Warcraft II Forum

Warcraft II => Mods & Development => Topic started by: Szwagier on April 03, 2017, 05:19:39 PM

Title: Warcraft 1 modding
Post by: Szwagier on April 03, 2017, 05:19:39 PM
Hello i edited w1 save  :fro:

(http://s10.ifotos.pl/mini/mission31_aapxnsq.png) (http://ifotos.pl/z/aapxnsq/)



this is normal


(http://s6.ifotos.pl/mini/mission32_aapxnaw.png) (http://ifotos.pl/z/aapxnaw/)

this is my save
Title: Re: Warcraft 1 modding
Post by: shesycompany on April 03, 2017, 06:40:01 PM
cool man!! i thought about it also cheers  ;D ..we can even use dosbox to play it online!
Title: Re: Warcraft 1 modding
Post by: Delete mine too on April 03, 2017, 08:04:22 PM
I'm very impressed the activity with the mods section. I hope you all keep it up. I'm defiantly feeling my appetite grow for finishing a few projects!!

If anyone has any questions or ideas. I will try my best to answer and reply.
Title: Re: Warcraft 1 modding
Post by: Szwagier on April 04, 2017, 09:35:30 AM
Would be nice if someone make map editor and ai for w1
Title: Re: Warcraft 1 modding
Post by: Szwagier on April 04, 2017, 04:56:04 PM
i think wardraft opens war1 also. yes man catching your vibe also.

do this mess with the .sav as we find out its a pud also in war2.

it should have trees and everthing in it.

yes can be done!

meant to give you the full tree value  :o =5e 00  should start around 1360* +- diff maps will prob be diff idk..

im going to try a generic html one  ;D dont expect war2exed :P



yeah but we are editing only saves, i tried open with wardraft i saw sounds palette text from game nothing more


there was editor but only for forest and only when u was human versus orc and i was again only edit save

i want to see ai pc :P


they made allready war1gus... but its not the same and ai isnt working

https://github.com/WARGUS/WAR1GUS (https://github.com/WARGUS/WAR1GUS)

hex value for units/buldings
http://gamehacking.org/vb/threads/4436-Warcraft-1-Orcs-and-human-savegame-hacking-(graphics-address)?p=39219#post39219 (http://gamehacking.org/vb/threads/4436-Warcraft-1-Orcs-and-human-savegame-hacking-(graphics-address)?p=39219#post39219)

now i know how to give more gold to mine

(http://s6.ifotos.pl/mini/mission32_aapwexa.png) (http://ifotos.pl/z/aapwexa/)


if i delete in mission 3 mill pc will stop making archer/spearman but if i add smith and stable he wont train knights/cat

Title: Re: Warcraft 1 modding
Post by: Szwagier on April 06, 2017, 12:37:55 PM
mission 3 orc
http://www.youtube.com/watch?v=l-AuiZr2kRM&feature=youtu.be (http://www.youtube.com/watch?v=l-AuiZr2kRM&feature=youtu.be)
Title: Re: Warcraft 1 modding
Post by: shesycompany on April 06, 2017, 12:45:56 PM
o god we got to get this online.
Title: Re: Warcraft 1 modding
Post by: Szwagier on April 06, 2017, 01:55:43 PM
i played with alf-attack online
only 1x1 u need dos box hamachi and warcraft 1! its easy to set up i can help since i played with 5 ppl

http://www.youtube.com/watch?v=l4Q0htIBUD4 (http://www.youtube.com/watch?v=l4Q0htIBUD4)

they made patch when u no need road for buldings
Title: Re: Warcraft 1 modding
Post by: shesycompany on April 06, 2017, 02:09:41 PM
nice yeah i got it hamachi,cool man!
Title: Re: Warcraft 1 modding
Post by: Szwagier on April 06, 2017, 02:31:33 PM
make a network i will join and we will play  or join to my nupalf2 pass a
Title: Re: Warcraft 1 modding
Post by: shesycompany on April 06, 2017, 04:08:45 PM
cool we can try it sometime..but im gonna say your skill level is greater than mine  :P .

i was working on a mockup bnet html page,it had a chatroom and a button to launch dosbox to then tupac's vps,if he still has it then we wouldnt even need hamachi.
Title: Re: Warcraft 1 modding
Post by: Szwagier on April 07, 2017, 02:40:26 PM
max units and buldings is 200 i set up more with editor and i couldnt make units/buldings  and computer also couldnt
Title: Re: Warcraft 1 modding
Post by: shesycompany on April 07, 2017, 06:40:15 PM
nice! thast more than enuff for 2 players..figure it would be maybe 100 max

looking into autohotkey scripts hopefully to put ctrl on my mouse so it feels more like war2.
Title: Re: Warcraft 1 modding
Post by: Szwagier on April 07, 2017, 06:43:12 PM
U wont use more than 30,  u will see at weekend? When u can play? And where are you from? Time zone?
Title: Re: Warcraft 1 modding
Post by: shesycompany on April 07, 2017, 07:03:56 PM
east usa,ya we can test run it. this weekend sometime. but not to night this is beer+ music night.
Title: Re: Warcraft 1 modding
Post by: Szwagier on April 09, 2017, 12:03:35 PM
i got 2h from now if u got time also we can try
Title: Re: Warcraft 1 modding
Post by: Szwagier on April 09, 2017, 01:13:54 PM
cant yet gotta run up town...we'll get her going,going to locate forest maps so we can edit them.
ok, if i change map (for example mission 2(human) to mission 3(orc) computer still see old map, he is moving into rivers etc ;p



here is old save edit (on xp it work)
Title: Re: Warcraft 1 modding
Post by: shesycompany on April 09, 2017, 02:31:42 PM
lol

im pretty sure i found them,but u still have to use wardraft to put it in, may not be worth it and just use saves.

u can take dosbox and run 2 at once and network to get 2nd player value, so the save will have 2 players.
.sav----
the names :0
(rough!!!)
## 00 =FULL OBJECTS (around 1360?)
5e = tree's tile 1? they chop etc cant walk over.

€.€.€.€.€.€ @.@.@.@.@ IS UNKOWN RIGHT NOW

FFFFFFFF (ÿÿÿÿÿÿÿ)=TILE OBJECTS PROPERTIES(why units walk over)(hopefully ^ will fix the problem and can stay out of this)

0A0A0A0A0A0A = STARTING locations OF UNITS GOLD MINES LOCATIONS ETC
i know 1360 is correct :P these are notes i jotted down the other day :P may  be something else i was just guessing fast.

but we dont have to make any to test ill be back again later...busy day
if theres any war2 sized maps that is 8192x2 in size we could use war2 editors! just mass change the values after a map is complete.
Title: Re: Warcraft 1 modding
Post by: shesycompany on April 09, 2017, 10:16:25 PM
if u get what im saying

1360 writes
1st tile  2nd tile etc
52 00 52 00 ->>>>>>>>>>> so many
then jumps to 2nd row top to bottom if they fit war2 96x96 or 128x128 way of making a map
we have a editor :P
64is what war1 is

http://imageshack.com/i/pol9KZorj (http://imageshack.com/i/pol9KZorj)
Title: Re: Warcraft 1 modding
Post by: Szwagier on April 10, 2017, 09:38:34 AM
lol

im pretty sure i found them,but u still have to use wardraft to put it in, may not be worth it and just use saves.

u can take dosbox and run 2 at once and network to get 2nd player value, so the save will have 2 players.
.sav----
the names :0
(rough!!!)
## 00 =FULL OBJECTS (around 1360?)
5e = tree's tile 1? they chop etc cant walk over.

€.€.€.€.€.€ @.@.@.@.@ IS UNKOWN RIGHT NOW

FFFFFFFF (ÿÿÿÿÿÿÿ)=TILE OBJECTS PROPERTIES(why units walk over)(hopefully ^ will fix the problem and can stay out of this)

0A0A0A0A0A0A = STARTING locations OF UNITS GOLD MINES LOCATIONS ETC
i know 1360 is correct :P these are notes i jotted down the other day :P may  be something else i was just guessing fast.

but we dont have to make any to test ill be back again later...busy day
if theres any war2 sized maps that is 8192x2 in size we could use war2 editors! just mass change the values after a map is complete.


not sure since

C002C0004F13060000002C000C0000039004000000009C6300000032326404021F1F000000000000000000000000000000000000000000000000FFFFFFFF0000000000000000FFFFFFFF00000A00000096000000D43B0000FFFFFFFF

this is "full mine" where it is and how much gold it is
9C63 this is hp
D43B is how much gold have
2C000C where  is mine
323264 is mine if u change for example 232346 it will be rax 04 to 00 its enemy(computer control) 01 its your


Title: Re: Warcraft 1 modding
Post by: shesycompany on April 10, 2017, 11:01:22 PM
cool man!that will get us some custom maps !

next move is taking war2exed and making a battle map.

gow mini :P

ug not the best drawer lol but it works !
http://imageshack.com/i/poVffJuBj (http://imageshack.com/i/poVffJuBj)
Title: Re: Warcraft 1 modding
Post by: Szwagier on April 11, 2017, 04:50:16 AM
Cool,
Did u try with swamp titles?
Title: Re: Warcraft 1 modding
Post by: shesycompany on April 12, 2017, 12:56:22 AM
got it!! somewhat its easier to replace the maps in wardraft it keeps from messing up..now to move some gold mines and start locations.....it will end game if u start in trees.

replaced
45 1360
46 E.E.E
471360
48 E.E.E
49 1360
50 E.E.E

finally hit forest 1 lol what a sob!!
also waht buildings can return gold...townhall is not suffecient :P

we will be playing .sav games the gold mines are called from somewhere and the war1 exe or dat calls them to spawn in the map.

so its easier to just move them around after a saved game. in the E.E.E

32 32 64 (04) 02 change to d9 for purple :P im having a ruff time figuring out these.

 32 32 64 D9 02 1F 1F
(23)  = barracks in menu name,cpu attacks     
     (23) =  unknown
         (46)=took away sprite image

probably going to head back in wardraft..to locate where the gold mines and starting locations etc come from.

 20 03 D0 01 4F 13 02 = a orc grunt?(seems to mess with objects)
 ( 20 ) = x axis position on map(mini doesnt relocate on this)
      (03 ) = unkown (will erase sprite)
          (D0 )=y axis same as ^
Title: Re: Warcraft 1 modding
Post by: shesycompany on April 15, 2017, 12:57:59 PM
i think it would be easier/better just to move war1 to war2 engine. im sure someone can figure out the tiles.

i can get the grp's going,but we gotta keep it loyal also :P demons and water elements.units are upscaled they will never fit into war2s 640' unless wargus has made the sprites.

(he is raised)
if anyone wants to try and make some grp..i went and tried gif converters all sorts of ways...simple macro and old game maker is still the best to me,ill make another tutorial,and hopefully advance it more.(its not that hard)

notice the red on him..may go back and just give him a dark team color...doing this also makes units bleed team colors..thus making the game rated E  :P

ill leave this section for war1 engine works
Title: Re: Warcraft 1 modding
Post by: Szwagier on June 21, 2017, 07:27:19 PM
okey i know how to change campaign add/delete units buldings mines

http://ifotos.pl/z/qpppwna (http://ifotos.pl/z/qpppwna)

as u can see its first map orc not human and i added one unit (orc should have got 8 units)  and replace grunt for raider



missions are in the same file, but how add/delete wood still dont know , dont know also how unlock/lock spells/units/buildings

some1 want play few mission?

! No longer available (http://www.youtube.com/watch?v=rCwa4Q20DQs&feature=youtu.be#)

ok i made 1-3 orcs 2-3 video i skipped mission 1


there is more easier editing orginal mission than saves since
"3c00000000000000" this is foot + where he is 3c is  60 hp
in editing map
484C 0001       00 is foot 01 enemy + 48 - X 4C -  Y + where is he, there is no information about his hp like in saves

computer will rebuild added rax
Title: Re: Warcraft 1 modding
Post by: Szwagier on June 22, 2017, 09:01:25 PM
OK i know how to unlock/lock  buldings/spells/units  8)
also i know how to produce unit faster/slower by pc
http://ifotos.pl/z/qppxhsp (http://ifotos.pl/z/qppxhsp)
Title: Re: Warcraft 1 modding
Post by: shesycompany on June 26, 2017, 01:14:59 AM
lol cool man
Title: Re: Warcraft 1 modding
Post by: Szwagier on July 09, 2017, 08:22:11 AM
i found unit called dragon, but i cant see him and he got icon ogre and he cant attack, he got hp like we/daemon
Title: Re: Warcraft 1 modding
Post by: Szwagier on July 10, 2017, 03:23:31 PM
ok i finish my campaign if some1 want just replace datawar
https://files.fm/u/ncctgyjg#_ (https://files.fm/u/ncctgyjg#_)
in last 2 mission u wont be able to use DEAMON/WE (computer will be)
(http://s6.ifotos.pl/mini/Beztytulu_qpnsaxs.png) (http://ifotos.pl/z/qpnsaxs/)
first mission
! No longer available (http://www.youtube.com/watch?v=0TcupWKdcms&feature=youtu.be#)
Title: Re: Warcraft 1 modding
Post by: shesycompany on July 10, 2017, 07:58:18 PM
holy shit!  :o, awesome man! we need to make some competition maps for it!
Title: Re: Warcraft 1 modding
Post by: Szwagier on July 11, 2017, 09:37:18 AM
i know where are maps, some1 played it? dont be ashamed :P
Title: Re: Warcraft 1 modding
Post by: horattio on July 26, 2017, 07:33:40 AM
Yoyo, man. Nice job! What program do you use to modify the game files?  ???  :critter:
Title: Re: Warcraft 1 modding
Post by: Szwagier on July 26, 2017, 06:44:04 PM
wardraft + hex editor
Title: Re: Warcraft 1 modding
Post by: Szwagier on July 27, 2017, 05:09:05 PM
yes i saw first message and second  8)
question is what he want change
Title: Re: Warcraft 1 modding
Post by: I hate naggers on August 01, 2017, 05:55:42 PM
hamachi not needed for war1
Title: Re: Warcraft 1 modding
Post by: Szwagier on September 24, 2017, 08:32:48 AM
ok i got few new things
- how to change race (ovo hvh hvo ovh)
- how to change music in missions
- mission 1 now need kill all enemy units/buildngs
- how to change map (mission 1 as mission 2)
- mission 1 ai now will attack(he wont be passive like in normal campaign)

-still dont know where is enemy point of collection army then attack
Title: Re: Warcraft 1 modding
Post by: Szwagier on September 25, 2017, 08:16:54 PM
its very easy
52 6A 32 04 FE 1E - gold mine mission 1 orc at 6 o clock
only even numers 00 02 04 06 08 0A 0C 0E 10 etc
52 - X   
6a - Y
32 04 FE gold mine
1E - how many gold
00 - almost 0
EE -  something 66000


I know also how to change map also but its very hard, i think making "new" map need few hours "m" free space "^" tree "¤" water
Title: Re: Warcraft 1 modding
Post by: Szwagier on September 26, 2017, 11:36:41 PM
Yes its Save, u cant move  building into free, it Will disapear,

00 player control
01 02 03 PC control
04 u will  take control if u touch unit
Title: Re: Warcraft 1 modding
Post by: Szwagier on October 03, 2017, 03:29:50 PM
(http://s6.ifotos.pl/mini/orc2png_qrxxesh.png) (http://ifotos.pl/z/qrxxesh/)

mission 2
moved base from mid to left top
made new base ai
allow player and ai to make knights
Title: Re: Warcraft 1 modding
Post by: Szwagier on December 02, 2017, 04:13:09 AM
finally i finish it !
orc campaign
Warcraft 1 hardcampaign - orc 1 - YouTube (http://www.youtube.com/watch?v=dRqwJkIpOZg#)
human campaign
Warcraft 1 hardcampaign - human 1 - YouTube (http://www.youtube.com/watch?v=0TcupWKdcms#)

Title: Re: Warcraft 1 modding
Post by: Zelya on May 23, 2018, 10:02:39 AM
WAR.EXE -> Dos32a -> WAR.EXE without DOS4GW -> IDA -> assembly -> Visual Studio -> C#.

Current version (sorry for low quality):
video (https://youtu.be/Bm8nXpvSvzY#)


IDA asm code example:
(http://i.piccy.info/i9/929321969d079bd4501821a0f2fcb918/1527083640/21485/1244620/ida.png)

VS C# code example:
(http://i.piccy.info/i9/879958712f864928b275dc36fa2b385b/1527083686/21958/1244620/vs.png)

Title: Re: Warcraft 1 modding
Post by: Szwagier on May 25, 2018, 01:00:04 PM
I think w1 now need only editor + how ai works in campaign + place where they meet
Title: Re: Warcraft 1 modding
Post by: Igognito on May 28, 2018, 08:24:10 AM
You are in an amazing way insane...
 ;D

gj
 :thumbsup: :thumbsup: :thumbsup:
Title: Re: Warcraft 1 modding
Post by: Zelya on May 28, 2018, 02:05:47 PM
I think w1 now need only editor + how ai works in campaign + place where they meet
To understand how AI works, I need to reassemble a lot of code. It's quite difficult to read complex logic from asm. But. may be in future...
The only interesting thing I've found now, is that daemons can be damaged by cleric's healing. And a couple minor bugs and "features". Like if you kill Medivh you should play till the end of level in any case. But these items can be checked in game, without code investigation.

You are in an amazing way insane...
 ;D

gj
 :thumbsup: :thumbsup: :thumbsup:

Thank you.  :)

Some updates:
Sprites and icons are implemented.
Map scroll. Only by click or mini map click. No keyboard or screen borders scrolling now.
Selection (and common action processing engine).  Only one object, no health, no menu, no "complete" bar hidden.

New video (https://youtu.be/NscK9IR9m10#)

Title: Re: Warcraft 1 modding
Post by: shesycompany on May 29, 2018, 12:18:05 AM
ida get it swag ce is ok but not near as power..still beyond my ass https://www.hex-rays.com/products/ida/ (https://www.hex-rays.com/products/ida/)..holy shit didnt see the video :o 8o u done it just rebuild the in game commands 100% reversed!


but it has rebuilt dosbox with it ? :blank: or u like on  a 98 machine.
u got the sound and all to work cool.

Title: Re: Warcraft 1 modding
Post by: Szwagier on May 31, 2018, 03:47:14 AM
I remember there is unit called dragon as invisible unit with ogre icon
Title: Re: Warcraft 1 modding
Post by: Zelya on June 01, 2018, 09:08:51 AM
I remember there is unit called dragon as invisible unit with ogre icon
Yes, and with 250 HP.

Now they can move:
Title: Re: Warcraft 1 modding
Post by: shesycompany on June 19, 2018, 05:14:21 PM
very nice  :o :o :o
Title: Re: Warcraft 1 modding
Post by: Zelya on November 23, 2018, 06:45:01 PM
Small tests

(https://image.ibb.co/kEyKaV/GIFMaker-org-02wemp.gif)
Title: Re: Warcraft 1 modding
Post by: Zelya on April 01, 2019, 09:01:37 AM
WinWar current progress - YouTube (http://www.youtube.com/watch?v=gwqEKSlJm8o#)
Title: Re: Warcraft 1 modding
Post by: iL on April 01, 2019, 11:43:17 AM
What's there on 1:20?
Connection to BNET-server?

Warcraft 1 battle-net edition? :o
Title: Re: Warcraft 1 modding
Post by: Zelya on May 14, 2019, 12:59:52 PM
DosBox original connected to WinWar (not playable still):

WinWar. Connection to DosBox. - YouTube (http://www.youtube.com/watch?v=Pt01gMiaORk#)
Title: Re: Warcraft 1 modding
Post by: shesycompany on May 15, 2019, 06:22:48 PM
nice! they got dosbox into a webpage nowdays, so it can play from a web browser..

which bumps war2 1.3 ahead of bnet if it had ally vision.
Title: Re: Warcraft 1 modding
Post by: Zelya on May 16, 2019, 04:34:10 AM
Em-DosBox cannot use network by default. You should add js-sockets to have multiplayer.

Offtopic:
Spoiler
A couple of years ago I've created "Singleplayer tournament version" for Heroes 2. You can play in browser and your result will be stored in DB automatically (you need to be registered on site).
Also I've disabled possibility to save game to make possible challenges more interesting.
But... Nobody was interested in this.
Title: Re: Warcraft 1 modding
Post by: shesycompany on May 16, 2019, 04:00:10 PM
offtopic
Spoiler
yeah alot of stuff is just programmer/modders babies and everyone goes play the newest thing.

i got a yahoo pool type of pool game in small basic ..testing to see if the server/client  can make it a network...just my very own lil yahoo pool..that was tooken away from people.

Yahoo Pool - YouTube (http://www.youtube.com/watch?v=TxLZ_cH_rQo#) here's some comedic relief


https://ufile.io/ddu4xva8 (https://ufile.io/ddu4xva8)
(primitive doubt side pockets can be made)
an example modifying a dude named "litdev" a zelya and lambchops of the small basic world..this is a way more realistic attempt for me than say a war2  clone  ;D  just extract and place folder in the c:\  and now back to war1!

https://ibb.co/sRKKjQr (https://ibb.co/sRKKjQr) but if it can network and made to feel like yahoo..one of the best games ever.

Title: Re: Warcraft 1 modding
Post by: Zelya on May 27, 2019, 05:27:18 AM
So, now it works... DosBox + WinWar:

WinWar network session - YouTube (http://www.youtube.com/watch?v=KXWf1ENXMKc#)
Title: Re: Warcraft 1 modding
Post by: Doomer on July 14, 2019, 06:04:27 PM
Tutorial to make TER & FOG map files for Warcraft 1 with Tiled
Hello. I have some free time, so I make project files for Tiled and tilesets to fit Warcraft map format. :)
I make tilesets by hand, so maybe have errors. Feel free to report if Tiled gfx not fit in game.

We need:
Tiled (https://www.mapeditor.org/)
Tiled to Binary Converter 2 (https://gamephase.itch.io/tiled-to-binary-converter-2)
Wardraft 1.4a (http://artho.com/warcraft/wardraft.zip)
HexEditor or Notepad
Attached Tiled files

Make copy of your DATA.WAR file.
Open Tiled file - WarcraftCave.tmx, WarcraftForest.tmx or WarcraftSwamp.tmx.
Select TER layer and tileset. Draw map. Tileset have many images for compatibility, so don't use walls, roads etc. to draw map.
IMPORTANT! If you select layer, you must select tileset manualy. This not work automatically.
(https://i.ibb.co/ZmFvFD7/1.png) (https://ibb.co/ZmFvFD7)
Ok we have map. Now place working trees, water/wall, cave exit. Select FOG layer and Fog tileset and draw.
(https://i.ibb.co/JFR2LVC/2.png) (https://ibb.co/JFR2LVC)
E = Cave exit. Heroes must step on it to end mission. Place like 5x5 etc.
T = Trees.
W = Collision. Place on water for forest/swamp or on walls in cave.
Remove only with Tiled "Eraser" tool, don't use black tile.
If map is done, Save as... like Human01Full.tmx. Now we need to split data. Remove FOG layer (right click/Remove Layers) and Fog tileset (trashcan), map Save as... Human01TER.tmx. Open Human01Full.tmx, remove TER layer and terrain tileset and Save As... Human01FOG.tmx.

Run Tiled to Binary Converter 2, set to 16bit and unselect all options.
(https://i.ibb.co/VDJdD7b/3.png) (https://ibb.co/VDJdD7b)
Load Human01TER.tmx, Save as 63.bin. Load Human01FOG.tmx, Save as 64.bin.

Now we have two binary files, but too large 8227 bytes per file. Open 63.bin and 64.bin in Hex editor or Notepad and remove first 35 bytes to fit 8192 bytes. Save files, remove .bin extension.

Open Wardraft 1.4a. Load DATA.WAR. Select 63:, "Import a file"
(https://i.ibb.co/fqQbwg0/4.png) (https://ibb.co/fqQbwg0)
Load 63 map, select replace, compress and import. Select DATA.WAR to modify. Repeat with 64:.

Run Warcraft and start human campaign. :)
(https://i.ibb.co/M5MsSNm/5.png) (https://ibb.co/M5MsSNm)

We only make 2 of 4 map files. I change some bytes in file 117 to change tileset to swamp for Human01 map.
Title: Re: Warcraft 1 modding
Post by: Szwagier on July 15, 2019, 03:52:52 PM
Nice work, i will test it when i will back to home
Title: Re: Warcraft 1 modding
Post by: Zelya on August 01, 2019, 05:24:13 AM
WinWar is still unplayable, but now it's possible to start network session between WinWar and original version.
Common functionality working almost fine: routing, building, chopping. But battles still have small mismatches which can destroy synchronization.   
And I need more and more tests with original/WinWar game. Does anybody want to join this testing process?
Title: Re: Warcraft 1 modding
Post by: shesycompany on August 01, 2019, 07:14:27 PM
it uses server.ru to connect or is it with dosbox ipx connect?
Title: Re: Warcraft 1 modding
Post by: Zelya on August 02, 2019, 04:17:17 AM
Now it uses DosBox connection. There two cases how to play through Internet.
1. Use Hamachi or something like this to emulate local Network, DosBox+Warcraft should be started as IPX server, WinWar has simple connection page:
(http://i.piccy.info/i9/e468e331ea7fa89113f126b9f8bc970a/1564566739/62538/1330457/Untitled.jpg)

2. It's possible to deploy IPX server on any server with open 213 port. It can be empty DosBox (without Warcraft) or any another 3rd-party implementation. IL has one deployed on war2.ru, but looks like right now it's down.
In this case you need to start your DosBox with Warcraft in IPX-client mode. For WinWar nothing will be changed.
BUT. It can be really slow. All the packets will go though Internet twice. Client1->Server, Server-Client2.

May be in future I'll add PVPGN support. But I'm too lazy to implement it by myself. The only acceptable solution is to reuse storm.dll. But this is very-very far future.
Title: Re: Warcraft 1 modding
Post by: shesycompany on August 02, 2019, 05:23:10 PM
crap i was hoping dosbox would be ok..ive played war2 1.3 between my comps ..one android one a  pc :D..   local it seemed pretty good.if noone is testing with ya ill try it.. if we can meet on a time.
Title: Re: Warcraft 1 modding
Post by: Zelya on August 05, 2019, 04:53:42 AM
@easycompany
I tested it with IL previously. But IL is away for a while, so any testing help will be appreciated.
If you want I can share with you WinWar exe. But it has some limitation (no music, one sound channel), and the only benefit is that you need no DosBox.
In any case, I think we need to have Hamachi to emulate local Network.
Title: Re: Warcraft 1 modding
Post by: Warbux on August 06, 2019, 12:03:33 AM
Hello i edited w1 save  :fro:

