Stuffs I made on 1.16.1 ReadStruct shows CUnit array during the game online mapstat prints count of triggers on directory SuperQuitter protects against un-quittable UMS maps
Stuffs I made on 1.16.1 ReadStruct shows CUnit array during the game online mapstat prints count of triggers on directory SuperQuitter protects against un-quittable UMS maps
Stuffs I made on 1.16.1 ReadStruct shows CUnit array during the game online mapstat prints count of triggers on directory SuperQuitter protects against un-quittable UMS maps
Stuffs I made on 1.16.1 ReadStruct shows CUnit array during the game online mapstat prints count of triggers on directory SuperQuitter protects against un-quittable UMS maps
Computes the largest number of characters on a single line. It gives hint for the size of text characters in SC:Remastered
Currently this plugin is not on release 1.1.1. next release may provide the plugin
Algorithm to compute the number x <- 1 loop read 0x640B58 print a given character X times if 0x640B58 varies as 1, X<-X+1 (it means the displayed on a single line) else: return X-1 (it means it was displayed across on two lines) end loop
map attached REPL command - display() makes the things on the video above. REPL command - charreport() gives SC-REPL bridge client the content of report for simple characers and corresponding values
result Twice for the screen with width 640, (it differs on little bit of change) Once for the screen with width 852 (maximum)
640
Code
char 1st 2nd ! 205 205 " 158 157 # 80 80 $ 80 80 % 62 62 & 70 70 ' 312 311 ( 178 177 ) 178 177 * 80 80 + 80 80 , 244 244 - 95 95 . 248 247 / 76 76 0 80 80 1 80 80 2 80 80 3 80 80 4 80 80 5 80 80 6 80 80 7 80 80 8 80 80 9 80 80 : 248 247 ; 271 270 < 98 98 = 80 80 > 98 98 ? 94 94 @ 78 78 A 81 80 B 79 79 C 80 80 D 74 74 E 94 93 F 101 100 G 77 77 H 74 73 I 245 245 J 98 98 K 81 81 L 101 101 M 57 57 N 70 70 O 74 74 P 83 83 Q 73 72 R 79 79 S 85 85 T 95 95 U 76 76 V 86 86 W 49 49 X 84 84 Y 87 87 Z 87 86 [ 178 177 \ 76 76 ] 178 177 ^ 98 98 _ 98 98 ` 98 98 a 98 98 b 96 96 c 101 101 d 96 96 e 98 98 f 183 183 g 96 96 h 95 95 i 263 262 j 265 265 k 114 114 l 263 262 m 60 60 n 96 96 o 97 97 p 96 96 q 97 96 r 123 123 s 104 104 t 151 151 u 98 98 v 122 122 w 73 73 x 122 122 y 127 126 z 122 122 { 129 129 | 98 98 } 129 129 ~ 74 73 가 57 57
852 with sorted
Code
char count ' >400 ; 363 j 356 i 352 l 352 . 332 : 332 I 329 , 327 ! 275 f 246 ( 238 ) 238 [ 238 ] 238 " 211 t 203 { 173 } 173 y 170 r 165 v 164 z 164 x 163 k 154 s 139 L 136 c 136 F 135 < 132 > 132 J 132 ^ 132 _ 132 ` 132 a 132 u 132 | 132 e 131 o 130 q 130 b 129 d 129 g 129 n 129 p 129 - 128 T 128 h 128 ? 127 E 126 Y 117 Z 116 V 115 S 114 X 113 P 112 K 109 A 108 C 108 # 107 $ 107 * 107 + 107 0 107 1 107 2 107 3 107 4 107 5 107 6 107 7 107 8 107 9 107 = 107 B 107 R 106 @ 105 G 104 / 102 U 102 \ 102 D 100 O 100 H 99 ~ 99 Q 98 w 98 N 95 & 94 % 84 m 81 M 77 가 77 // Korean character W 66
note space character(ascii 32, ' ') may short bigger than '(' "(" -> 238 "( " -> 117 117 * 2 ≒ 238
Post has been edited 2 time(s), last time on Jun 1 2020, 10:02 pm by KlaSsicaL.
Stuffs I made on 1.16.1 ReadStruct shows CUnit array during the game online mapstat prints count of triggers on directory SuperQuitter protects against un-quittable UMS maps
Stuffs I made on 1.16.1 ReadStruct shows CUnit array during the game online mapstat prints count of triggers on directory SuperQuitter protects against un-quittable UMS maps
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier