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Red Alert 3 Cider Port


Basdart
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  • 2 weeks later...

I've read that the first Cider version with proper DirectX 9.0c support is the one that comes with City of Heroes, and the beta client is being released this week, according to ars technica. I unfortunately don't know what exactly the Cider porting process entails, but I figured it might be worth pointing out, especially since Spore only requires DirectX 9 whereas Red Alert 3 requires 9.0c.

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  • 3 weeks later...

I get a crash with Cider 2060

 

: Shader compilation failed. File: "", Error messages: "(2) : warning C7011: implicit cast from "float1" to "float"

(3) : warning C7011: implicit cast from "float1" to "float"

(4) : warning C7011: implicit cast from "float1" to "float"

(134) : error C0501: type name expected at token "<undefined>"

(134) : error C0000: syntax error, unexpected $undefined at token "<undefined>"".

256 addresses:

(0): (unknown mod) (unknown)

(0): (unknown mod) (unknown)

(0): (unknown mod) (unknown)

(0): (unknown mod) (unknown)

(0): (unknown mod) (unknow

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Thanks for the cider port cyclonefr, it works great :wacko: . I'm playing it on a white Macbook with the GMA3100 and when I set everything to low it plays really nice. The cider port is on mediafire aswell by the way. Google has all the answers :wacko: .

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Trying the latest Cider posted today... and get

 

enigmas-macpro31:~ enigma$ /Applications/Red\ Alert\ 3.app/Contents/MacOS/cider ; exit;

fixme:win32:PE_CreateModule Security directory ignored

fixme:win32:PE_CreateModule Load Configuration directory ignored

fixme:profile:PROFILE_Open no encoding specified for L"/Users/enigma/Library/Preferences/NverUsedB4heh Preferences/win.ini" - defaulting to ASCII

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13e0e8, 0x1402f0, 1024): semistub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13e250, 0x13e298, 32): semistub

..

..

..

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13dee0, 0x13ac70, 128): semistub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13def8, 0x141c80, 1024): semistub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13ac70, 0x13acb8, 32): semistub

fixme:gdi_sdldrv:SDLDRV_blitSurface2 unimplemented blit function! {type = SDLDRV_BLIT_STRETCH (1), op = SDLDRV_BLIT_OP_SRCCOPY (0), converting SDLDRV_BLIT_1_BIT (1) to SDLDRV_BLIT_1_BIT (1)}

fixme:sdldrv:SDLDRV_DC_StretchBlt {0x13e288, 0, 0, 32, 32, 0x141c90, 0, 0, 16, 16, SRCCOPY (cc0020)}: stub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13def8, 0x142d40, 4096): semistub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x141810, 0x141858, 128): semistub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x141810, 0x141d88, 1024): semistub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x141858, 0x13df10, 32): semistub

..

..

..

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13de98, 0x147818, 4096): semistub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13dfd0, 0x144f48, 128): semistub

fixme:win32:PE_CreateModule Security directory ignored

fixme:win32:PE_CreateModule Load Configuration directory ignored

fixme:win32:PE_CreateModule Load Configuration directory ignored

fixme:profile:PROFILE_Open no encoding specified for L"/Users/enigma/Library/Preferences/NverUsedB4heh Preferences/win.ini" - defaulting to ASCII

fixme:sdldrv:SDLDRV_BITMAP_GetDIBits (0x22b810, 0x22bb40, 0, 480, 0x1270008, 0x22bed8, 0, 0x0884): stub

fixme:sdldrv:SDLDRV_DC_PatBlt Something is wrong - where is the surface I am supposed to draw to?

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13f180, 0x13f638, 1024): semistub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13db58, 0x13dba0, 32): semistub

..

..

..

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13dbb8, 0x140ba0, 1024): semistub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x140fb0, 0x141490, 32): semistub

fixme:gdi_sdldrv:SDLDRV_blitSurface2 unimplemented blit function! {type = SDLDRV_BLIT_STRETCH (1), op = SDLDRV_BLIT_OP_SRCCOPY (0), converting SDLDRV_BLIT_1_BIT (1) to SDLDRV_BLIT_1_BIT (1)}

fixme:sdldrv:SDLDRV_DC_StretchBlt {0x140fd8, 0, 0, 32, 32, 0x141210, 0, 0, 16, 16, SRCCOPY (cc0020)}: stub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13dbb8, 0x1422c0, 4096): semistub

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x1411c8, 0x140ba0, 128): semistub

..

