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[TUTORIAL]PUD Reversing 7072  34

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[TUTORIAL]PUD Reversing
« on: January 29, 2016, 12:35:27 AM »
Download Cheat Engine : http://www.cheatengine.org/
Install and open it, open the WarCraft 2 Map Editor.
Open the process choose the WarCraft 2 Map Editor like the one in the picture click open.



Now Click Value Type drop down Box. Select the "Byte" option.



Then Select the "grass" and "titeset" like in the picture below.



So now we want to type 137 into the Value box in cheat engine. Then click "First Scan" you should have a similar screen like below.



Next we want to click the 3x3 size in the WarCraft 2 Editor. Now we also want to type 138 into the Value box and Click "Next Scan" You should have one address left.



Now we can double click the one address left and it should appear below. We click the check box to freeze the value, if you double click on the 138 value it will prompt you to edit it enter 250. Now when i click in the map editor wall is and fills map. If you click tree, rock, water, mud, same effect. If you enter a smaller value it will be smaller radius...



Few more cool things.





Here are some values to get you playing with.

UNITS : Will allow you to give red a peon, peasant, pali, etc in regular Map Editor.
234 = peasant
235 = peon
236 = ball
237 = cat
238 knight
239 orge
240 alleria
241 archer
236 = footman
253 = death knight
254 = gryphon

--------
BUILDINGS
34 farm
35 pigfarm
36 barracks
37 orcbarracks
38 church
39 alter
40 guard tower
43 stables
44 gomish

----
Players : More then 8 will crash but map editor will allow you to place them.
176 = red
191 = new

Size / Menu : Settings Explained in tutorial above.

137 = 1x1
138 = 3x3

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Re: [TUTORIAL]PUD Reversing
« Reply #1 on: January 29, 2016, 03:47:22 AM »



Sent from my Motorola DynaTAC 8000X using Tapatalk
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Re: [TUTORIAL]PUD Reversing
« Reply #2 on: January 29, 2016, 05:20:15 AM »
this causes a crash LOL!!! Look at all the units and the messed up colors.
176 = red
177 = blue
178 = blah and so on
after 191 you start getting different units (Nothing playable yet.)





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Re: [TUTORIAL]PUD Reversing
« Reply #3 on: January 29, 2016, 07:07:33 AM »
5:13 AM wtf? Don't you sleep?


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Re: [TUTORIAL]PUD Reversing
« Reply #4 on: January 29, 2016, 07:27:24 AM »
Nope been at work for an hour already too ;)
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Re: [TUTORIAL]PUD Reversing
« Reply #5 on: January 30, 2016, 04:35:11 AM »
playing around..on the map side. nothing interesting but not crashing  :)


:o if i can find the "buildpeon" be the first time for dual race 8 player  ;D "feeling excited"that i know of not using rescuable


 8) objective completed!!!!!


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Re: [TUTORIAL]PUD Reversing
« Reply #6 on: January 30, 2016, 11:22:27 AM »
playing around..on the map side. nothing interesting but not crashing  :)


:o if i can find the "buildpeon" be the first time for dual race 8 player  ;D "feeling excited"that i know of not using rescuable


 8) objective completed!!!!!



Yeah!!! Fuck yea hack that shit. Looks like you found a good area to mess with :) Isn't the build peon only in the exe?
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Re: [TUTORIAL]PUD Reversing
« Reply #7 on: January 30, 2016, 12:51:58 PM »
in the pud, has to be custom :(
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Re: [TUTORIAL]PUD Reversing
« Reply #8 on: January 30, 2016, 01:16:02 PM »
Don't forget about this information posted in the Welcome thread here.

Code: [Select]
WarCraft II PUD Specs

This information was compiled by Daniel Lemberg, with a trusty hex editor
and a copy of WarCraft II. If you find out what any of the unknown
sections are, let me know at lemberg@bayserve.net, and I'll add your name
and accomplishments to Appendix E. The most recent version of this file
can be obtained at http://www.bayserve.net/~lemberg

In the context of this doc, a byte is an 8 bit unsigned value, a word is a
16 bit unsigned value, and a long is a 32 bit unsigned value.

Sections:

   4 bytes      header
   long      length
   ...      data

0: Section 'TYPE', identifies as a PUD file

   9 bytes      null terminated type ('WAR2 MAP')
   7 bytes      id tag

1: Section 'VER ', identifies PUD version

   word      version ($11)

2: Section 'DESC', PUD description

   32 bytes   null terminated description

3: Section 'OWNR', identifies controller of each side

   8 bytes      the 8 player slots
   7 bytes      nobody, set to $03
   byte      neutral, set to $02

   should be:

   $02      neutral
   $03      nobody
   $04      computer
   $05      human
   $06      rescue (passive)
   $07      rescue (active)

4: Section 'ERA ', terrain type

   word      terrain

   should be:

   $00      forest
   $01      winter
   $02      wasteland
   $03      swamp

5: Section 'DIM ', map dimensions

   word      x
   word      y

6: Section 'UDTA', Unit Data (this section is optional)

   word      use default data (0 no, 1 yes)
   110 bytes   first construction frame
   110 bytes   second construction frame
   127 words   terrain independent unit graphics (obsolete)
   127 words   summer unit graphics (obsolete)
   127 words   winter unit graphics (obsolete)
   127 words   wasteland unit graphics (obsolete)
   110 longs   sight range
   110 words   hit points
   110 bytes   magic (0 no, 1 yes)
   110 bytes   build time
   110 bytes   1/10 gold cost
   110 bytes   1/10 lumber cost
   110 bytes   1/10 oil cost
   110 longs   unit size (x then y)
   110 longs   box size (x then y)
   110 bytes   attack range
   110 bytes   reaction range
   110 bytes   unknown
   110 bytes   armor
   110 bytes   selectable via rectangle (0 no, 1 yes)
   110 bytes   priority (the higher, the fewer)
   110 bytes   basic damage
   110 bytes   piercing damage
   110 bytes   weapons upgradable (0 no, 1 yes)
   110 bytes   armor upgradable (0 no, 1 yes)
   110 bytes   missile weapon

      0x00   lightning
      0x01   griffon hammer
      0x02   dragon breath
      0x03   flame shield
      0x04   flame shield (self)
      0x05   blizzard
      0x06   death and decay
      0x07   big cannon
      0x08   black powder
      0x09   heal effect
      0x0a   touch of death
      0x0b   rune
      0x0c   tornado
      0x0d   catapult rock
      0x0e   ballista bolt
      0x0f   arrow
      0x10   axe
      0x11   submarine missile
      0x12   turtle missile
      0x13   dark flame
      0x14   bright flame
      0x15   blood
      0x16   more black powder
      0x17   explosion
      0x18   small cannon
      0x19   metal spark
      0x1a   mini-explosion
      0x1b   demon fire
      0x1c   green cross
      0x1d   none

   110 bytes   unit type (0 land, 1 fly, 2 naval)
         only changes appearance
   110 bytes   decay rate (dies in rate * 6 secs time, 0 never decays)
         only applies to units you build or create via spell
   110 bytes   unknown
   58 bytes   (1: can move, 2: peasant, 4: sapper)
         only the first 58 units, sometimes crashes if wrong
   110 words   point value for killing unit
   110 bytes   can target (1 land, 2 sea, 4 air, OR together)
         note: some missiles can't hit air units
   110 longs   flags

   bit     1               2               4               8
   0       unused (?)
   1       deposit oil     sapper          mage            hits back
   2       big tower       oil well        gold mine       hero
   3       shore building  spells          deposit wood    attack
   4       deposit gold                    can bombard     is undead
   5       peaasant        tanker          transport       oil well
   6       critter         building        is sub          sees subs
   7       land            fly             corpse explodes naval

   See Appendix A for correct order of units inside the 110 values.

7: Section 'UGRD', Upgrade Data, (this section is optional)

   byte      use default data (0 no, 1 yes)
   52 bytes   upgrade time
   52 words   gold cost
   52 words   lumber cost
   52 words   oil cost
   52 words   upgrade icon
   52 words   group applies to
   52 longs   unknown

   See Appendix B for correct order of upgrades inside the 52 values.

8: Section 'SIDE', Identifies race of each player

   8 bytes      the 8 player slots
   7 bytes      garbage, set  to $00
   1 byte      nuetral, set to $02

   should be:

   $00      human
   $01      orc
   $02      neutral

9: Section 'SGLD', Starting gold

   8 words      gold for the 8 players
   7 words      garbage
   1 word      gold for neutral

10: Section 'SLBR', Starting lumber

   8 words      lumber for the 8 players
   7 words      garbage
   1 word      lumber for neutral

11: Section 'SOIL', Starting oil

   8 words      oil for the 8 players
   7 words      garbage
   1 word      oil for neutral

12: Section 'AIPL', AI of each player

   8 bytes      ai for the 8 players
   7 bytes      garbage ($00)
   1 byte      ai for neutral ($00)

   See Appendix C for the known AIs.

13: Section 'MTXM', tiles map

   X*Y words   tile

   See Appendix D for general info on map tiles.

14: Section 'SQM ', movement map

   X*Y words

   should be:

   $0001      land
   $0002      coast (corner?)
   $0011      dirt
   $0040      water
   $0081      forest and mountains
   $0082      coast
   $008d      walls (crashes if not really a wall)

   Other good values:

   $0000      bridge (land, navy, air)
   $0fxx      space (nothing)
   $02xx      cave (no birds)

15: Section 'OILM', obsolete oil map

   X*Y bytes   just set it all to $00

16: Section 'REGM', action map

   X*Y words

   should be:

   $0000      water
   $4000      land
   $faff      island (no trans, no land)
   $fbff      wall
   $fdff      mountains
   $feff      forest

17: Section 'UNIT', Units

   length/8 units, where a unit is:

   word      x coord
   word      y coord
   byte      type
   byte      owner
   word      if gold mine or oil well, contains 2500 * this
         otherwise 0 passive 1 active

Appendix A: Unit Types

   00      infantry
   01      grunt
   02      peasant
   03      peon
   04      ballista
   05      catapult
   06      knight
   07      ogre
   08      archer
   09      axethrower
   0a      mage
   0b      death knight
   0c      paladin
   0d      ogre-mage
   0e      dwarves
   0f      goblin sapper
   10      attack peasant
   11      attack peon
   12      ranger
   13      berserker
   14      alleria
   15      teron gorefiend
   16      kurdan and sky'ree
   17      dentarg
   18      khadgar
   19      grom hellscream
   1a      human tanker
   1b      orc tanker
   1c      human transport
   1d      orc transport
   1e      elven destroyer
   1f      troll destroyer
   20      battleship
   21      juggernaught
   23      deathwing
   26      gnomish submarine
   27      giant turtle
   28      gnomish flying machine
   29      goblin zepplin
   2a      gryphon rider
   2b      dragon
   2c      turalyon
   2d      eye of kilrogg
   2e      danath
   2f      khorgath bladefist
   31      cho'gall
   32      lothar
   33      gul'dan
   34      uther lightbringer
   35      zuljin
   37      skeleton
   38      daemon
   39      critter
   3a      farm
   3b      pig farm
   3c      human barracks
   3d      orc barracks
   3e      church
   3f      altar of storms
   40      human scout tower
   41      orc scout tower
   42      stables
   43      ogre mound
   44      gnomish inventor
   45      goblin alchemist
   46      gryphon aviary
   47      dragon roost
   48      human shipyard
   49      orc shipyard
   4a      town hall
   4b      great hall
   4c      elven lumber mill
   4d      troll lumber mill
   4e      human foundry
   4f      orc foundry
   50      mage tower
   51      temple of the damned
   52      human blacksmith
   53      orc blacksmith
   54      human refinery
   55      orc refinery
   56      human oil well
   57      orc oil well
   58      keep
   59      stronghold
   5a      castle
   5b      fortress
   5c      gold mine
   5d      oil patch
   5e      human start
   5f      orc start
   60      human guard tower
   61      orc guard tower
   62      human cannon tower
   63      orc cannon tower
   64      circle of power
   65      dark portal
   66      runestone
   67      human wall
   68      orc wall

Appendix B: Upgrade types

   00      sword 1
   01      sword 2
   02      axe 1
   03      axe 2
   04      arrow 1
   05      arrow 2
   06      spear 1
   07      spear 2
   08      human shield 1
   09      human shield 2
   0a      orc shield 1
   0b      orc shield 2
   0c      human ship cannon 1
   0d      human ship cannon 2
   0e      orc ship cannon 1
   0f      orc ship cannon 2
   10      human ship armor 1
   11      human ship armor 2
   12      orc ship armor 1
   13      orc ship armor 2
   14      catapult 1
   15      catapult 2
   16      ballista 1
   17      ballista 2
   18      train rangers
   19      longbow
   1a      ranger scouting
   1b      ranger marksmanship
   1c      train berserkers
   1d      lighter axes
   1e      berserker scouting
   1f      berserker regeneration
   20      train ogre-mages
   21      train paladins
   22      holy vision
   23      healing
   24      exorcism
   25      flame shield
   26      fireball
   27      slow
   28      invisibility
   29      polymorph
   2a      blizzard
   2b      eye of kilrogg
   2c      bloodlust
   2d      raise dead
   2e      death coil
   2f      whirlwind
   30      haste
   31      unholy armor
   32      runes
   33      death and decay

