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[2016-4-19. : 7:14 am]
Neiv -- FaRTy1billion
FaRTy1billion shouted: http://pastebin.com/H6Xy3abV Is this bad design? I feel like it probably is, but I can't think of a better/easier way to overwrite lots of pointers with the same data. :P
Ew, that's ugly D: Though I don't really see any clearly better way of doing that
[2016-4-19. : 7:14 am]
Clokr_ -- Oh, that's good enough
[2016-4-19. : 7:14 am]
O)FaRTy1billion[MM] -- so it just says flingy has 7 values, so it starts at [0] and replaces all the pointers it finds with the new address for the speed array until it reads a 0, then it starts replacing all the addresses it finds with the new address for the accel array, etc.
[2016-4-19. : 7:12 am]
O)FaRTy1billion[MM] -- Clokr_
Clokr_ shouted: and you got hardcoded how many for speed, how many for accel, etc,
oh, do you mean how it knows how long each list is? They're 0-terminated
[2016-4-19. : 7:11 am]
O)FaRTy1billion[MM] -- ya, those are the pointers to the respective arrays in SC's code that I will replace with pointers to my own, larger arrays
[2016-4-19. : 7:11 am]
Clokr_ -- ?
[2016-4-19. : 7:11 am]
Clokr_ -- and you got hardcoded how many for speed, how many for accel, etc,
[2016-4-19. : 7:09 am]
O)FaRTy1billion[MM] -- flingy.dat has 7 values, so there are 7 lists in flingy_r
[2016-4-19. : 7:08 am]
O)FaRTy1billion[MM] -- so like the array of flingy.dat sprite values, the flingy.dat acceleration values, etc.
[2016-4-19. : 7:08 am]
O)FaRTy1billion[MM] -- those are the pointers to the flingy.dat value arrays to be replaced with the new pointer to the new array
[2016-4-19. : 7:07 am]
Clokr_ -- so what are the arrays flingy_r, etc?
[2016-4-19. : 7:07 am]
O)FaRTy1billion[MM] -- 406 pointers that will all be replaced with the same value, which is why I'm doing it how I did :P
[2016-4-19. : 7:06 am]
O)FaRTy1billion[MM] -- Special Ability Flags alone has 406
[2016-4-19. : 7:06 am]
Clokr_ -- Wow, that sure is a lot
[2016-4-19. : 7:05 am]
O)FaRTy1billion[MM] -- also units.dat will be crazy, because it has like 1400 or so pointers to replace :P
[2016-4-19. : 7:04 am]
O)FaRTy1billion[MM] -- a few are known values, and they're in a format sort of like that
[2016-4-19. : 7:04 am]
O)FaRTy1billion[MM] -- because I'm replacing them with unknown values, and there are tons of offsets that need the same values
[2016-4-19. : 7:03 am]
Clokr_ -- Why not just a big list of type: offset, nbytestoreplace, byte1, byte2, byte3, ...
[2016-4-19. : 7:01 am]
O)FaRTy1billion[MM] -- also what's going on is just massive lists of pointers to overwrite :P
[2016-4-19. : 7:00 am]
O)FaRTy1billion[MM] -- I liked it better as like 0x0049906B+2, but it got mad at me for that
[2016-4-19. : 6:59 am]
O)FaRTy1billion[MM] -- k, added whitespace.
[2016-4-19. : 6:59 am]
O)FaRTy1billion[MM] -- also fine, just for you I'll add whitespace
[2016-4-19. : 6:57 am]
O)FaRTy1billion[MM] -- I did it because it was easier, but then the compiler yelled at me for having a number followed immediately by a + saying invalid suffix or something
[2016-4-19. : 6:57 am]
Clokr_ -- Not really sure what is going on, but let me tell you: those commas without white spaces look awful...
[2016-4-19. : 6:46 am]
O)FaRTy1billion[MM] -- http://pastebin.com/H6Xy3abV Is this bad design? I feel like it probably is, but I can't think of a better/easier way to overwrite lots of pointers with the same data. :P
[2016-4-19. : 6:42 am]
O)FaRTy1billion[MM] -- I should put all the arrays in a different file or something. This is getting kind of crazy :P
[2016-4-19. : 6:41 am]
O)FaRTy1billion[MM] -- I didn't know what to call the increase in flingy ID size
[2016-4-19. : 6:41 am]
O)FaRTy1billion[MM] -- // Currently no configuration; hardcoded ! dats[FLINGY_DAT].newEntries = 219; dats[FLINGY_DAT].doPatch = true; doThingyExpand = true;
[2016-4-19. : 6:40 am]
O)FaRTy1billion[MM] -- It compiles and runs, but I haven't enabled those patches yet
[2016-4-19. : 6:40 am]
O)FaRTy1billion[MM] -- I did most of sprites and images on Saturday, today was just finishing up a bit of code
[2016-4-19. : 6:39 am]
Clokr_ -- One dat file per day is a good pace :P
[2016-4-19. : 6:37 am]
O)FaRTy1billion[MM] -- I havent' tested sprites or images at all. Sprites will probably work as well as flingy, images will probably not work. :P
[2016-4-19. : 6:36 am]
Clokr_ -- I might even get into modding! :P
[2016-4-19. : 6:36 am]
Clokr_ -- It's good the project is going well
[2016-4-19. : 6:35 am]
O)FaRTy1billion[MM] -- 12:30, and I just finished adding some entries to my images.dat patching arrays, and the code to apply the patches :P
[2016-4-19. : 6:35 am]
O)FaRTy1billion[MM] -- Good night !
