Warcraft II > Mods & Development
Welcome! Get started modding! (READ ME FIRST!)
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Welcome to the mods and development section.
This section is here to provide you with information for modding or development. You can also download released "code / software" from here. If you plan to contribute to this section we do not allow HACKS / BAD BOTS. I welcome anybody to take this information and learn from it. This thread is going to be a huge compilation of modding and development. Please don't post unless it is a tutorial "step by step". I will probably remove post otherwise.
Thanks & have fun!
I moved to War2USA.com feel free to message me or w/e
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Edit game saved .sav
SpoilerWarcraft 2: Tides of Darkness and Beyond The Dark Portal - Offset List
By Mordor mailto:mordor@opnt.optimus.wroc.pl
v1.00 ENGLISH (01/18/97)
You will need any hex editor to perform these cheats. With editor load open savegame file (*.sav).
PLAYERS STATUS:
2F4h RED
2F5h BLUE (default for human)
2F6h GREEN
2F7h VIOLET
2F8h ORANGE
2F9h BLACK (default for orc)
2FAh WHITE
2FBh YELLOW
Status :
00h Human
01h Computer
02h In prison
03h None
OBJECTS (132 bytes):
368882 (5A0F2h) First object
289650 (46B72h) Last object (numbering starts from -1 and goes down)
OBJECT RECORD:
Offs Name Type Max Description
+00
+1E Energy WORD (FF FF)
+21 Type BYTE (00h - 68h) in new scenarios bigger values are used
+22 Magic BYTE (FF)
+23 Bitmap BYTE (FF) in original version equal to type
+27 Menu BYTE (FF) in original version equal to type
+28 Side BYTE (00h - 07h, 0Fh - neutral)
+29 Color BYTE (00h - 07h)
+7E Resources WORD (FF FF) value * 100
UNIT TYPES (BE - Beyond the Dark Portal):
00h Footman
01h Grunt
02h Peasant
03h Peon
04h Ballista
05h Catapult
06h Knight
07h Ogre
08h Elven Archer
09h Troll Axethrower
0ah Mage
0bh Death Knight
0ch Paladin
0dh Ogre-Mage
0eh Dwarven Demolition Squad
0fh Goblin Sappers
10h Peasant
11h Peon
12h Ranger
13h Berserker
14h Alleria (BE)
15h Teron Gorefiend (BE)
16h Kurdran (BE)
17h Dentorg (BE)
18h Khadgar (BE)
19h Grom Hellscream (BE)
1ah Oil Tanker
1bh Oil Tanker
1ch Transport
1dh Transport
1eh Elven Destroyer
1fh Troll Destroyer
20h Battleship
21h Ogre Juggernaught
22h
23h Deathwing (BE)
24h
25h
26h Gnomish Submarine
27h Giant Turtle
28h Gnomish Flying Machine
29h Goblin Zeppelin
2ah Gryphon Rider
2bh Dragon
2ch Turalyon (BE)
2dh Eye Of Kilrogg
2eh Danath (BE)
2fh Korgath Bladefist (BE)
30h
31h Cho'gall
32h Lothar
33h Gul'dan
34h Uther Lightbringer
35h Zuljin
36h
37h Skeleton
38h Daemon
39h Critter
3ah Farm
3bh Pig Farm
3ch Barracks
3dh Barracks
3eh Church
3fh Altar Of Storms
40h Scout Tower
41h Watch Tower
42h Stables
43h Ogre Mound
44h Gnomish Inventor
45h Goblin Alchemist
46h Gryphon Aviary
47h Dragon Roost
48h Shipyard
49h Shipyard
4ah Town Hall
4bh Great Hall
4ch Elven Lumber Mill
4dh Troll Lumber Mill
4eh Foundry
4fh Foundry
50h Mage Tower
51h Temple Of The Damned
52h Blacksmith
53h Blacksmith
54h Refinery
55h Refinery
56h Oil Platform
57h Oil Platform
58h Keep
59h Stronghold
5ah Castle
5bh Fortress
5ch Gold Mine
5dh Oil Patch
5eh Entry Point
5fh Entry Point
60h Guard Tower
61h Guard Tower
62h Cannon Tower
63h Cannon Tower
64h Circle Of Power
65h Dark Portal
66h Runestone
67h Wall
68h Wall
DISCLAIMER: THIS DOCUMENT OR ITS AUTHOR IS IN NO WAY CONNECTED IN ANY WAY WITH BLIZZARD OR ANY OF ITS AFFILIATES OR PARENT COMPANIES. USE THIS AT YOUR OWN RISK.
Savegame editor is available as FREEWARE. All above information is used to write it. It was tested with Beyond the Dark Portal expansion.
If you know something to make this document better please send your comments to: mordor@opnt.optimus.wroc.pl
ENJOY,
Edit puds .pud
SpoilerWarCraft 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.
Delete mine too:
Edit exe .exe
Spoiler
EXE version 1.33 File Format
03:7FF1-03:81F4 L Offsets for 129 fixup table entries
Value+381F5=place of fixup record
03:81F5-05:C2A3 L Fixup table,entry record like this
Index : Feature :
00 B Should be 07
01 B If 00 , then entry lenght=7
If 10 , then entry length=9
02 W 12 bit offset to location of code
in the page
*Real location =
= this_offset+5C2A4+(1000h*entry#),
04 B 1 = code segment
2 = data segment
05 W/L Depends on section length
Call value , the same value is on
place pointed by Real_location
computed like above
This value is frequently offset to
code section,so Value+5C2A4=asm code
:
:
:
07:7B34-07:7BA1 B A byte for first 106 units , unknown ???
07:7B9E-07:7C07 B Identity flag for each unit ,
if false War2 could crash
:
:
:
0C:DFD8-0C:E18F L Function Z , sets various variables
based on the number of units of this
type you have. Sets number of different
types of units , number of buildings ,
amount of produced food .
:
:
:
0C:E22D-0C:E286 B After death animation for first 58 units
0=nothing,1=human corp , 2=orcish corp , 3=sink
:
:
:
0C:E2D0-0C:E39F L 52 dwords victory conditions , record like this
Index : Meaning :
00 B Victory condition level
00=own 4 farms and 1 barracks
01=own 4 oil platforms and 1 shipyard
02=any oil refineries in game
03=kill attack peasants,build castle,
destroy enemy
04=never used
05=free mages and peasants,destroy
castle
06=destroy transports,oil platforms and
shipyards
07=never used
08=destroy dark portal
09=destroy castle,have runestone at end
0A=build shipyard and fortress by circle
of power
0B=destroy death knights and their
temple , Grom must survive
0C=get violet player units,destory green,
rescue white and have all heroes
0D=destroy all,Teron must survive
0E=capture dragons,capture dragon roost
0F=destroy all enemy ships,have
5 shipyards
10=kill daemon
11=destroy human buildings,rescue mage,
return him to circle of power
12=destroy all mage towers,destroy
violet player
13=destroy all humans,capture dark portal
14=rescue X units , Alleria , Danath ,
Turalyon must survive
15=destroy all,Danath must survive
16=destroy all strongholds and fortresses,
Turalyon must survive,rescue X units
17=destroy enemy,have castle
18=destroy enemy shipyards , have 3 owns
19=destroy orange,bring Turalyon and
Danath to circle
1A=Kill Deathwing,Khadgar , Alleria ,
Kurdran must survive
1B=destroy black fortress,raze altar
1C=play until retreat,heroes must survive
1D=destroy enemy,heroes must survive
1E=destroy dark prtal,only Khadgar can
do this,must survive
01 B 1=kill all
2=rescue by contitions below
02 W Always set to 0000 ???
0C:E3A0-0C:E46F L 52 dwords rescue numbers
Index : Meaning :
