Well, That is certainly a pain.
Oh, duh, now I feel silly.Noxid said:The C7 is the MOV command
This is so much more confusing using something like Translhextion....Noxid said:and the next BYTE seems to be the type of MOV command we're dealing with, then either the next BYTE or DWORD is for how far off the register to go, and the last DWORD is the actual value being MOV'ed
That's just about exactly how I imagined them...Noxid said:Rects are somewhat difficult to visualise, but think of them as defining four infinitely extending lines; the line display_L draws a vertical line (for the left side) and everything to the left of that line is disregarded. display_U draws a horizontal line, and everything above is disregarded. Continue this logic with the other two and what you're left with is a rectangular area.
Just my luck to see only that set, eh.Noxid said:As for what you've mentioned, after a bit of searching I found it in one of rune's old tutorials. The proper order is, in fact, LURD, and I'm not sure why he put them in LRUD order (possibly to group them by x/y, I dunno). Everywhere else in the compendium where it lists the actual offsets of these rects they're properly ordered as far as I can see.
Oh, I know. I just listed them in that way because it's how Rune had all of the title screen rects listed.Noxid said:Finally, when you're dealing with rects and such in the .exe, remember that all the numbers are hex; hence, 16 = 10, 32 = 20 and so forth.
Well, I spent an hour or two trying to figure out why the game would keep displaying nothing, when I noticed that the other frame rects in the code didn't follow that rule. So I tried something else.Display_L: left side of the display rect
Display_R: right side of the display rect (NOT width)
Display_U: top side of the display rect
Display_D: bottom side of the display rect (NOT height)
Now is there a facepic for this?DoubleThink;85049 said:So then, forum magic. Wonderful.