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GoaSkin

adding features to the EXE

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modifying the exe is a great idea, if its legal then do it, we might be able to put in new features and fix some bugs, its been a few months since someone posted here but do you have any progress with modifiying the exe, and since it could actualy make more people download the game.... it could give ea a bit more money off of simcity 4

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well its not that old, and its wierd how someone posts in a topic and then people just stop posting in the topic for some odd reason.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Well... the last post was a long time ago...



    Meanwhile I was coding my new sc4config tool but in the last weeks I continued examining the functionality. Well... one stupid and very short function has to be rewritten for each secondary menu where you want to add a new buildings/tool catalogue. For example, if you want to add a new submenu to the Transport menu, you need to rewrite the function cSC4View3DWin:9.gifoTransportMenu(cIGZWin*, cGZMessage&). A few bytes have to be inserted into another function when you want to set a new slot for a signal a button with a new ID sends but there are already some button IDs that call submenu functions but are ignored by them.

    Now... adding new menus to the game means to add a few new instructions to a very short functions. The problem is I don't know how to do it. I wrote a template for the enhanced version of the transport menu function but do not have an idea how to make use of it. That means I don't know how either crack the EXE so that it is still usable (because to replace one function with more code means that the destinations of all following jump instructions are not the same anymore) or how to source it out to a DLL or anything else.



    I need a solution that allows to source one function out into a separate file and force the game to load the single symbol from there instead of the EXE.

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