This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Dune 2000 for PC. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.
6. Search for the hex value. Remember that low two bit comes first. So, for example, with 4960 cash, hex value is 1360. But you should look for 6013, instead. Change that to 'ffffaa'. It will give maximum amount of cash. Don't try to "ffffff", because it'll cause the game to crash. "ffffee" was the maximum value I was able to use without crashing, but "ffffaa" gave me the same thing anyway.
Nie tylko, jak widzicie, w tym trudność, że nie zdołacie wejść na moją grę, lecz i w tym, że ja do was cały zejść nie mogę, gdyż schodząc, gubię po drodze to, co miałem donieść.
I am aroused about any X86 motherboard that has full functional ISA slot. I think i have problem. Not really into that original (Turbo) XT,286,386 and CGA/EGA stuff. So just a DOS nut.
PS. If I upload RAR, it is a 16-bit DOS RAR Version 2.50.
What are peoples thoughts on Doom95? I still mainly play the vanilla dos version but fired up the Win95 version earlier this week and quite liked the better resolution.
On the one hand its a legit retro release, on the other i felt if I'm doing this may as well just play on a more modern port.
Yeh know about the 9x versions but always preferred the dos version even back then as the units just felt too small (probably because I was so used to C&C dos )
It was the fan patch with all the added content like the console missions, videos, etc that finally got me to convert.
Doom95 is awesome for a low-weight low-maintenance port. I cannot stand to play DOOM in 320x200 on large modern LCDs. 640x400/480 is just double but it makes a whole lot of difference. And the extra cheat codes (kill all monsters / activate no-target mode) are also nice. In DOS I only play MBF, which is like BOOM with the high resolution option. And I wish there was a DOS equivalent of MBF that runs Heretic/Hexen.
Also, there is a current fan-made add-on, called "Horn of the Abbys". A couple of friends and I have resumed the rite (we used to play it hot seat mode, 20 years ago) of playing it on weekends (when it is possible).
Can be played on current systems (W10, no troubles) with the "HD" add-on and receives updates constantly.
I recommend it to the ones here who mentioned Heroes of Might and Magic series!
As I understand, most cheating programs made for YR shouldn't work for MO. That doesn't stop anybody from cheating though, just makes it a bit harder. I'm not quite sure what kind of cheating you're talking about here.
You can build armies in covert op missions my giving a unit you control mind control abilities and an enemy vehicle type you face the ability to deploy into a production structure. Make units you want to build free, done.
Most cheats that have been deployed in other game lobbies can, theoretically, work in MO. Desyncs occur only if data packets between players have mismatches. So as long as the data sent is not 'suspicious', game won't trigger a premature end. Most of the time, one can check the SYNC files to see what are compared (and hence, what are not).
Things that goes through the sync check (or at least appears in the sync file, I doubt AlexB puts pointless objects in the log):
All this pretty much means a direct tweak on the .ini or .map files will result in FAIL.
Things that can bypass the sync check, and potentially cause cheats (that doesn't involve mutual ini editing):
If only I can witness a high-level cheat... using Tool-assisted programs to jointly control player's units (Dune 2000 AI allocates its units into taskgroups with general orders associated with it, and it is possible to have a player control an AI-controlled team - you jointly build stuff too. Amazingly, Dune 2000 AI is not a cheating type). I really want to see this kind of cheat happening.
In this game, however, typing ffffff causes a crash. Normally, in these cases, all the letters F are written, which give the maximum value of the index that you want to raise unfairly. This is how you get the most cash value possible. However, we are not looking for it, but for 6, thus reversing the order. From the cash amount of 4.950 we get the hexadecimal value 1.350. Be careful! Remember that the two "smallest" parts go first in order. Find the hexadecimal value you need, the same one we got from the calculator.Using the hex editor, open the save game.If you prefer, you can count in your mind. To do this, enter the original decimal value and move the checkbox from 'Dec' to 'Neh'. Now you have to convert this number from decimal to hexadecimal. You have had a certain amount of money in the game. Use the normal calculator on your computer, putting it in "engineering" mode.Press Alt + Tab to minimize the game and edit the save without leaving the game. This way, you can be sure that there is only one place in the save game that needs to be changed. At the beginning of the game, immediately build two "tiles".However, if you have already done something, it will scroll slightly to the beginning. The spice credits will occupy a byte in the save file at the hex address: Right after the start of the Dune 2000 mission, save yourself. Infinite money cheat codes as well as secrets in the game.