00 B Number of units to rescue
01 B 00=rescue any units
10=rescue hero-flag units
02 W Region flag ???
0C:E470-0C:E53F L Unit and buildings allowed
flags , for 1 player for 52 levels
b00: Footman/Grunt
b01: Peasant/Peon
b02: Ballista/Catapult
b03: Knight/Ogre
b04: Archer/Axe Thrower
b05: Mage/Death Knight
b06: Tanker
b07: Destroyer
b08: Transport
b09: Battleship/Juggernaught
b0A: Submarine/Giant Turtle
b0B: Flying Machine/Gobblin Zeppelin
b0C: Gryphon/Dragon
b0D: Unused
b0E: Dwarves/Sappers
b0F: Aviary/Roost
b10: Farm
b11: Barracks
b12: Lumber Mill
b13: Stables/Mound
b14: Mage Tower/Temple
b15: Foundry
b16: Refinery
b17: Inventor/Alchemists
b18: Church/Altar of Storms
b19: Tower
b1A: Town Hall/Great Hall
b1B: Keep/Stronghold
b1C: Castle/Fortress
b1D: Blacksmith
b1E: Shipyard
b1F: Wall in multiplayer
0C:E540-0C:E60F L Upgrade allowed flags , 52 levels
b00 Arrow 1
b01 Arrow 2
b02 Sword 1
b03 Sword 2
b04 Shield 1
b05 Shield 2
b06 Ship Cannon 1
b07 Ship Cannon 2
b08 Ship Armor 1
b09 Ship Armor 2
b0A Unused
b0B Unused
b0C Ballista 1
b0D Ballista 2
b0E Unused
b0F Unused
b10 Elven Rangers
b11 Longbow
b12 Scouting
b13 Ranger Markmanship
b14 Paladins
b15 Unused
: Unused
b1F Unused
0C:E610-0C:E6DF L Spells allowed flags,52 levels
b00: Holy Vision
b01: Healing
b02: Unused
b03: Exorcism
b04: Flame Shield
b05: Fireball
b06: Slow
b07: Invisibility
b08: Polymorph
b09: Blizzard
b0A: Eye of Killrog
b0B: Bloodlust
b0C: Unused
b0D: Raise Dead
b0E: Death Coil
b0F: Whirlwind
b10: Haste
b11: Unholy Armor
b12: Runes
b13: Death and Decay
b14: Unused
: Unused
b1F: Unused
:
:
:
0C:E728-0C:E9D9 W Human Sound Table 345 sounds with
references to entry number in which
is sound stored , respect archive offsets
Highest 3 bits are flags
b07 ???
b06 ???
b05 Repeat , first unit which uses the
same sound don't have it,others must
or the game will crash on exit
0C:E9DA-0C:E9DB W Just for dword align ???
0C:E9DC-0C:EC8D W Orc Sound Table , 345 references,see above
:
:
:
0C:EF4C-0C:EFBF W First 58 units number of attack
sound in sound table for its race
0C:EFC0-0C:F0A7 L First 58 unit acknowledge function number
Plays random acknowledge sound
0C:F0A8-0C:F11B W First 58 units number of ready
sound in sound table for its race
0C:F11C-0C:F203 L First 58 units selected function number
Plays appropriate random selected or annoyed
sound
0C:F204-0C:F23D W Sound played when missile hits target
*Missile types order
00 Lightning
01 Griffon Hammer
02 Dragon Breath and Fireball
03 Fireball by Flame Shield
04 Flame Shield
05 Blizzard
06 Death and Deacy
07 Big Cannon
08 Exorcism
09 Heal Effect
0A Touch of Death
0B Rune
0C Whirlwind
0D Catapult Rock
0E Ballista Bolt
0F Arrow
10 Axe
11 Submarine Missile
12 Turtle Missile
13 Small Fire
14 Big Fire
15 Ballista and Catapult impact
16 Normal Spell
17 Explosion
18 Small Cannon
19 Cannon Explosion
1A Cannon Tower Explosion
1B Daemon Fire
1C Green Cross
1D None
:
:
0D:061C-0D:070F L Action function A calls , action legal target ???
0D:0710-0D:0803 L Action function B calls , action to take ???
*All spells have the same
0D:0804-0D:08F7 L Action function C calls , for spells action to
take when casting , for other actions set to 0
0D:08F8-0D:0934 B A byte for each action , various numbers from 0 to 6
0D:0935-0D:0971 B A byte for each action , from 0 to 2
0D:0972-0D:09EB W Word for each action , action flags ???