([url]http://s10.ifotos.pl/mini/mission31_aapxnsq.png[/url]) ([url]http://ifotos.pl/z/aapxnsq/[/url])


wana help me mod units for wc2?
this is normal


([url]http://s6.ifotos.pl/mini/mission32_aapxnaw.png[/url]) ([url]http://ifotos.pl/z/aapxnaw/[/url])

this is my save

Title: Re: Warcraft 1 modding
Post by: Warbux on August 06, 2019, 12:04:18 AM
crap i was hoping dosbox would be ok..ive played war2 1.3 between my comps ..one android one a  pc :D..   local it seemed pretty good.if noone is testing with ya ill try it.. if we can meet on a time.

im down to test
Title: Re: Warcraft 1 modding
Post by: Szwagier on August 06, 2019, 05:02:11 AM
Hello i edited w1 save  :fro:

([url]http://s10.ifotos.pl/mini/mission31_aapxnsq.png[/url]) ([url]http://ifotos.pl/z/aapxnsq/[/url])


wana help me mod units for wc2?
this is normal


([url]http://s6.ifotos.pl/mini/mission32_aapxnaw.png[/url]) ([url]http://ifotos.pl/z/aapxnaw/[/url])

this is my save





Easycompany did it allready
Title: Re: Warcraft 1 modding
Post by: Szwagier on August 06, 2019, 12:43:33 PM
Tutorial to make TER & FOG map files for Warcraft 1 with Tiled
Hello. I have some free time, so I make project files for Tiled and tilesets to fit Warcraft map format. :)
I make tilesets by hand, so maybe have errors. Feel free to report if Tiled gfx not fit in game.

We need:
Tiled ([url]https://www.mapeditor.org/[/url])
Tiled to Binary Converter 2 ([url]https://gamephase.itch.io/tiled-to-binary-converter-2[/url])
Wardraft 1.4a ([url]http://artho.com/warcraft/wardraft.zip[/url])
HexEditor or Notepad
Attached Tiled files

Make copy of your DATA.WAR file.
Open Tiled file - WarcraftCave.tmx, WarcraftForest.tmx or WarcraftSwamp.tmx.
Select TER layer and tileset. Draw map. Tileset have many images for compatibility, so don't use walls, roads etc. to draw map.
IMPORTANT! If you select layer, you must select tileset manualy. This not work automatically.
([url]https://i.ibb.co/ZmFvFD7/1.png[/url]) ([url]https://ibb.co/ZmFvFD7[/url])
Ok we have map. Now place working trees, water/wall, cave exit. Select FOG layer and Fog tileset and draw.
([url]https://i.ibb.co/JFR2LVC/2.png[/url]) ([url]https://ibb.co/JFR2LVC[/url])
E = Cave exit. Heroes must step on it to end mission. Place like 5x5 etc.
T = Trees.
W = Collision. Place on water for forest/swamp or on walls in cave.
Remove only with Tiled "Eraser" tool, don't use black tile.
If map is done, Save as... like Human01Full.tmx. Now we need to split data. Remove FOG layer (right click/Remove Layers) and Fog tileset (trashcan), map Save as... Human01TER.tmx. Open Human01Full.tmx, remove TER layer and terrain tileset and Save As... Human01FOG.tmx.

Run Tiled to Binary Converter 2, set to 16bit and unselect all options.
([url]https://i.ibb.co/VDJdD7b/3.png[/url]) ([url]https://ibb.co/VDJdD7b[/url])
Load Human01TER.tmx, Save as 63.bin. Load Human01FOG.tmx, Save as 64.bin.

Now we have two binary files, but too large 8227 bytes per file. Open 63.bin and 64.bin in Hex editor or Notepad and remove first 35 bytes to fit 8192 bytes. Save files, remove .bin extension.

Open Wardraft 1.4a. Load DATA.WAR. Select 63:, "Import a file"
([url]https://i.ibb.co/fqQbwg0/4.png[/url]) ([url]https://ibb.co/fqQbwg0[/url])
Load 63 map, select replace, compress and import. Select DATA.WAR to modify. Repeat with 64:.

Run Warcraft and start human campaign. :)
([url]https://i.ibb.co/M5MsSNm/5.png[/url]) ([url]https://ibb.co/M5MsSNm[/url])

We only make 2 of 4 map files. I change some bytes in file 117 to change tileset to swamp for Human01 map.



ok I tested it, and it will cost lot of time to make a nice map
Is it possible to open old map?
Title: Re: Warcraft 1 modding
Post by: shesycompany on August 06, 2019, 06:32:21 PM
sure maybe on a weekend everyone is free. warbux can to.. come to think of it me and tupac played war2 in dosbox its seemed to do pretty well.

i think we was a vps though.
Title: Re: Warcraft 1 modding
Post by: Warbux on August 06, 2019, 08:21:31 PM
sheeit i can remake u gow for wc1 lol
Title: Re: Warcraft 1 modding
Post by: Zelya on August 07, 2019, 04:56:39 AM
Thank you for supporting guys. But let me explain some details what I really need.
Of course we can also just play War1, but I need at least 20-30 min for testing.
I'm checking all the game mechanics step by step from basic to complex. Now moving/building is working, but there were some issues in combat logic.