Appendix C: Computer AIs

   $00      land attack
   $01      passive
   $02      Orc 3
   $03      Human 4
   $04      Orc 4
   $05      Human 5
   $06      Orc 5
   $07      Human 6
   $08      Orc 6
   $09      Human 7
   $0A      Orc 7
   $0B      Human 8
   $0C      Orc 8
   $0D      Human 9
   $0E      Orc 9
   $0F      Human 10
   $10      Orc 10
   $11      Human 11
   $12      Orc 11
   $13      Human 12
   $14      Orc 12
   $15      Human 13
   $16      Orc 13
   $17      Human 14 (Orange)
   $18      Orc 14 (Blue)
   $19      sea attack
   $1a      air attack
   $1b      Human 14 (Red)
   $1c      Human 14 (White)
   $1d      Human 14 (Black)
   $1e      Orc 14 (Green)
   $1f      Orc 14 (White)
   $20      Expansion 1
   ...
   $52      Expansion 51

Appendix D: General map tiles

   solid tiles

   001x      light water
   002x      dark water
   003x      light coast
   004x      dark coast
   005x      light ground
   006x      dark ground
   007x      forest
   008x      mountains
   009x      human wall
   00ax      orc walls
   00bx      human walls
   00cx      orc walls

   boundry tiles

   09..      orc wall
   08..      human wall
   07..      forest and grass
   06..      dark grass and grass
   05..      coast and grass
   04..      mount and coast
   03..      dark coast and coast
   02..      water and coast
   01..      dark water and water

   where .. is:

   filled   clear
   0x   Dx   upper left
   1x   Cx   upper right
   2x   Bx   upper half
   3x   Ax   lower left
   4x   9x   left half
   7x   6x   lower right
   8x   5x   upper left, lower right

   Black Plague tiles: these tiles have no swamp terrain
   counterpart and must be remapped.

   $003a   $003b   $004a   $004b

Appendix E: Contributers

   Scorpions (guyg2512@ele.etsmtl.ca)

      Found the extended missile types, such as the flame shield
      and blizzard missiles.

   Alexander Cech (e8900070@student.tuwien.ac.at)

      Discovered the construction frames, and the unit graphics.

    Mark Kinkead (mok@mars.superlink.net)

      Identified the reaction range section of the UDTA.
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Re: [TUTORIAL]PUD Reversing
« Reply #9 on: January 30, 2016, 01:33:42 PM »
nice thx! build peasent is 72.
one would thought he was another dam peasent :(.

lots of other stuff,like this "must be orc" units
9d-eye of killrog hero   -never explodes
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Re: [TUTORIAL]PUD Reversing
« Reply #10 on: January 30, 2016, 01:45:27 PM »
nice thx! build peasent is 72.
one would thought he was another dam peasent :(.


Yeah tons of stuff to hack. Also you should try a memory editor. So you can scan for unknown values, changed values, not changed, increased, etc.





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Re: [TUTORIAL]PUD Reversing
« Reply #11 on: January 30, 2016, 04:22:59 PM »
its hard to get them all set :/
but im at 3 red,blue,green   
what is neat is they double thierselves, so 2 comps is actually trying to be 4 when they get the resources.(random not sure on this)some times they do 2 keeps baracks .

trying for 4 and more later.

cant put the image up dam lappy doesnt like any kind of flash to upload.

lol im gonna leave some of this shit to u and whoever else brain is hurting need beer.

be orc ,map default , i put 7 comps make sure both there etc..


cooptest11 is all 8.
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easycompany

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Re: [TUTORIAL]PUD Reversing
« Reply #12 on: January 31, 2016, 09:20:21 AM »
i found the brown peasent,its unselectable has a light blue box around him,ur guys attack him and so does comp no <3 at all for the poor feller.


ok here is gowbne test map,
1.be orc
2.map default in single or multi, tvb or ums

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Re: [TUTORIAL]PUD Reversing
« Reply #13 on: January 31, 2016, 09:01:06 PM »
I was just able to make regular orges use blood lust.  Exe change and give them mana bar with map editor. Hmm funny ;)
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Re: [TUTORIAL]PUD Reversing
« Reply #14 on: January 31, 2016, 11:39:40 PM »
nice!! i got the cheat engine but im to dam newbie right now.
lol got a self attacking footie kills himself  ;D ;D make soem comedy maps or he can be some kinda timer.

oh god found some more shit i can just show u next time we do maps.
map1
modifying a peon and his pet kilrog  pissed off the blue peon so i added more..
havent crashed yet but kilrog is bad about it.

i think i can put the bad "gene" into them peons u found up there give them some personality.

they do a good job acting as a warcraft 3 creep..

the peon and kilrog is one unit :o

----------------------------------------------------------------
map2
had a elf that did attack u but lost it :/ non attacking foot they are hard to not suicide thierselfs in the distress of being added back into the game :(
true creeps :o

map 1 is the pissed off peons
map 2 creep footy, kill the blue peon game is over, trying to get them to attack....

(stayed up all night playing with this lol)