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Fog of war Hacking | Star Command Revolution

 
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VergilFromUa
How do I cheat?
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Joined: 31 Jan 2017
Posts: 1

PostPosted: Sat Feb 04, 2017 7:35 am    Post subject: Fog of war Hacking | Star Command Revolution Reply with quote

Hi everyone, I'm trying to create a remake of a very old rts (Star Command Revolution) on a new engine.

Removing fog of war to see unit / map placement / AI behaviour would've helped the process tremendeously.
Problem is - this rts have "permanent" (a.k.a. static) fog of war upon map reveal instead of temporary ones like in a new rts games.

Youtube e.g.:
youtu.be/n6DK3pfp4t4?t=34m29s

So I've spent some time reading tutorials and trying methods described on forum, but I still can't figure it out.

I was able to remove minimap fog of war using AOB replace script, but it has no effect on a game view. Well, with that I can at least get basic map layout.

Would've shared a game copy, but I can't post urls yet.


Any tips / ideas appreciated.

(Also I realized I posted in a wrong section of a forum, so I moved topic here)
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datacz
How do I cheat?
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Joined: 19 Apr 2020
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PostPosted: Sun Apr 19, 2020 5:40 pm    Post subject: Reply with quote

Hello, did you find a solution for FoW?

I made *.HRM (all of them) "decompiler" (just finished) so it is possible to render whole map from CAMPXX.TXT or GAMEXYY.TXT files.
Not sure about enemy yet. It must be contained in those TXT files too.(My next step of investigation)
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datacz
How do I cheat?
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Joined: 19 Apr 2020
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PostPosted: Sat Apr 25, 2020 9:16 am    Post subject: Reply with quote

Enemies are in the third data block of GAMEXYY.TXT. Background data, FOW + resources data, ship data (enemy + own)
Most of the ship data are obvious, but several columns are unknown.

Example of rendered maps: GAMEA30.TXT



30 map full save.png
 Description:
 Filesize:  1.48 MB
 Viewed:  10740 Time(s)

30 map full save.png


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leviathan1990
How do I cheat?
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Joined: 14 Feb 2025
Posts: 2
Location: Hungary

PostPosted: Fri Feb 14, 2025 9:08 pm    Post subject: Reply with quote

Dear datacz!

I have just read your post regarding to *.hrm archive designed for the game Star command Deluxe.

Can you please tell me about the file format? Structure? Have you created tools for this game?

Thank you very much for your reply in advance.

Leviathan.

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apocalypticx
Expert Cheater
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Joined: 19 Jul 2009
Posts: 123
Location: UK

PostPosted: Fri Mar 07, 2025 9:54 am    Post subject: Reply with quote

I usually tackle a maphack using the following methods:

First method which works for revealing units sometimes the whole map depends on how the game is programmed.
Goto an ememy unit using one of yours and then get them to the edge of the fow so they're visible and search for unknown value usually 1byte and move away so they're not visible, next search has changed, now move back so they are visible and next search has changed.
Keep them visible for a few minutes now search for a has not changed you can do this step in reverse.
Keep repeating these steps until you get 20-100 address, now lock 10 at a time and move away so the enemy unit is not visible and if you have found the right address it will still be visible even though covered by fow when you move away.

Second method is to find the actual fow array by uncovering a whole section of fow so your unit has the fow visible now search for an unknown value 1byte, move away so the fow is now covered and search for has changed.
Remember the line or whatever direction you moved in and try and keep it exactly the same becuase you want to uncover the same hex or squares of the fow array.
Keep the fow visible for a few minutes now search for a has not changed you can do this step in reverse.
Keep repeating these steps until you get 100-500 addresses, now lock 20 at a time and move away so the fow is not visible and if you have found the right addresses the fow will still be visible even though covered by fow when you move away.
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leviathan1990
How do I cheat?
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Joined: 14 Feb 2025
Posts: 2
Location: Hungary

PostPosted: Tue Apr 15, 2025 3:51 am    Post subject: HRM archive information Reply with quote

I have found that, the game's HRM archives uses:

Compression: RLE compressed sprites in 8 bpp format (linear order)
112 byte padding at the beginning

The number, size and order of the sprites are differs in each .hrm files (ships*.hrm, misc.hrm, terrain*.hrm, map*.hrm).

Additional information:
sub_46A4BF for RLE decoding.

Do you have a discord?

apocalypticx wrote:
I usually tackle a maphack using the following methods:

First method which works for revealing units sometimes the whole map depends on how the game is programmed.
Goto an ememy unit using one of yours and then get them to the edge of the fow so they're visible and search for unknown value usually 1byte and move away so they're not visible, next search has changed, now move back so they are visible and next search has changed.
Keep them visible for a few minutes now search for a has not changed you can do this step in reverse.
Keep repeating these steps until you get 20-100 address, now lock 10 at a time and move away so the enemy unit is not visible and if you have found the right address it will still be visible even though covered by fow when you move away.

Second method is to find the actual fow array by uncovering a whole section of fow so your unit has the fow visible now search for an unknown value 1byte, move away so the fow is now covered and search for has changed.
Remember the line or whatever direction you moved in and try and keep it exactly the same becuase you want to uncover the same hex or squares of the fow array.
Keep the fow visible for a few minutes now search for a has not changed you can do this step in reverse.
Keep repeating these steps until you get 100-500 addresses, now lock 20 at a time and move away so the fow is not visible and if you have found the right addresses the fow will still be visible even though covered by fow when you move away.

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