unit - Siege Unit 2
113Entry=Tech,Self,Siege Mode,Tank Mode Order - Change Unit - Tank Unit 2
114Entry=Tech,Target,Defensive Matrix,Images.dat Overlay start
115Entry=Tech,Target,Defensive Matrix,Images.dat Underlay start
116Entry=Tech,Target,Defensive Matrix,Damage Amount
117Entry=Tech,Target,Defensive Matrix,Timer
118Entry=Tech,Target,Defensive Matrix,Caster Images.dat Overlay
119Entry=Tech,Target,Irradiate,Images.dat Overlay start
120Entry=Tech,Self,Cloak,Is Cloaked Requirement - Use Cloaking Field
121Entry=Tech,Self,Cloak,Is Uncloaked Requirement - Use Cloaking Field
122Entry=Tech,Self,Cloak,Is Cloaked Requirement - Use Personnel Cloaking
123Entry=Tech,Self,Cloak,Is Uncloaked Requirement - Use Personnel Cloaking
124Entry=Tech,Self,Cloak,Command - Technology Check - Use Cloaking Field
125Entry=Tech,Self,Cloak,Command - Technology Check - Use Personnel Cloaking
126Entry=Tech,Self,Cloak,Command - Use Cloaking Field
127Entry=Tech,Self,Cloak,Command - Use Personnel Cloaking
128Entry=Tech,Self,Cloak,Energy Decrease - Cloaking Field
129Entry=Tech,Self,Cloak,Energy Decrease - Personnel Cloaking
130Entry=Tech,Self,Cloak,Energy Decrease - Use Cloaking Field
131Entry=Tech,Self,Cloak,Energy Decrease - Use Personnel Cloaking
132Entry=Tech,Self,Burrow,Allow all units to morph
133Entry=Tech,Target,Infestation,Infestable Unit
134Entry=Tech,Target,Infestation,Damaged Percent
135Entry=Tech,Target,Infestation,Queen Hide Timer
136Entry=Tech,Target,Spawn Broodlings,Create Count
136Offset=0xf4973
136Size=1
136Type=Const
136VarType=1
137Entry=Tech,Target,Spawn Broodlings,Space Check ID
138Entry=Tech,Target,Spawn Broodlings,Create Unit ID
139Entry=Tech,Target,Spawn Broodlings,Inital Energy
140Entry=Tech,Target,Spawn Broodlings,Energy Display Maximum
141Entry=Tech,Target,Spawn Broodlings,Energy Statbar Maximum
142Entry=Tech,Ground,Dark Swarm,Space Check ID
143Entry=Tech,Ground,Dark Swarm,Create Unit ID
144Entry=Tech,Ground,Dark Swarm,Timer Check
145Entry=Tech,Ground,Dark Swarm,Timer
146Entry=Tech,Ground,Dark Swarm,Range Protection ID
147Entry=Tech,Ground,Plague,Allow burrowed units to be plagued
148Entry=Tech,Ground,Plague,Images.dat Overlay start
149Entry=Tech,Ground,Plague,Timer
150Entry=Tech,Target,Consume,Allow larva to be consumed
151Entry=Tech,Target,Consume,Energy Gain
152Entry=Tech,Ground,Ensnare,Explosion ID(Sprites.dat)
153Entry=Tech,Ground,Ensnare,Allow burrowed unit to be ensnared
154Entry=Tech,Ground,Ensnare,Images.dat Overlay start
155Entry=Tech,Ground,Ensnare,Timer
156Entry=Tech,Target,Hallucination,Create Count
156Offset=0xf6c6d
156Size=1
156Type=Const
156VarType=1
157Entry=Tech,Target,Hallucination,Initial Energy
158Entry=Tech,Target,Hallucination,Energy Display Maximum
159Entry=Tech,Target,Hallucination,Energy Statbar Maximum
160Entry=Tech,Ground,Recall,Units gathered around self
161Entry=Tech,Ground,Recall,Send gathered units to target
162Entry=Tech,Ground,Recall,Begin Recall - Field ID(Sprites.dat)
163Entry=Tech,Ground,Recall,Unit Tranport - Field ID(Sprites.dat)
164Entry=Tech,Ground,Recall,Timer
165Entry=Tech,Ground,Stasis Field,Explosion ID(Sprites.dat)
166Entry=Tech,Ground,Stasis Field,Timer
166Offset=0xf68f5
166Size=1
166Type=Const
167Entry=Tech,Ground,Stasis Field,Images.dat Overlay start
168Entry=Tech,Self,Archon Warp,Command - Unit Check
169Entry=Tech,Self,Archon Warp,Command - Remove Unit Check
170Entry=Tech,Self,Archon Warp,Order - Merge Unit ID
171Entry=Tech,Target,Restoration,Images.dat Overlay start
172Entry=Tech,Ground,Disruption Web,Space Check ID
173Entry=Tech,Ground,Disruption Web,Create Unit ID
174Entry=Tech,Ground,Disruption Web,Timer Check
175Entry=Tech,Ground,Disruption Web,Timer
176Entry=Tech,Ground,Disruption Web,Disable Ground Attack ID
177Entry=Tech,Ground,Disruption Web,Affect Air Units
178Entry=Tech,Target,Mind Control,Images.dat Overlay start
179Entry=Tech,Target,Mind Control,Allow buildings to be controlled
180Entry=Tech,Target,Mind Control,Remove shield loss
181Entry=Tech,Self,Dark Archon Meld,Command - Unit Check
182Entry=Tech,Self,Dark Archon Meld,Command - Remove Unit Check
183Entry=Tech,Self,Dark Archon Meld,Meld Unit ID
184Entry=Tech,Target,Feedback,Images.dat Overlay start
185Entry=Tech,Target,Optical Flare,Images.dat Overlay start
186Entry=Tech,Target,Optical Flare,Blinded Sight Range
187Entry=Tech,Ground,Maelstrom,Explosion ID(Sprites.dat)
188Entry=Tech,Ground,Maelstrom,Timer
188IsSigned=1
188Offset=0xf67a3
188Size=1
188Type=Const
188VarType=1
189Entry=Tech,Ground,Maelstrom,Images.dat Overlay start
190Entry=Tech,Ground,Maelstrom,Allow burrowed units to be maelstromed
191Entry=Tech,Target,Heal,Hitpoint check
191Hint=This value divided by 255 is ingame hitpoints.
191Offset=0x63cd4
191Size=2
191Type=Const
191VarType=1
192Entry=Tech,Target,Heal,Hitpoint gain
192Hint=This value divided by 255 is ingame hitpoints.
192Offset=0x63cdb
192Size=2
192Type=Const
192VarType=1
193Entry=Abilities,Self,Cloaking Nearby Units,Uncloakable Unit 1
194Entry=Abilities,Self,Cloaking Nearby Units,Uncloakable Unit 2
195Entry=Abilities,Self,Cloaking Nearby Units,Uncloakable Unit 3
196Entry=Abilities,Self,Cloaking Nearby Units,Allow buildings to be cloaked
197Entry=Orders,Target,Attack,Medic Attack/Attack Move order
198Entry=Orders,Target,Enter Nydus Canal,Allow Air Units
199Entry=Orders,Target,Enter Nydus Canal,Allow All Races Units
200Entry=Upgrades,Weapon Range,U-238 Shells,Aquire Range Increase
201Entry=Upgrades,Weapon Range,U-238 Shells,Attack Range Increase
202Entry=Upgrades,Weapon Range,Grooved Spines,Aquire Range Increase
203Entry=Upgrades,Weapon Range,Grooved Spines,Attack Range Increase
204Entry=Upgrades,Weapon Range,Singularity Charge,Aquire Range Increase
205Entry=Upgrades,Weapon Range,Singularity Charge,Attack Range Increase
206Entry=Upgrades,Weapon Range,Singularity Charge(HERO),Aquire Range Increase
207Entry=Upgrades,Weapon Range,Singularity Charge(HERO),Attack Range Increase
208Entry=Upgrades,Weapon Range,Charon Boosters,Aquire Range Increase
209Entry=Upgrades,Weapon Range,Charon Boosters,Attack Range Increase
210Entry=Upgrades,Sight Range,Ocular Implants,Upgraded Range
211Entry=Upgrades,Sight Range,Antennae,Upgraded Range
212Entry=Upgrades,Sight Range,Sensor Array,Upgraded Range
213Entry=Upgrades,Sight Range,Apial Sensors,Upgraded Range
214Entry=Upgrades,Unit Speed,Upgrade Speed,Reverse Stimpack Effect
215Entry=Upgrades,Unit Speed,Upgrade Speed,Reverse Ensnare Effect
216Entry=Upgrades,Unit Speed,Upgrade Speed,Gravitic Thrusters(Scout) Speed
217Entry=Upgrades,Unit Speed,Upgrade Speed,Minimum Speed Check
218Entry=Upgrades,Unit Speed,Upgrade Speed,Minimum Speed Set
219Entry=Upgrades,Unit Energy,Titan Reactor,Energy Amount
220Entry=Upgrades,Unit Energy,Moebius Reactor,Energy Amount
221Entry=Upgrades,Unit Energy,Apollo Reactor,Energy Amount
222Entry=Upgrades,Unit Energy,Colossus Reactor,Energy Amount
223Entry=Upgrades,Unit Energy,Gamete Meiosis,Energy Amount
224Entry=Upgrades,Unit Energy,Metasynaptic Node,Energy Amount
225Entry=Upgrades,Unit Energy,Khaydarin Amulet,Energy Amount
226Entry=Upgrades,Unit Energy,Khaydarin Core,Energy Amount
227Entry=Upgrades,Unit Energy,Argus Jewel,Energy Amount
228Entry=Upgrades,Unit Energy,Cadecus Reactor + ALL HEROES,Energy Amount
229Entry=Upgrades,Unit Energy,Argus Talisman,Energy Amount
230Entry=Upgrades,Unit Energy,Default Spellcaster Energy,Energy Amount
231Entry=Upgrades,Armor,Chitinous Plating,Armor Increase
232Entry=Upgrades,Capacity,Reaver Capacity,Inital Scarab Capacity
233Entry=Upgrades,Capacity,Reaver Capacity,Upgrade Increase
234Entry=Upgrades,Capacity,Reaver Capacity,Hero Scarab Count
235Entry=Upgrades,Capacity,Carrier Capacity,Initital Interceptor Capacity
235Hint=Initial amount of interceptors a carrier can build. The upgrade amount can not be changed due to the nature of the assembly code.
