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by jsnell
2469 days ago
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The story of making the Starcraft 1 custom maps work on the remaster is pretty amazing: http://0xeb.net/wp-content/uploads/2018/02/StarCraft_EUD_Emu... Basically a lot of the maps were using a buffer overflow in the scripting to read and write all kinds of internal data structures in the game engine. If you're rewriting a game from scratch, how can you possibly make the new engine bug-compatible with the original to this extent? A single data structure's layout or a single variable's location changing will break everything. I wonder whether there are any similar landmines in Warcraft 3? |
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[1]: https://en.wikipedia.org/wiki/JASS#Return_Bug_Security_Vulne...
[2]: https://www.hiveworkshop.com/threads/accessing-memory-from-t...
[3]: https://www.hiveworkshop.com/threads/1-28-x-era-versions-bre...