Wake of Gods Forum | Форум Во Имя Богов

Full Version: Ваши вопросы по ERM-скриптам
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624
(22.07.2023 18:10)AnT Wrote: [ -> ]А возможно ли динамически заменить сразу весь Dwelling.txt на заранее подготовленные Dwelling2.txt / Dwelling3.txt / ... ?

Теоретически можно:

1. Загружаешь в память игры свои тестовики с помощью SN:E
2. Записываешь адрес на загруженный текстовик в 8 адресов памяти с помощью UN:C в нужный тебе момент времени. Естественно, что окно города при этом должно быть закрыто, иначе придётся менять тексты "на лету" в самих структурах диалогов города, что достаточно не просто.
Подскажите, плиз, как узнать имя загружаемого файла в функции !?FU(OnSavegameRead); или функции
!?FU(OnAfterLoadGame); и какая предпочтительнее?
Вообще-то, меня интересует конкретно загрузка с файла BATTLE, чтобы сбрасывать настройки скриптовых боёв.

P.S. Я понимаю что можно это делать в общем !?FU(OnGameEnter); но сбрасываемых настроек много и я боюсь, что у тех, у кого компы слабенькие, будет задержка, которая может бесить
Is there a way to play a .def but flip it horizontally?

For example, I have a def like this:
Image: x6HzaZB.png

Here I want to play it like this without creating another def:
Image: zADPA2i.png

I suppose it can be done in heroes 3 as there are some def with direction changes, like the animation of Death Blow (Death Knight's ability)
Most of def frame drawing functions have Mirror (horizontal) support like:

DrawInterfaceDefGroupFrame (
    Def: Heroes.PDefItem;
    GroupInd, FrameInd, SrcX, SrcY, SrcWidth, SrcHeight: integer;
    Buf: pointer;
    DstX, DstY, DstW, DstH, ScanlineSize: integer;
    DoMirror, UsePaletteSpecialColors: boolean
); stdcall at 0x47B610;

But I don't recall ready to use "play" function with this parameter. Further investigation is necessary.
Berserker, thanks. Another related address is 0x47BE90.

As I see this will take a lot of trials which might not be realistic at the moment. I will just give this up 105
There can be dirty approach like BM:V command with hook on DrawDefFrame function, replacing DoMirror argument for particular def name, but I would not suggest such approach, unless the feature is a must have.
Archer30, Berserker, 0x47B610 directly calls 0x47BE90 just changing Def* , groupId and frameId args int Frame
So probably it doesn't matter where to hook

Archer30, so why you just gave this up?
daemon_n, because life is short. I decided to put on other tasks so we don't get stopped in progress 148 I will get back to it when I have more understanding
Looking for some help with changin the sprite of creature depending on days.

The following script works only for the first switching and then the sprite keeps unchanged. I suppose this is because the something's cached. Possible to be improved?

Also, is there a way to change the sprite on the map of a creature by days?
The only way would be tracking LoadDef and Def->Destruct functions in order to find out the location of loaded defs in memory (which game structure), I suppose, with further unloading/reloading. Anyway, it does not seems as reliable solution. Once the object is drawn and not removed, resource counter is kept > 1, resource is not released and SN:R simply cannot redirect anything. SN:R intercepts LoadDef function, changing argument "name". After resource is loaded and stored in memory, nobody can force the game or plugin to use other def. The only exception are png frames, which ignore already loaded DEF frames.

Maybe another redirection mechanism could help. Something redirecting def drawing functions to other def frames on the fly. I didn't implement it yet. In your example 195z.def is not loaded, thus when we redirect 196z.def frame to 195z.def we should load def from archive, draw single frame and release memory, which would be very slow, unless implementing some time-limited cache.
Unsure Basically, SN:R is only for masters of memory hacks.
LoadDef loads resource if it was not loaded yet and set it's reference counting to 1. If resource was already loaded by other code, it's reference counter is simply increased by one. When some code does not need resource anymore, it call Dereference method, which decrease reference counter by one. When it reaches zero, the resource is freed.

So image we have some structure like AdvMapObject with Def field = 0. On the first draw call, LoadDef will be called for each such object with particular def name. If we have 10 objects on the map of the same type, the def will have reference counter = 10.

SN:R intercepts calls to LoadDef and changes one def name to another. But if def pointer is already stored in some structure, we cannot force that structure user to use new def. When all objects are removed from map (reference counter decreased until 0 and def is freed), SN:R is able to take effect on the next LoadDef call.
Berserker, I get the idea, thanks!

New question:
Is there any requirement for a position to be inserted with an erm hook?
Daemon_n told me that it is recommended to put a hook only when there are 5 bytes between opcodes, but from what I see three would also do. Is that correct?

An example is that I put a hook at 0075DE2B for getting one of my creatures to have the same chance of Age with Blood Dragon, but daemon said 0075DE31 is safer. I find no difference between these 2 hooks so far.
5 bytes are required in insert "CALL Hook_Bridge instruction" (1 byte for command and 4 bytes for offset). So at least 5 bytes are always overwritten. Erm Hooker plugin relocates overwritten commands to new memory buffer, preserving all of them. But if there are jumps from other code to overwritten bytes, you'll get a crash. Because this external code will jump into the middle of new CALL command and will interpret new bytes as normal commands. So generally it's safe to overwrite group of assembler instructions with at least 5 bytes in length (like PUSH something, ADD something, XOR something, CMP something), not in the end of function and without jumps in the middle of those 5 bytes.
0075DE2B seems to be safe place.

CMP ECX, 9A
6 bytes, comparison between CPU register and constant, changes CPU Flags register

If your hook does not prevent default behavior or changes comparison logics and return address, it's safe.

0075DE31 seems to be less usable:

0075DE31 |. /75 08 JNE SHORT 0075DE3B
0075DE33 |. |B9 54024400 MOV ECX, 00440254

Two commands will be overwritten, I do not see any advantages. Moreover, the first address was the beginning of IF ... ELSE block, while daemon's variant is just in the middle of IF construction. It's easier to control block start logics.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624
Reference URL's