Emperor: Battle for Dune is a 2001 realtime strategy game made by Westwood Studios, arguably the inventors of the RTS genre. It is a sequel to Dune 2000, itself a remake of sorts of Dune II, considered by many to be the original RTS. The Dune RTSes hold a special place in my heart, with Dune 2000 being the first PC game I ever bought, and my introduction to the Dune universe. Emperor followed up on Dune 2000, bringing 3D graphics, vastly improved UX, and an absolutely bangin' soundtrack. All that said, it isn't that well known these days. I suspect this is because it was outshone by Westwood's other RTS series, the juggernaut Command & Conquer.
I love coop games, and I always wished more RTSes in particular had a coop mode. When I found out all these years later that Emperor had a coop mode that I'd never known about, and it was no longer playable - I knew in that moment, deep in my heart, that this was a cosmic injustice that must be put to rights. I also just had a hankerin' to do some reverse engineering, so...
I started off with a modest initial goal. The "main" exe of the game is a misdirection: Emperor.exe is a thin wrapper that runs the real game executable, Game.exe. But if we run Game.exe directly, nothing happens. So my initial goal was to make a replacement for Emperor.exe, so I could control the launch of Game.exe. Later on, once I have this control, I can use it to inject a DLL containing my patches. More details on that later.
IDA is the industry standard reverse engineering tool. It is an incredibly powerful tool that operates on a database of knowledge about your executable. At its core it is a disassembler (IDA - Interactive DisAssembler), which turns machine code into slightly more readable textual assembly language.
It is also able to go one step further than that, and decompile the assembly into mostly-compilable C code. It will need some help from you, though. At the beginning, it will not know the types of anything. All the datastructures and typedefs are completely gone, everything is just an integer or int*, functions have been inlined, or optimised out entirely, and everything has names like sub_402E80 or a2.
As you browse through the code, you annotate things that you know. For example, in the function above I was able to look at the pointer that was being passed in, and see which offsets were being used. Since CreateProcessA is a known, documented Windows API function I was able to infer what was contained in some of those offsets. Using that knowledge, I was able to create a custom structure definition (ProcessRunData) with some fields filled in. Now I have a type for the parameter, so I can search for callers and annotate the type of the variable being passed to runCommand. And oh look, I'm using some of the fields in ProcessRunData with some other functions and variables, so now I know their type too. In this fashion, you could slowly flood-fill information through the whole binary until you had a full understanding of the whole program if you wanted to. That would of course be incredibly laborious for a game this size.
This is probably a good time to mention that I am not a skilled reverse engineer. I'm definitely not a professional, and this is my first real foray into reverse engineering a binary like this. Cosmic justice aside, the main reason for this project was learning about reverse engineering for fun. So all that said, I spent the next couple of evenings reverse engineering a curious set of string manipulation functions that turned out to just be std::ostringstream.
Eventually I dug myself out of that rabbit-hole, and found out what Emperor.exe was doing that was so special. Before running Game.exe, it creates a mutex, and an anonymous file mapping handle - essentially just a chunk of allocated memory with a handle associated to it. It doesn't do much with the mutex, as far as I can tell just using it to make sure there is only one instance of the game running, but it does something odd with the file mapping. It launches Game.exe with bInheritHandles set to 1. This means the child process "inherits" our handles - it is able to use the same numeric value of the open file mapping handle, as though it had opened it itself. Emperor.exe then loads some data from the file Emperor.dat in the install directory, and does a bunch of manipulation to that data, presumably some sort of decryption. It then maps the mapping handle, and copies the decrypted data into the mapping.
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