235Offset=0x65407
235Size=1
235Type=Const
235VarType=1
236Entry=Upgrades,Capacity,Carrier Capacity,Hero Interceptor Capacity
236Hint=Amount of Interceptors a Hero unit can build.
236Offset=0x653ee
236Size=1
236Type=Const
236VarType=1
237Change=0x90
237Entry=Abilities,Ground,Recharge Shields,Allow all races to have shield recharged
237Offset=0x93569
237Size=2
237Type=Jump
238Entry=Units,Properties,Spellcasters,Energy Regain
238IsSigned=1
238Offset=0xeb55e
238Size=1
238Type=Const
238VarType=1
239Entry=Units,Peons,Resource Harvesting,Auto return to any landed depot
240Entry=Units,Properties,Flying Buildings,Movement Top Speed
241Entry=Units,Properties,Independant Unit Size,Indepentant Weapon Damage Percent(x/256)
242Entry=Units,Properties,Independant Unit Size,Explosive Weapon Damage Percent(x/256)
243Entry=Units,Properties,Independant Unit Size,Concussive Weapon Damage Percent(x/256)
244Entry=Units,Properties,Independant Unit Size,Ingore Armor Damage Percent(x/256)
245Entry=Units,Properties,Small Unit Size,Indepentant Weapon Damage Percent(x/256)
246Entry=Units,Properties,Small Unit Size,Explosive Weapon Damage Percent(x/256)
247Entry=Units,Properties,Small Unit Size,Concussive Weapon Damage Percent(x/256)
248Entry=Units,Properties,Small Unit Size,Ingore Armor Damage Percent(x/256)
249Entry=Units,Properties,Medium Unit Size,Indepentant Weapon Damage Percent(x/256)
250Entry=Units,Properties,Medium Unit Size,Explosive Weapon Damage Percent(x/256)
251Entry=Units,Properties,Medium Unit Size,Concussive Weapon Damage Percent(x/256)
252Entry=Units,Properties,Medium Unit Size,Ingore Armor Damage Percent(x/256)
253Entry=Units,Properties,Large Unit Size,Indepentant Weapon Damage Percent(x/256)
254Entry=Units,Properties,Large Unit Size,Explosive Weapon Damage Percent(x/256)
255Entry=Units,Properties,Large Unit Size,Concussive Weapon Damage Percent(x/256)
256Entry=Units,Properties,Large Unit Size,Ingore Armor Damage Percent(x/256)
257Entry=Units,Properties,Independant Unit Size,Normal Weapon Damage Percent(x/256)
258Entry=Units,Properties,Small Unit Size,Normal Weapon Damage Percent(x/256)
259Entry=Units,Properties,Medium Unit Size,Normal Weapon Damage Percent(x/256)
260Entry=Units,Properties,Large Unit Size,Normal Weapon Damage Percent(x/256)
261Change=0x90
261Entry=Units,Create Unit,Unit Morph,Order - All non-morph units to use cocoons
261Hint=This edit allows all non-morphing unit to use the cocoon to morph. However, this is the EXACT exploit that create the Morph Hack, so use carefully.
261Offset=0x5e044
261Size=2
261Type=Jump
262Change=0x90
262Entry=Units,Create Unit,Build(Terran),AI finishes incomplete buildings
262Hint=If an SCV is killed while constructing a building, a new one will finish the job. Pre 1.11 SCraft
262IsLong=1
262Offset=0x67448
262Size=6
262Type=Jump
263Entry=Abilities,Ground,Nuclear Strike,All units nuke available
264Entry=Abilities,Ground,Nuclear Strike,All units launch nuke
265Entry=Orders,Target,Enter Nydus Canal,Air can target
266Entry=Orders,Target,Enter Nydus Canal,All races can target
267Entry=Units,Properties,Rally Point, Allow All Buildings to Rally
267Change=0xb801000000
267Offset=0x67359
267Size=5
267Type=Code
268Entry=Misc,new groupA,new01
269Entry=Misc,new groupA,new02
270Entry=Misc,new groupA,new03
271Entry=Misc,new groupA,new04
272Entry=Misc,new groupB,new05
273Entry=Misc,new groupB,new06
274Entry=Misc,new groupB,new07
275Entry=Misc,new groupB,new08
276Entry=Misc,new groupB,new09
277Entry=Misc,new groupC,new10
278Entry=Misc,new groupC,new11
279Entry=Misc,new groupC,new12
280Entry=Misc,new groupC,new13
281Entry=Misc,new groupC,new14
282Entry=Misc,new groupD,new15
283Entry=Misc,new groupD,new16
284Entry=Misc,new groupD,new17
285Entry=Misc,new groupD,new18
286Entry=Misc,new groupD,new19
287Entry=Misc,new groupE,new20
So that's not even half of them, but it might be useful to some.
<<