[2016-4-19. : 6:34 am]
Clokr_ -- Morning!
[2016-4-19. : 6:33 am]
O)FaRTy1billion[MM] -- cool. Well I didn't get much done, but at least I didn't do nothing :P
[2016-4-19. : 6:33 am]
O)FaRTy1billion[MM] -- oh cool, and other numbers I didn't know appear to just be the line number or whatever to some storm calls
[2016-4-19. : 6:28 am]
O)FaRTy1billion[MM] -- ya, I'll just do and eax,0 / add eax,(number). Then I don't need to add more arrays/pointers/code :P
[2016-4-19. : 6:21 am]
O)FaRTy1billion[MM] -- I keep trying to make easy way to list where to replace and with what, but all I've ended up with is a ton of really awkward arrays :P
[2016-4-19. : 6:19 am]
O)FaRTy1billion[MM] -- I can fill it with NOP, or I can do and 0 / add new count :P
[2016-4-19. : 6:15 am]
Neiv -- At least that's the simplest way of doing things
[2016-4-19. : 6:12 am]
O)FaRTy1billion[MM] -- Making everything available to both seems the better, more stable option
[2016-4-19. : 6:09 am]
O)FaRTy1billion[MM] -- Dunno. :P
[2016-4-19. : 6:09 am]
Neiv -- Are there even any mods that don't require broodwar? D:
[2016-4-19. : 6:08 am]
O)FaRTy1billion[MM] -- I've noticed. I think it's usually ternary operators, I read something about that when I had really confusing code like this (but moreso) before
[2016-4-19. : 6:07 am]
O)FaRTy1billion[MM] -- So I'll increase the F4. Or should I just make it always the new number? xD
[2016-4-19. : 6:07 am]
Neiv -- Blizzard's compiler likes to avoid jump instructions if it can :P
[2016-4-19. : 6:07 am]
O)FaRTy1billion[MM] -- Cool, that is good to know. :P
[2016-4-19. : 6:07 am]
O)FaRTy1billion[MM] -- ya, it's doing neg EAX / and EAX,F4 / Add 2F3. So it's the one you said
[2016-4-19. : 6:06 am]
Neiv -- Decides whether bw has been installed
[2016-4-19. : 6:06 am]
O)FaRTy1billion[MM] -- What is 6D11E4?
[2016-4-19. : 6:05 am]
O)FaRTy1billion[MM] -- Oh, it's just doing weird logic, that's why.
[2016-4-19. : 6:05 am]
O)FaRTy1billion[MM] -- The part that was confusing though is it is AND that number + 2F3
[2016-4-19. : 6:04 am]
O)FaRTy1billion[MM] -- That makes a lot of sense. :P since 999-the first one gives 755, which is the first twilight doodad sprite
[2016-4-19. : 6:03 am]
O)FaRTy1billion[MM] -- OH maybe
[2016-4-19. : 6:02 am]
Neiv -- Wild guess: Maybe they are amount of images in sc and amount of images added in bw
[2016-4-19. : 6:01 am]
Neiv -- Huh?
[2016-4-19. : 6:01 am]
O)FaRTy1billion[MM] -- I found some functions where there were two constants that added up to 3E7, but I couldn't figure out what for ;o
[2016-4-19. : 6:00 am]
Neiv -- Well, nothing else is necessary :P
[2016-4-19. : 5:59 am]
O)FaRTy1billion[MM] -- I found the function, but the most I looked at it was "yup, there's a 3E7" *copy+paste address"
[2016-4-19. : 5:59 am]
O)FaRTy1billion[MM] -- I think it's the shield overlay size or something
[2016-4-19. : 5:59 am]
O)FaRTy1billion[MM] -- it's based on some property, somehow
[2016-4-19. : 5:58 am]
Neiv -- Yeah some kind of generation logic
[2016-4-19. : 5:58 am]
Neiv -- And it wasn't read from dat files..?
[2016-4-19. : 5:58 am]
O)FaRTy1billion[MM] -- It's something like that, I just didn't figure out how it was generated (but I also didn't look that much in to it)
[2016-4-19. : 5:58 am]
Neiv -- 005240D0 ? I think it decided how many different "burning states" the building has
[2016-4-19. : 5:56 am]
O)FaRTy1billion[MM] -- i dunno what the building overlay array is, I just know it's there :P
[2016-4-19. : 5:56 am]
O)FaRTy1billion[MM] -- for images I got the grp array, all 6 lo? arrays, and the building overlay thing array

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