So for the nearest testing I need to test game with peons and grunts only. Without magic/archers/catapults. Also without walls. We can setup starting army with a couple of grunts to speed up this process.
But the most annoying thing is next. The best way to check if game is still synchronized is verify peons position. Direction of units when they are idle of just created is generated by common RND functionality, which should by synchronized. So, at the start of game somebody needs to enter cheat for vision "SALLY SHEARS". I've added message for both of users when any peon is created, like this:
(http://i.piccy.info/i9/f11d692e433df47b9b099e25371ecdd9/1565167940/188025/1330457/Untitled.png)
You need to check if you see the same direction and confirm this to chat. In another case it has no sense to continue the game.
Directions are:
7-0-1
6-X-2
5-4-3
And both of players should record video with game process. In DosBox it's just Ctrl+Alt+F5.
This is example of testing game (the speed is quite low, we use additional server):
war 009 - YouTube (http://www.youtube.com/watch?v=MlZaefS9j1Y#)


Is it acceptable for you?


Title: Re: Warcraft 1 modding
Post by: shesycompany on August 07, 2019, 07:45:14 AM
ya ofc..nice!
Title: Re: Warcraft 1 modding
Post by: Doomer on August 08, 2019, 06:08:15 PM
Warcraft campaign and multiplayer maps converted to Tiled. Missing bridges and doors info added to Fog/Passable.
Title: Re: Warcraft 1 modding
Post by: Zelya on August 11, 2019, 07:37:02 AM
@easycompany Go?
Title: Re: Warcraft 1 modding
Post by: shesycompany on August 11, 2019, 10:27:01 AM
here ...grabbing coffee ....sure

u got a discord?

 :o i forgot i cant test with hamachi..if thats how we are connecting...win7 has a unsigned driver and it will not let me force install....

warbux can ..he's  got  the win10
Title: Re: Warcraft 1 modding
Post by: Storycraft on August 12, 2019, 03:48:45 PM
I have successfully translated Warcraft II(thanks to iL) and StarCraft to Korean.
Can you access and edit the fonts in Warcraft I?
I searched the font(files like font10.fnt as in Warcraft II) in WarDraft, but I couldn't find it.
war1gus is extracting font image files into the contrib\fonts\ folder. Is it related to this?
Title: Re: Warcraft 1 modding
Post by: Zelya on August 13, 2019, 05:31:31 AM
@Storycraft

There are two fonts in War1. Their resources are 215 and 216 (both are compressed).

The font header is next:

//This is index of the first ASCII code in font. In original resources it set to 0x20 (space).
byte FisrtCharIndex;

//In bytes: 4 pixels = 1 byte
byte Width;

//bytes = pixels
byte Height;

//Don't know. Has value 2 for both of fonts
byte Unused;

Then you have 2bit bitmap with character images. Each byte encodes 4 horizontal pixels. Font ends with 128th character and I don't remember if you can enhance it to 256 (maybe yes).



Title: Re: Warcraft 1 modding
Post by: Storycraft on August 13, 2019, 07:15:16 AM
@ Zelya
Thank you for the advice. Hmm ... 216 was the Blizzard logo image.
213=large font file
214=small font file ... Is it right?
Where is 0x21 (!) or 0x41 (A)? Perhaps I misunderstood what you meant  :sweat:

Title: Re: Warcraft 1 modding
Post by: Zelya on August 13, 2019, 08:06:01 AM
@Storycraft

Sorry, my fault! Yes it should be 213 and 214!

I don't know why, but Blizzard pass ResourceId + 2 as a function argument. And then just subtract 2 inside function. Some kind of obfuscation?
Title: Re: Warcraft 1 modding
Post by: Storycraft on August 13, 2019, 04:52:42 PM

It seems difficult to interpret and modify the font header and enhance from (32-128) to (32-256). This is way over my head.
Maybe it is better to wait for Unicode support of WinWar  :slight_smile:
Title: Re: Warcraft 1 modding
Post by: Zelya on August 15, 2019, 05:46:19 AM
To add UTF I need much more character images. I wanted to support user-defined 8-bit code pages, like CP437 (most known ASCII code page) and CP866 (Cyrillic). But now, I don't know.
Is there acceptable Korean ASCII code page?

PS
Also game chat and save names will support English (ASCII 32 - 128) only to be compatible with original.
Title: Re: Warcraft 1 modding
Post by: Storycraft on August 15, 2019, 06:18:30 PM
Is there acceptable Korean ASCII code page?

It is bad readability, but it's enough to play. I modified to extend 213 and 214, but WC1 doesn't read 128-255. It seems there is no solution to use with 128-255.
Title: Re: Warcraft 1 modding
Post by: Zelya on August 16, 2019, 05:08:32 AM
@Storycraft
I mean that I'm not sure about UTF in WinWar. But if you can prepare resource with acceptable Korean ASCII codepage (128-255), we can test it in WinWar any time you want.
Title: Re: Warcraft 1 modding
Post by: Storycraft on August 16, 2019, 08:31:25 AM
@Zelya
I see, I hope WinWar support the 128-255 letters of ASCII code.




By mistake, I put 213 in data.war instead of 214, and an unexpected result came out. Lowercase letters is available.

issues occurred:
1. I don't know how to edit top value(y position) of "msg:" on bottom panel.
2. WC1 crashes on score screen. I have modified height value of the header part "20 03 0A 02" to "20 03 06 02" (based on the knowhow you provided), this problem was solved.

height pixels
06,07 = ok
08,09,0A = crash
Title: Re: Warcraft 1 modding
Post by: Zelya on August 16, 2019, 08:41:35 AM
@Storycraft
>>I see, I hope WinWar support the 128-255 letters of ASCII code
Not now, but it easy to support. So, lets say: yes.


