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StarCraft: Remastered, Emulating a buffer overflow

Forum Index > BW General
Post a Reply
Vendethiel
Profile Joined February 2017
213 Posts
Last Edited: 2018-02-05 10:52:40
February 05 2018 10:39 GMT
#1
Hey,

A presentation was posted by some SC:R devs, might be interesting to technical users.

StarCraft: Remastered – Emulating a buffer overflow for fun and profit [pdf]

Also interesting:
Unfortunately, we did not have private or
public symbols for StarCraft 1.16.1. I had to
start reversing the game executable from
scratch


Because triggers are hard to program, the South
Korean hacker (nicknamed Trigger King / trgk) wrote
a trigger compiler

You write proper logic in a
JavaScript/Python like language called
epScript
Maru <3
fish_radio
Profile Blog Joined March 2017
182 Posts
Last Edited: 2018-02-05 22:40:54
February 05 2018 22:32 GMT
#2
wtf..? it's not Trigger King. it's Park Hyun Woo....

Blizzard please give proper name and credit his open source work:

https://github.com/phu54321/epScript

(edit: different Park Hyun Woo, not Squirtle)
Sebyul Server W.I.P.
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
February 05 2018 23:13 GMT
#3
"Patch 1.17 was slated for release but was held back
because it would break mods, tools, and launchers"

lol, my sides just bust open and my guts are falling out onto the floor. I know that's not true because Chaoslauncher has been updated many times for patches.

http://www.teamliquid.net/forum/brood-war/65196-chaoslauncher-for-1161

Maybe someone told you that was the official reason for no 1.17 patch, but I have a very hard time believing that.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
2Pacalypse-
Profile Joined October 2006
Croatia9505 Posts
February 05 2018 23:59 GMT
#4
On February 06 2018 08:13 ninazerg wrote:
"Patch 1.17 was slated for release but was held back
because it would break mods, tools, and launchers"

lol, my sides just bust open and my guts are falling out onto the floor. I know that's not true because Chaoslauncher has been updated many times for patches.

http://www.teamliquid.net/forum/brood-war/65196-chaoslauncher-for-1161

Maybe someone told you that was the official reason for no 1.17 patch, but I have a very hard time believing that.

1.17 was slated for release in late 2016 / early 2017 afaik, which was the time when most people that developed those tools (including Chaoslauncher) have moved on, so it's quite unlikely they would be updated.

However, I agree that there was probably more at play on why the 1.17 patch was skipped and they went straight to 1.18/Remastered announcement.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
Craton
Profile Blog Joined December 2009
United States17250 Posts
Last Edited: 2018-02-06 02:54:00
February 06 2018 02:53 GMT
#5
The things people like that can manage to do are incredible.
twitch.tv/cratonz
Chef
Profile Blog Joined August 2005
10810 Posts
February 06 2018 16:24 GMT
#6
On February 06 2018 08:13 ninazerg wrote:
"Patch 1.17 was slated for release but was held back
because it would break mods, tools, and launchers"

lol, my sides just bust open and my guts are falling out onto the floor. I know that's not true because Chaoslauncher has been updated many times for patches.

http://www.teamliquid.net/forum/brood-war/65196-chaoslauncher-for-1161

Maybe someone told you that was the official reason for no 1.17 patch, but I have a very hard time believing that.

I don't know about that. It's always been the case that there was a bit of backlash when a patch felt kind of meaningless but created a lot of work for people to update programs, and certainly some never get updated. It's been that way since 1.12, although 1.12 was a really, really good patch. Back when bwprogrammers used to exist, the usefulness of a Blizzard patch against the cost to community programming was definitely a topic of debate.

At the very least, it's a plausible excuse even if the real reason is something more like 'It looked like a bigger project than we first thought.'

There have a been a lot of interesting tools for making triggers in maps easier over the years. Users from staredit.net made a number of them.
LEGEND!! LEGEND!!
tarpman
Profile Joined February 2009
Canada718 Posts
Last Edited: 2018-02-15 04:03:34
February 15 2018 03:53 GMT
#7
Just ran into this today while reading about some other REcon presentations. Great presentation and an impressive amount of work - really shows their commitment to backwards compatibility with all these existing maps.

Surprised to read they couldn't find any debug symbols for the 1.16.1 binary. And what's more it sounds like he couldn't find the exact code 1.16.1 was built from either? or am I reading more into
  • Used the closest source code snapshot for 1.16.1

than it actually says...

Also - this reveals that SC:R changed a lot more about the game code than I realized! Core data structures like CUnit changed; Storm library code actually replaced entirely with modern utilities in some much more invasive places than I would have guessed (linked lists)!

Anyone know what the "cave area of the string chunk" is that he mentions in a few spots?
Saving the world, one kilobyte at a time.
S.I.
Profile Joined April 2017
58 Posts
February 17 2018 01:07 GMT
#8
I think its briefly explain in the talk:
The string segment of the map file has a header saying "The next XYZ bytes of data are string data". However, in the string data the string format also stored a max length. If the first length is larger than the second length, then there is extra memory allocated which can't be accessed via strings - that is what is meant by cave area. EUD triggers can access that memory to do stuff with it
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