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Comment by jsnell

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?

parent jsnell 7 years ago

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