0D:09EC-0D:0A28 B Action range , for action order see Action mana
:
:
:
0D:2304-0D:237D W Action mana cost , used for spells
*Action offsets
00 Unkonown
01 Unknown
02 Stop
03 Move
04 Unknown
05 Patrol
08 Attack
:
0D Stand Ground
:
11 Attack Ground
12 Unknown
13 Demolish
:
17 Harvest
18 Return with Goods
:
1B Repair
1C Unknown
1D Unload Passengers
:
26 Holy Vision
27 Healing
28 Unknown
29 Exorcism
2A Flame Shield
2B Fireball
2C Slow
2D Invisibility
2E Polymorph
2F Blizzard
30 Eye of Kilrogg
31 Bloodlust
32 Raise Dead
33 Death Coil
34 Whirlwind
35 Haste
36 Unholy Armor
37 Runes
38 Death and Decay
:
3C Unknown
:
:
0D:2380-0D:3CEF R12 Unit commands , command offsets point here
Index : Meaning :
00 W Position of icon , 0=left upper
9 = right down , from left to right
02 W Picture index , icon number
04 L Req Fn , requirements function
for icon to appear
08 L Act Fn , what action to perform call
0C B Requirement fuction variable
(for example 0,1,2 for upgrade levels)
0D B Action function variable
(for example unit nr. for barracks)
0E W Showed string index
10 W Unknown , some flags
0D:3CF0-0D:3FBF R06 Extended unit data (110 units,10 specials)
Index : Meaning :
00 W Number of commands
02 L Call to command data section
Value+CC2A4=offset
of first command
*Change command following this proc:
Fup_tbl_entr=(file_pos-5C2A4) div 1000h
Srch_offs=(file_pos-5C2A4) mod 1000h
Get offset of section Fup_tbl_entr in
fixup table and begin search for Srch_offs
If You find it , change in Fixup Table
record (see Fixup table ) command value
on offset 5 of fixup record
*Units order
00 Footman
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 Sappers
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 Tanker H
1B Tanker O
1C Transport H
1D Transport O
1E Elven Destroyer
1F Troll Destroyer
20 Battleship
21 Juggernaught
22 Nothing
23 Deathwing
24 Nothing
25 Nothing
26 Gnomish Submarine
27 Giant Turtle
28 Gnomish Flying Machine
29 Goblin Zeppelin
2A Gryphon Rider
2B Dragon
2C Turalyon
2D Eye of Kilrogg
2E Danath
2F Korgath Bladefist
30 Nothing
31 Cho'gall
32 Lothar
33 Gul'dan
34 Uther Lightbringer
35 Zuljin
36 Nothing
37 Skeleton
38 Daemon
39 Critter
3A Farm
3B Pig Farm
3C Barracks H
3D Barracks O
3E Church
3F Altar of Storms
40 Scout Tower H
41 Scout Tower O
42 Stables
43 Ogre Mound
44 Gnomish Inventor
45 Goblin Alchemist
46 Gryphon Aviary
47 Dragon Roost
48 Shipyard H
49 Shipyard O
4A Town Hall
4B Great Hall
4C Elven lumber mill
4D Troll Lumber Mill
4E Foundry H
4F Foundry O
50 Mage Tower
51 Temple of the Damned
52 Blacksmith H
53 Blacksmith O
54 Refinery H
55 Refinery O
56 Oil Platform H
57 Oil Platform O
58 Keep
59 Stronghold
5A Castle
5B Fortress
5C Gold Mine
5D Oil Patch
5E Start Location H
5F Start Location O
60 Guard Tower H
61 Guard Tower O
62 Cannon Tower H
63 Cannon Tower O
64 Circle of Power
65 Dark Portal
66 Runestone
67 Wall H - not yet build
68 Wall O - not yet build
69 Dead Body
6A 1x1 Destroyed Place
6B 2x2 Destroyed Place
6C 3x3 Destroyed Place
6D 4x4 Destroyed Place
6E Blank
6F Human Basic Build
70 Human Advanced Build
71 Orc Basic Build
72 Orc Advanced Build
73 Cancel
74 Cancel #2 ???
75 Cancel Group
76 Command Group of Humans
77 Command Group of Orcs
0D:3FC0-0D:45C3 R0E Unit data (110 units) , record like this
*For units order see above
Index : Meaning :
00 W Unit Icon number
02 W Unknown , but
0 = Dead body,start loc,destr site
1 = Live units,farms,mine,circle,
runestone but no magiks
2 = Mage,D.Knight,Paladin,Ogre Mage
3 = Other buildings??
04 W Unit name string number
06 L Function A,right click ???
0A L Function B,stats which are
shown on the bar(food usage..)
Edit tiles
SpoilerHow the map tile graphics are stored
====================================
In maindat.war there is a section for each terrain-type, consisting of 7 entries.
I will refer to these entries as "entry A" ... "entry G"
For summer these are entry 2-8, wasteland: 10-16, winter: 18-24 and swamp: 438-444.
I will use the expressions
- "minitile" for 8x8 pixel raw graphic data
- "megatile" for 32x32 pixel graphics, composed out of 16 minitiles
- "map tile" for the values used in the MTXM section in PUDs
Entry A: Color palette for the terrain type (256 * 3 bytes [RGBRGBRGB... and so on])
Entry B: Information about how to find the "minitiles" (8x8) for "megatiles" (32x32)
Entry C: Contains 16 masks (32x32) for the fog of war, followed by the minitile-data
Entry D: Information about how to find the "megatiles" for "map tiles" (the values in MTXM)
Entry E-G: Still unknown.
Confused by now ? Well, it isn't too complicated:
Each megatile is composed out of 16 minitiles in this order:
01 02 03 04
05 06 07 08
09 10 11 12
13 14 15 16
Entry B contains 16 words for each mega-tile; the last two bits of this word are mirror-flags.
if bit #0 is set you have to flip the minitile about its Y-axis, if bit #1 is set, the X-axis.
