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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 07-15-2004, 08:31 PM   #141 (permalink)
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Otherwise, do it like a warez-provider: Create a Tripod-account and upload it.
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Old 07-15-2004, 09:16 PM   #142 (permalink)
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I may have found some thing "SpotlightRadius"
There seem to be an extra line of code attached to it. But I need a programmers opinion on this.

http://www.cannis.net/forum/index.php?act=ST&f=5&t=4209
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Old 07-15-2004, 09:22 PM   #143 (permalink)
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Quote:
Originally Posted by DJBREIT
Why don't we just reveres engineer it. Since the source code probable will never be released.
It's probably easier to rewrite the entire game from scratch if you want to do significant modifications.
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Old 07-16-2004, 10:27 AM   #144 (permalink)
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Now that'd be a cool mod
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Old 07-16-2004, 11:21 AM   #145 (permalink)
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Well its been a long time since i had anything to do with RA2 and Yuri editing.

But i remember Deezire and Deezee trying to open the source code for us to play with. They could open an change but when it came to recompressing the code it failed.

So inevitably they gave up as it was a lost cause without the help of Westwood Studios (R.I.P. Guys) and of course EA would never give anything away for free.

If anyone got any closer i would really like to know but i dont think they will have.



CH...
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Old 07-17-2004, 12:32 AM   #146 (permalink)
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Quote:
Originally Posted by XTF
Quote:
Originally Posted by DJBREIT
Why don't we just reveres engineer it. Since the source code probable will never be released.
It's probably easier to rewrite the entire game from scratch if you want to do significant modifications.
You are probably right.

But between Hex Workshop and WinDasm we may be able to do some tweaking.
I will have to do some testing to make sure Hex Workshop can save the code correctly. And WinDasm gives a more readable format to use.
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Old 07-17-2004, 01:09 PM   #147 (permalink)
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HEX workshop can save the exe fine, it just saves byte changes to the file. The trick is making sure you modify the correct offsets.
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Old 07-17-2004, 02:25 PM   #148 (permalink)
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I have come up with three theory.
1 Someone at WW added an extra code to “SpotlightRadius” by mistake.
2 Someone at WW added an extra code to “SpotlightRadius” to make an improvement to it and abandon it before it was implemented.
3 Someone at WW miss-linked some code to the “SpotlightRadius” by mistake. So there may be another command missing the code and not working.

To test this we need to null this code. What is the best way?
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Old 07-17-2004, 02:34 PM   #149 (permalink)
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There's a NOP (90h) operation just for that - it does nothing, just takes up space :P But I advise not to fiddle with it yet (see the "Spotlights" topic for some info).
I found a basic asm tutorial here, it might be useful.
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Old 07-17-2004, 11:08 PM   #150 (permalink)
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Quote:
Originally Posted by DCoder
I have some knowledge of asm, I am looking at it... you know that j**/call instructions call other subroutines, right? Well, the TS function is built up from 27 smaller parts, and YR from 16. I dumped the code, but I'm tired and late, I'll try to do something with it tomorrow.
BTW, do you know the Delphi/Pascal/C or some other coding syntax? It might help to translate this into something easier.
After digging throw some more code it looks like WW did some rework on the core engine, most likely to speed up memory management and speed of the game. This dose make it harder on us.

P.S. Tutorial was a great help to better understanding on how the code works. Do you have any other links to tutorial.
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