..

..

fixme:sdldrv:SDLDRV_DC_SetBitmapBits (0x13d850, 0x13d898, 128): semistub

fixme:sdldrv:SDLDRV_SDLGL_ContextDestroy time to kill master context 0x146778 (ctx 0x7107ba00)

fixme:win32:PE_CreateModule Load Configuration directory ignored

wine: Unhandled exception, starting debugger...

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Got it working in Cider 2097. I was running v 1.04 RA3 which pops up a message cider can't display! still looking for a workaround ...

 

 

Anyway runs awesome. ALL Settings are MAXED to the exception of Shader which is set to Medium and Anti Alias is off. Running in 1680x1050

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Unfortunantely putting Shaders to Medium makes the game look a little more bad than on Windows.

 

A better compromise is to set Shaders to Max but Shadows to Medium and Effects to Low (if shadows > Medium or FX to Low th game is slow as hell)... The game looks miles better and runs perfectly there... I think we just miss some Bloom effects, the game doesn't like "orange" anymore, but overall the game looks nicer and not really different than Windows... The water is even more beautiful with shaders to max... What do you think ? :blink:

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Let us know... I tried but I failed :soldiers: But yeah, the problem is because RELOADED has added some {censored} msg when running the game and somehow Cider doesnt like it... If you put NOTICE.TXT, the game wont show the msg anymore, but still same crash... The problem isnt the msg itself but the instruction for it to be displayed, even if ignored with notice.txt... The only way i see we could have this running is removing anything related to that msg...

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Well.. since I have a lot of cracking experience, I'm familiar with ASM. I did find the routine at 02AE0A43... the routine would check to see if the NOTICE.TXT existed and if it didn't, would send a message box and write a new file.

 

The RELOADED garbage is completely bypassed but still crashes under cider (my patch is still working under parallels). I think maybe it's a 1.04 issue? I'm still workin on it... cyclone, ideas?

 

:02AE0A34 add al, byte ptr [eax]

:02AE0A36 add byte ptr [eax], al

:02AE0A38 pushad

:02AE0A39 push 00BBB674

:02AE0A3E call ra3_1.02AE0A53

:02AE0A43 call ra3_1.02AE0AC1 <---- HERE

:02AE0A48 call ra3_1.02AE0A8A

:02AE0A4D popad

:02AE0A4E jmp ra3_1.004D2F63

:02AE0A53 push ebp

:02AE0A54 mov ebp, esp

 

And it's crashing on Kernel32 calls.. hmm..

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you removed only the check for notice.txt or the whole RLD garbage ? Would we weird 1.04 doesnt work anymore, specially when the unpatched exe works (till it asks for the cdkey, but we cant see the "box" since cider doesnt support it).

 

The best "crack" would be to use Darkc0der method and crack paul.dll, and thus we use an untouched exe (but only him can do that it seems.. even groups are cracking the original EXE...)

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Yeah at 02AE0AC1 it calls another call, which checks for the file, and if not writes a new one out and then displays the message box. Then returns and returns again to 02AE0A43 after a compare otherwise displays a message box. So basically just skipped all that code. Yet cider crashes on other kernel32 calls (like GetProcessID) etc. They must have jacked up the file when they tried to 'hide' that garbage in there. Although the file runs in parallels without producing a message box or recreating notice.txt, something else is broken.

 

And I doubt RELOADED will make another crack for 1.05 or 1.06 because of what BATTERY did

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hey m8 im not really sure but you could try and download a multi language pack off the internet and then right click show pakage contens reqsoures winodws c -drive etc and put in there otherwise im not sure

 

p.s

could you tell how to use cider port?

i have tired porting crime life gang wars i put in the c drive thing on cider port package contens and i donoo how to do the info.plist and get in a .app mac file if you could help me that would be great thanks mate paddy 12

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