The rest of the word (word AND $FFFC) has to be multiplied by 16 to get an offset into entry C:
there you find the respective mini-tile data.
Entry D contains a chunk of 42 bytes for each unique map tile ($000x - $09Dx).
The first 16 words of this chunk contain tile-numbers for the variations of this map tile (the "x" above).
If one of these words is zero, that means the respective tile-number is not used.
(to get the correct offset just use this formula: ((map tile >> 4) * 42 + (map tile AND 15) * 2)
Then come 8 bytes and 1 word; these are still unknown.
Ok, I think an example will make this *much* clearer:
Suppose we find map tile $0052 (light grass) in MTXM.
This means we need the third (counting starts with 0) word in the fifth chunk of entry D:
5 * 42 + 2 * 2 = 214, so we read the word at offset 214 in entry D. (This is 356 for summer)
Now we have the tile-number. We need to multiply this by 32, because entry B contains 32 bytes (16 words)
for each tile-number: 356 * 32 = 11392. We go to offset 11392 in entry B; there we find an array of
16 words: $1288, $10F8, $1104, ...., $114F, $11F8.
^__ notice this one ! (see text below)
Each of these (words AND $FFFC) is the file-offset into entry C, divided by 16.
So to read the data for the first mini-tile we go to offset $12880 (= $1288 * 16) in entry C and read
64 bytes of data (64, because each minitile is size 8x8). This minitile goes directly (because neither
bit #0 or #1 is set) into the upper left corner, of the megatile.
Now the next minitile: go to offset $10F80 (= $10F8 * 16) in entry C, read 64 bytes,
place it into the second "column" in the first "row" (see illustration above). And so on...
We eventually reach the word $114F - this has both bit #0 and #1 set, meaning the tile we find at
offset $114C0 (= ($114F AND $FFFC) * 16) has to be X-flipped AND Y-flipped before copying it into
position 15 (according to the diagram above).
Continue, until we have read the last minitile at offset $11F80 and placed it into the lower right corner.
DONE!
Note that there are a lot of zeroes in entry D, because not all theoretically possible map tiles are used.
If you find that there is something wrong with the above explanation, please let me know.
Alexander Cech <e8900070@student.tuwien.ac.at>
Appendix:
The tilenumbers 0-15 are reserved for the masks; the first "real" tilenumber is 16.
Entry B contains the following data in its first 16 chunks (each 32 bytes long):
(Offset) (Data)
$0000 $0000, 15 x $0000
$0020 $0004, 15 x $0000
$0040 $0008, 15 x $0000
$0060 $000C, 15 x $0000
...
$01E0 $003C, 15 x $0000
The 8 unknown bytes for each megatile in entry B are used by the map editor to
set the surroundings of a placed tile.
Delete mine too:
Edit campaigns manually.
Get a MPQ editor.
http://www.hiveworkshop.com/forums/tools-560/ladiks-mpq-editor-32bit-249562/
http://www.zezula.net/en/mpq/download.html
Open Ladik's MPQ Editor for example. Click the tools tab > click add > navigate to the path where you downloaded the ATTACHED list file below > click ok
Spoiler
Time to edit WarCraft II!
File > Open MPQ > Go to where WarCraft II is installed > Open war2dat.mpq
Spoiler
You can extract these maps and change them and place them back. BOOM done. Go play your custom campaigns. If you would like to change other things such as text, you would need a .bin editor.
List files http://www.zezula.net/download/listfiles.zip
Delete mine too:
Modify almost everything about WarCraft II! Create title-sets, total conversions, change sounds, change hotkeys, AI, etc!
Setup : I use VM with Windows XP for software compatibility.
1. WarCraft II : DOS
2. WarDraft
Files inside the WarCraft II : DOS
MAINDAT.WAR levels,some pictures, fonts, unit/building-,cursor-,map-graphics and some (yet) unknown stuff
REZDAT.WAR mostly pictures
STRDAT.WAR all kinds of text appearing in the game
SFXDAT.SUD sound effects
SNDDAT.WAR spoken mission briefings
MUDDAT.CUD animated cutscenes
So here are some locations of most of the files. When battle.net version came out these files where moved into a MPQ. "War2Dat.mpq"
So pretty much edit or extract with wardraft rename the file the correct name and place in the war2dat.mpq
More INFO:
http://warlords-of-warcraft2.com/index.php/new-computer-ai
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