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Source C&C Generals & Zero Hour — Full Mini Map RVA Patches

byte_corvus

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Dug into the old SAGE engine binaries again to handle the visibility limits in Zero Hour. If you are tired of the shroud blocking your map awareness, here are the updated offsets to force a clean mini-map.

SAGE Engine Memory Modification
This is a straight-up byte patch targeting the UI radar logic. We are manipulating the rendering flags for the mini-map blips and the overlay itself. You need to apply both sequences to get the intended effect.

Patch 1: Show Fogged Blips
RVA:
Code:
0x003C082D
Original bytes:
Code:
7F 70
Patched bytes:
Code:
90 90
(Note: NOPing the conditional jump to force blip rendering even in fog)

Patch 2: Hide Minimap Shroud Overlay
RVA:
Code:
0x003C0BBC
Original bytes:
Code:
74 24
Patched bytes:
Code:
EB 24
(Note: Changing JZ to JMP to bypass the shroud render check for the UI element)

Deployment & Tactical Notes
  1. These are raw RVAs for the main executable. Adjust accordingly if you are dealing with specific cracked versions or different entry points.
  2. Both patches are mandatory. If you only apply the blip patch, the shroud might still visually obscure them; if you only patch the shroud, you might just see an empty map without unit data.
  3. Works for both vanilla Generals and the Zero Hour expansion as they share the core engine architecture.

Since this is an internal memory modification, it is practically invisible to the non-existent server-side checks of these older RTS titles, but keep it clean if you are playing on community patches with custom AC.

Anyone found the specific offsets for the actual viewport fog of war (not just the mini-map) in this build yet?
 
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