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C&C Tiberian Dawn Remastered

Posted: Sat Jun 06, 2020 4:57 pm
by Blub45
Many thanks to SunBeam for the great table!

Also a big thank you to ZoDDeL, I was also looking at the ClientG.exe and could not do anything in there!

Thats why I was desperate and thought there must be some kind of trickery how to get the real values to change :D



[USER=12587]@SunBeam[/USER] I'll try to figure out how ur table works so I might be able to Update it once you're not interesed anymore :)

Also there was an old table in wich the reveal map was done with this:



[SPOILER="Code"][CODE][ENABLE]

globalalloc(map_mem,2048)

label(open_square)

label(exit)

CREATETHREAD(map_mem)



map_mem:

mov ecx, 1000

mov eax,[C&C95.EXE+13DDC0]

open_square:

mov BYTE PTR [eax], 0c

add eax, 21

loop open_square

exit:

mov eax,0

ret



[DISABLE][/CODE][/SPOILER]

C&C Tiberian Dawn Remastered

Posted: Sat Jun 06, 2020 5:08 pm
by SunBeam
[QUOTE="Blub45, post: 138513, member: 28497"]

...

[/QUOTE]

I think it can be done with just modifying any unit's fog uncover radius property. Just gotta find where it's at in the structure :)

C&C Tiberian Dawn Remastered

Posted: Sat Jun 06, 2020 7:48 pm
by Zanzer
Here are a couple more useful player offsets for you:

[0004] Fire Power Bias (float)

[0008] Ground Speed Bias (float)

[000C] Air Speed Bias (float)

[0010] Armor Bias (float)

[0014] Rate of Fire Bias (float)

[0018] Cost Bias (float)

[001C] Build Speed Bias (float)

[0020] Repair Delay (float)

[0024] Build Delay (float)

C&C Tiberian Dawn Remastered

Posted: Sat Jun 06, 2020 7:54 pm
by SunBeam
[QUOTE="Zanzer, post: 138529, member: 523"]

Here are a couple more useful player offsets for you:

[0004] Fire Power Bias (float)

[0008] Ground Speed Bias (float)

[000C] Air Speed Bias (float)

[0010] Armor Bias (float)

[0014] Rate of Fire Bias (float)

[0018] Cost Bias (float)

[001C] Build Speed Bias (float)

[0020] Repair Delay (float)

[0024] Build Delay (float)

[/QUOTE]

Guess the source-code does really help :P

C&C Tiberian Dawn Remastered

Posted: Sun Jun 07, 2020 12:59 am
by Zanzer
Here is Reveal Map

C&C Tiberian Dawn Remastered

Posted: Sun Jun 07, 2020 2:01 am
by BooBoo
Good job guys! :)

C&C Tiberian Dawn Remastered

Posted: Sun Jun 07, 2020 5:46 am
by kitten1984
any chance you can get this table to work with red alert as well? You did a great job Sunbeam :)

C&C Tiberian Dawn Remastered

Posted: Sun Jun 07, 2020 9:22 am
by r3v4n
Awesome work @everyone!

C&C Tiberian Dawn Remastered

Posted: Sun Jun 07, 2020 10:49 am
by JohnFK
[QUOTE="Zanzer, post: 138567, member: 523"]

Here is Reveal Map

[/QUOTE]

Same bug as the reveal cheat in C H trainer: certain objectives such as sandbags which are under the fog of war became invisible after this option is active. You can see the effective when you press space bar to toggle between new and old graphics.

C&C Tiberian Dawn Remastered

Posted: Sun Jun 07, 2020 1:08 pm
by wurstpistole
Hi,

tried the current version. Instant build also makes buildings and units cost nothing. Any way to split those two?

C&C Tiberian Dawn Remastered

Posted: Sun Jun 07, 2020 1:40 pm
by Zanzer
Instant Build: TiberianDawn.dll+124AC1 (1-byte) - set to 1

C&C Tiberian Dawn Remastered

Posted: Sun Jun 07, 2020 4:21 pm
by SunBeam
[QUOTE="wurstpistole, post: 138619, member: 12400"]

Hi,

tried the current version. Instant build also makes buildings and units cost nothing. Any way to split those two?

[/QUOTE]



[IMG]https://i.imgur.com/u2zEye2.png[/IMG]

[automerge]1591575887[/automerge]

Updated the table once more.

C&C Tiberian Dawn Remastered

Posted: Mon Jun 08, 2020 2:51 pm
by Slobcat1337
[QUOTE="Zanzer, post: 138567, member: 523"]

Here is Reveal Map

[/QUOTE]



Hey, this is really cool, nice work! I was trying to figure this out all day.



I made a trainer for C&C95 many years ago that just accessed the pointer to the first map tile (53DDC0) and looped through writing "12" to each memory address.



Would you be kind enough to explain your script? I'd really love to understand how it works.



Thanks



Slobcat

C&C Tiberian Dawn Remastered

Posted: Mon Jun 08, 2020 5:12 pm
by Zanzer
I simply hard coded the return value of Is_Visible and Is_Mapped to true.

[URL unfurl="true"]https://github.com/electronicarts/CnC_Remastered_Collection/blob/b190e877f700ca920cef214b2186418979d6589f/TIBERIANDAWN/CELL.CPP[/URL]



Your "12" would result in binary "1100" and as you can see in the cell definition below, IsMapped and IsVisible are the 3rd and 4th. If you start from the right of "1100", the two zeroes cover the IsPlot and IsCursorHere bits, followed by the two ones to enable the next two bits.

[URL unfurl="true"]https://github.com/electronicarts/CnC_Remastered_Collection/blob/b190e877f700ca920cef214b2186418979d6589f/TIBERIANDAWN/CELL.H[/URL]

C&C Tiberian Dawn Remastered

Posted: Mon Jun 08, 2020 7:42 pm
by Devilswarchild
ummm small problem, the latest table update is not working when I try to activate "enable" while playing through the BoN campaign side of Tiberium Dawn