>> 1. I don't know how to edit top value(y position) of "msg:" on bottom panel.
In version 1.22 it's here:

cseg01:0002B716                 mov     ebx, ecx
cseg01:0002B718                 mov     edx, 5
cseg01:0002B71D                 mov     eax, 1
cseg01:0002B722                 call    w_PrintString 

Where eax is X and edx Y are offsets inside bottom frame.

>>2. WC1 crashes on score screen.
Looks like you try to print big letters outside some frame. Have no time now for investigation, maybe later.

Title: Re: Warcraft 1 modding
Post by: Storycraft on August 17, 2019, 10:26:04 AM
I don't know about this logic but, for this issue, i got it, solved by modifying one letter - lower case 'm'  :fro: This makes WC1 possible to display lowercase letters and 10 pixels font available.

The position of the "msg:" frame is (73,193), and I want to move this to (73,190)... y position -3

2B718 ~ 2B71D
HEX= 6B C1 0A 59 C3 25
DEC= 107 193 10 89 195 37

37>>73 reverse?
C1>>193

This hex code seems to be related to "msg:" frame's position. I modified this number but nothing happens(even change them all to "00")
Title: Re: Warcraft 1 modding
Post by: Zelya on August 19, 2019, 04:56:26 AM
 @Storycraft
Sorry still have no time.
Please post me in PM your e-mail. I'll send you War1 disassembled file compatible with IDA 7.0 free. I think it can help you.
Title: Re: Warcraft 1 modding
Post by: Storycraft on August 19, 2019, 08:49:20 AM
oh, never mind. I finished well. WC1 Korean translation now available. Thanks anyway  :slight_smile:
and I look forward to playing WinWar soon.
Title: Re: Warcraft 1 modding
Post by: Zelya on August 27, 2019, 12:36:07 PM
place where they meet
So you need to parse structure I named s_LevelData.

This structure with size 0xBB8 bytes. And can be get from

1. Game resources during new game starting (for example resource 117 is the first human mission)
2. From a save file (starting from 0x5AA)

To find AttackAi data you need go to offset 0xdc of this structure (0x5AA+0xDC=0x686 in save file). This is common heap for different arrays.
The first one is Palette animation. You should skip it with next pattern: if the first byte is not 0, you should take 3 bytes. Repeat until value will be 0.
For example, if you have data 0a 72 77 0a 79 7e 00 46 00 05, you should skip first value (0a 72 77), second value (0a 79 7e), and one byte 00. So your offset is 7.

Now you are in AttackAi data block. It consist of two arrays. The first one is different routes for attack. The second array is route points.
So the first array members are quite simple, they have only two fields, like this:

Int16 Percent;
UInt16 Offset;

The first field is a chance that new unit will chose this route. The second is Offset for points array, starting from AttackAi data.

If Percent is -1, this mean that the first section is over, and now you are in points section.
Each point has three fields:

Int16 UnitsCnt;
Int16 PosX;
Int16 PosY;

PosX, PosY - x, y coordinates of this point. UnitsCnt - is the number of Ai units on this point right now (0 - in the data.war)

If the first field (UnitsCnt) is -1, the current array is finished and you are starting the next array for the next route. Double -1, -1 means that AttackAi  data is over.

So, now you have all the possible routes for Ai.

Now you need a field 0xA2 from s_LevelData (0x5AA+0xA2=0x686 in save file). This is simple UInt16 number, which indicate current units count for each Ai attack group. As soon as UnitsCnt at one point will be equals or bigger than this number, the group will go to the next point.

Field 0xA2 can grow during the game, up to field 0xC0 value (0x5AA+0xC0=0x686) This is also UInt16 number and it is the maximum limit per group for AI attack.

If you want, I can give you timer values to understand how quickly AI increases groups limit.
Title: Re: Warcraft 1 modding
Post by: Zelya on September 25, 2019, 08:21:59 AM
WinWar localization step 1 - YouTube (http://www.youtube.com/watch?v=fkiFmoHh10c#)
Title: Re: Warcraft 1 modding
Post by: Zelya on November 15, 2019, 03:25:21 PM
WinWar Android - YouTube (http://www.youtube.com/watch?v=Sy1BDQwPxMo#)
Title: Re: Warcraft 1 modding
Post by: Zelya on December 24, 2019, 05:11:11 PM
WinWar localization step 2 - YouTube (http://www.youtube.com/watch?v=7nkAHfxuEE4#)
Title: Re: Warcraft 1 modding
Post by: Zelya on December 26, 2019, 09:38:19 AM
WinWar android vs DosBox - YouTube (http://www.youtube.com/watch?v=Cx5YchMOvX0#)
Title: Re: Warcraft 1 modding
Post by: dannyldd on December 16, 2021, 07:02:50 AM
i think it would be easier/better just to move war1 to war2 engine. im sure someone can figure out the tiles.

i can get the grp's going,but we gotta keep it loyal also :P demons and water elements.units are upscaled they will never fit into war2s 640' unless wargus has made the sprites.

(he is raised)
if anyone wants to try and make some grp..i went and tried gif converters all sorts of ways...simple macro and old game maker is still the best to me,ill make another tutorial,and hopefully advance it more.(its not that hard)

notice the red on him..may go back and just give him a dark team color...doing this also makes units bleed team colors..thus making the game rated E  :P

ill leave this section for war1 engine works

i think it would be easier/better just to move war1 to war2 engine. im sure someone can figure out the tiles.

We're finally on it's way. Please support my twitch and youtube channels to make this ever possible in a future nearby. Almost 100% complete forest tileset already. Video alpha testings in here:
=272