I was thinking of loading up something like ArtMoney to peer into the memory and see what's going on, but I'm a little scared of Blizzard monitoring for that and me getting banned, since I've read of that happening to players even on singleplayer.
I do use CheatEngine to do that, but only on the 1.16.1 version of the game. I don't think it would be very useful on SCR, especially for the purpose of EUDs, since they are emulated and based on the 1.16.1 addresses. You can use
Farty's Installer to get your hands on the classic version if you didn't back up your original installation when SCR rolled in. If for some reason you want to use ArtMoney on SCR, simply blocking SCR and other related programs from receiving/sending data through the internet seems to have been sufficient for me.
Sorry, this is a pretty noob question, as I have no software dev background, but how do you know what the bitmask is? Is there more documentation somewhere that I'm overlooking?
Just to correct myself, I meant bit flags instead of bit mask. I guess I know what the flags are from simple trial and error, if it's not documented in the EUDDB description, but it's a pretty safe assumption to make that the first bit is for player 1, the 2nd for player 2, and so on in that order. Since there are only 12 true players, you'd also assume that the remaining bits don't do anything (or anything that's intended).
I thought maybe if I set memory to 257 or 32896 with default bitmask (0xFFFFFFFF) it would share vision with Players 1 and 9 (10000000 1 or 1000000010000000), since it seems the player is determined by decimal places. Yet I feel like that isn't right and it didn't work, since what would the other bytes be for? I tried maybe bitmask of 0xFFFF0000 (that means to ignore the other half, I'm assuming, although what about the 4th byte?) and set it to 65537 (10000000 00000000 1) with no luck either. I can't wrap my head around this and there's hardly any resources on it. What's the right value to turn it on for Players 1 and 9?
257 is correct: there are 8 bits in 1 byte, so binary [00000001 00000001] = hex [01 01]. Setting that value at -11358 will make P1 and P9 share vision with P1, and at -11350 will do the same with P9. 65537 would share vision of P1 and P17. Though again, by my own testing, I don't get the expected results when sharing vision with players 9+. I suppose you can also see how setting a bit mask of 0xFFFFFFFF in SCMD2 would be redundant; you would for instance set it to 0x00000101 so that setting the value of 257 to that address would not affect any of the other bits, thus preserving other shared vision flags (0x01 = 00000001, 0x02 = 00000010, ..., 0x0F = 00001111).
Ah, too true. Is that space simply unknown, or occupied with data not actually pertinent to the map at all?
I guess both in this case.