Hydrolisk

User avatar

Posts: 165

Joined: June 17th, 2009, 2:42 pm

Location: Peak of the spire.

Post November 30th, 2009, 5:03 pm

Re: EXE Edits: Finding new and updating the old for 1.16.1

Bajadulce, you are the greatest of champions. I praise you. I'm sure many modders will find this list to be of great help.
<<

Lemons

Posts: 2

Joined: November 18th, 2010, 3:08 am

Post November 27th, 2010, 4:38 am

Re: EXE Edits: Finding new and updating the old for 1.16.1

I found some offsets which I needed. Just thought I'd share.

  Code:
180Change=0x90909090909090
180Entry=Tech,Target,Mind Control,Remove shield loss
180Offset=0xf6a4a
180Size=7
180Type=Code


  Code:
245Hint=Damage percentage, determined by this/256, applied to the damage calculation.
245Offset=0x115b8c
245Size=2
245Type=Const
245VarType=1
246Entry=Units,Properties,Small Unit Size,Explosive Weapon Damage Percent(x/256)
246Hint=Damage percentage, determined by this/256, applied to the damage calculation.
246Offset=0x115ba0
246Size=2
246Type=Const
246VarType=1
247Entry=Units,Properties,Small Unit Size,Concussive Weapon Damage Percent(x/256)
247Hint=Damage percentage, determined by this/256, applied to the damage calculation.
247Offset=0x115bb4
247Size=2
247Type=Const
247VarType=1
248Entry=Units,Properties,Small Unit Size,Ingore Armor Damage Percent(x/256)
248Hint=Damage percentage, determined by this/256, applied to the damage calculation.
248Offset=0x115bdc
248Size=2
248Type=Const
248VarType=1
249Entry=Units,Properties,Medium Unit Size,Indepentant Weapon Damage Percent(x/256)
249Hint=Damage percentage, determined by this/256, applied to the damage calculation.
249Offset=0x115b90
249Size=2
249Type=Const
249VarType=1
250Entry=Units,Properties,Medium Unit Size,Explosive Weapon Damage Percent(x/256)
250Hint=Damage percentage, determined by this/256, applied to the damage calculation.
250Offset=0x115ba4
250Size=2
250Type=Const
250VarType=1
251Entry=Units,Properties,Medium Unit Size,Concussive Weapon Damage Percent(x/256)
251Hint=Damage percentage, determined by this/256, applied to the damage calculation.
251Offset=0x115bb8
251Size=2
251Type=Const
251VarType=1
252Entry=Units,Properties,Medium Unit Size,Ingore Armor Damage Percent(x/256)
252Hint=Damage percentage, determined by this/256, applied to the damage calculation.
252Offset=0x115be0
252Size=2
252Type=Const
252VarType=1
253Entry=Units,Properties,Large Unit Size,Indepentant Weapon Damage Percent(x/256)
253Hint=Damage percentage, determined by this/256, applied to the damage calculation.
253Offset=0x115b94
253Size=2
253Type=Const
253VarType=1
254Entry=Units,Properties,Large Unit Size,Explosive Weapon Damage Percent(x/256)
254Hint=Damage percentage, determined by this/256, applied to the damage calculation.
254Offset=0x115ba8
254Size=2
254Type=Const
254VarType=1
255Entry=Units,Properties,Large Unit Size,Concussive Weapon Damage Percent(x/256)
255Hint=Damage percentage, determined by this/256, applied to the damage calculation.
255Offset=0x115bbc
255Size=2
255Type=Const
255VarType=1
256Entry=Units,Properties,Large Unit Size,Ingore Armor Damage Percent(x/256)
256Hint=Damage percentage, determined by this/256, applied to the damage calculation.
256Offset=0x115be4
256Size=2
256Type=Const
256VarType=1

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