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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 08-06-2003, 09:46 AM   #21 (permalink)
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I would say what im using but its illegal content. And yes I can see everysingle code in the engine and minupulate it any way I want. I jsut chose not too...well kinda.lol. Maybe for a future project. Cause im planning on making a prequal to my mod once its complete. hmmm ideas are flowing already.
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Old 08-06-2003, 09:49 AM   #22 (permalink)
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email me at

smiffgig[AT]hotmail.com

this sounds very interesting bullethead
thats also my MSN Messenger contact too
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Old 08-06-2003, 12:20 PM   #23 (permalink)
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Quote:
Originally Posted by Floaty
All you need to edit the EXE is a plan and a hex dissassebler. I could do it if anyone had something specific in mind. Although, I'm not entirely sure if it iss legal to change the exe and post the changes for others to download (ex: thats how you do the no cd cracks and stuff)
Dissassembling TS and RA2 is possible. I also tried something like that with TS and it created a 72mb .asm file. I was completely lost and I didnt had a clue where were the stuff and I couldnt understand a single crap of the thing... you can only edit it with assembly if your IQ > 300. If you try to transform that into C or C++ with rare .asm to C programs that you probably have to buy, since you cant find a good one for free, the 72mb might become at least 5 times bigger or much more... but it will be even harder to decompile it and the worse, in case you put it back to binary, you might screw up with the part of the code related to operational system.

OR...

Infiltrate in EALA, steal the files, plant a C4 and edit it with Visual C++... it's an option... easier than the first one :P.
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Old 08-06-2003, 12:29 PM   #24 (permalink)
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Another problem is the BerzerkAllowed= tag.
This was intended to make the cyborgs go berzerk when badly damaged. The logic works, but not correctly.
The berzerk effect never wears off. They will be always berzerk (shooting at friendlies) even if they were on full health.
It should happen randomly when a unit with Cyborg=yes is damaged, and stop when unit has 85% health or more.
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Old 08-06-2003, 12:31 PM   #25 (permalink)
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thats EXACTLY what i was thinking of SeaMan when i posted here


btw come onto MSN i need to talk to you
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Old 08-06-2003, 02:35 PM   #26 (permalink)
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Disassembling the file to assembly is a good start. There are many people who understand how to modify assembly code (this is basically what languages get converted to before it gets converted into machine code by a compiler). If you can do it and recompile the program so it all still works, stop being bl**dy pussies and start doing it. Start off by disassembling TS:FS and porting any useful logic (i.e. anything not in RA2 that won't mess RA2 up) into the YR executable. Get a type that accesses the IonCannon to be parsed again for a start or how about adding to the arrays that control what countries use what strings and graphical assets so we can make a new country (NOT new side which is HARD(er)!). Once we have some useful (and stable) logic introduced, you could write a patching program to backup and modify the existing .exe file to our new version and stick a disclaimer on it saying its for modding educational purposes and that it voids the licence agreement and such. Since you are not actually distributing a modified .exe file you should have less problems with EA (if they even care).
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Old 08-06-2003, 03:23 PM   #27 (permalink)
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That's a great Idea blade. Last time the exe was edited, ww/EA yelled at us. But that idea just might work.
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Old 08-06-2003, 10:05 PM   #28 (permalink)
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Quote:
Originally Posted by Blade
Disassembling the file to assembly is a good start. There are many people who understand how to modify assembly code (this is basically what languages get converted to before it gets converted into machine code by a compiler). If you can do it and recompile the program so it all still works, stop being bl**dy pussies and start doing it. Start off by disassembling TS:FS and porting any useful logic (i.e. anything not in RA2 that won't mess RA2 up) into the YR executable. Get a type that accesses the IonCannon to be parsed again for a start or how about adding to the arrays that control what countries use what strings and graphical assets so we can make a new country (NOT new side which is HARD(er)!). Once we have some useful (and stable) logic introduced, you could write a patching program to backup and modify the existing .exe file to our new version and stick a disclaimer on it saying its for modding educational purposes and that it voids the licence agreement and such. Since you are not actually distributing a modified .exe file you should have less problems with EA (if they even care).
Ill give a crack at it.
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Old 08-07-2003, 01:56 PM   #29 (permalink)
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When did EA/WW say anything? When was the last time anyone tried and actually made a modifed exe and tried to distribute it? Olaf already has a patching program that modifies the radar and disables a few splash screens and such. To my knowledge the only modified .exe's out there are ones that break the copy protection (don't break this with the modified .exe and again there should be less problems).
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Old 08-09-2003, 12:26 PM   #30 (permalink)
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Blade was extremely right..no one goes to EA when they used the modified one since they have agreed to use it and read the disclaimer that the author is not responsible for the errors occured since they downloaded the stuff at their own free will..

and yes how about making new countries..it is a bloody briliant idea..and Spy Plane SW that could work in RA2 for Soviets since in RA1 they have it..

bullethead, try to revive the Ion Cannon in RA2 and YR..if possible..and unlock possible SW logic like Survivors in Planes in AircraftTypes..i have from one instance, the chopper spawned a survivor in mid-air and is player controllable but it doesn't parachute down to land..unlike in RA1..yep in RA1 when you made the Longbow have passenger support and when you used it to attack anything, it drops the passenger with a parachute when it fires its Primary weapon..
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