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From what I saw it wasn't that great, so you still have a shot at making that mod before he comes out with something again.
And it's not like there can only be one.
I'm just going to lock this thread. If you feel like restarting the mod, make a new thread since this one went downhill really fast. And also please try to put in a little more effort in having things prepared beforehand next time.
(I think this might set a new record for the fastest a mod...
It's as Miccs said, <WAI waits a certain number of frames, so for vanilla CS <WAI0050 is 1 second, and for CS+ <WAI0060 is 1 second. Note that if the user's computer is slow/plays the game slowly, the wait command will go on for longer than 1 second.
I feel this has been a good reminder as to why we don't let people create threads in the SPOT anymore. But now it's time for this thread to come to an end.
Inserting space into the middle of the .exe would mess up a lot of CALL statements, and maybe some JMPs (if you had some custom code). And also I think you would have to edit the exe's header, to let it know that the "code" part of the executable is bigger.
But fixing all those CALL statements...
To play nicely with the stack, i.e. so that the functions you are calling DON'T touch/mess up your local variables.
It's also so that you can call a function and it'll know to return to where it's called from, whereas if you JMP back and forth, the code block you are JMPing to can only JMP back...
Calling another function will "mess up your local variables" if you set it up right, yes. Basically the function you called will/should no longer have access to the local variables from the function you are calling from. But instead of calling, you can just JMP to your code in the unused space...
If you rewrite an NPC's AI function, and the new function is longer (in bytes, not commands) than the old function, then yes, it'll overwrite into whichever function is next (which is likely the next NPC), since you're trying to put a longer function into a smaller space.
They're special entities. They do bigger tile collision checks and stuff, but for the most part, they're a normal "entity", except that they don't appear in the npc table. A sort of super-entity.
I'd recommend using a disassembler to take a look at them at least, but theoretically, you could...
The health for "big bosses" is hard coded into the executable, and is actually a part of their enemy AI. If you go to their ASM functions individually, you should be able to find somewhere in their enemy AI subroutine where they set their HP.
I don't see a reason for the thread to be "deleted" (and you should be able to hide threads on your own), but I guess I can close this thread for the time being.
It probably wouldn't be hard to write a decompiler for them, since it's a pretty simple format. But I don't really have any reason to, as I have the source files.
If you're curious, here's a sample of the script used in the house: