Dou_Split (what?)

Sep 16, 2013 at 4:29 PM
The TideWalker
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Yeah, exactly what the title says.



This is a revival of the Cave Story split Dissembly thread.

Now that Suu No Monogatari 0.2.0 is out of the way, I want to make ASM easier for everyone. (including me)

What is Split dissembly?
Split Dissembly is the act of taking Doukustu apart in to tiny pieces and editing them individually.

like this.

Douillistration1_zps0d05e1f7.jpg

and leads to this.

Douillistration2_zps45f0e2bb.jpg


So we get this...

Douillisration3_zpsfb5ba678.png


do you get it now?

No?

Well if you were to open these files you could modify the code with nothing more then a simple .asm editor.

now this leads us to our next question...


What good is it?

Well. (the smart ones get it by now)
editing these files allow you to cram as much data into the files as you like.

WAIT HOLD UP!

if you cram these back into the executable you'll screw up the data!


Douillistration1_zpscc2eb036.png


there's to much data to put back and if you push things farther down you'll mess up the JUMP's earlier in the .exe

not quite...

IF all of the content of the exe is in folders and they are assembled by a special program and all Jumps would b make relevant instead of attached to a certain address (think Doukustu assembler)

it would work.

IF someone can find all the addresses to ALL the data in the .exe and

IF someone can make a special program to that can split/ built doukustu.

IF I could get some help.


This is definitely do-able
 
Sep 16, 2013 at 5:48 PM
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No, seriously, if you're going to go to all this effort, you might as well as just go ahead and code your own engine.
 
Sep 16, 2013 at 8:26 PM
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Or you could actually LEARN how to assembly hack and not further push the modding community into gamemaker-esque zone
We already have a compendium of virtually everything you should need for assembly hacking and if you can't figure out how to navigate using that you shouldn't be doing it in the first place
 
Sep 16, 2013 at 9:03 PM
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GIRakaCHEEZER said:
No, seriously, if you're going to go to all this effort, you might as well as just go ahead and code your own engine.
Are you condemning me because I will discover 2X res along the way?

MagicDoors said:
Or you could actually LEARN how to assembly hack
I'm doing that to now that SS 0.2.0 is out of the way.



There you go again just posting negative things on my threads to poke fun at me.

No, I'm not whining and I'm not ranting. I'm just sayin' that you could be nicer.

MagicDoors said:
not further push the modding community into gamemaker-esque zone
That's a bad thing????
 
Sep 16, 2013 at 9:09 PM
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generally speaking, this is a bad idea
the workload to reward ratio is very high (that's bad) and it doesn't really let you do anything new or interesting, just lets you be a bit sloppier with your ASM
 
Sep 16, 2013 at 9:44 PM
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Noxid said:
generally speaking, this is a bad idea
the workload to reward ratio is very high (that's bad) and it doesn't really let you do anything new or interesting, just lets you be a bit sloppier with your ASM

Or the ability to infinitely expand the .exe in anyway possible. (CS+ anybody?)

They've done this with Sonic the Hedgehog and look at some of the awesome hack that have been
made like Sonic Winter adventure and Sonic Megamix.

And the ability to have more NPC's and more Bosses and more TSC commands and more weapon and
the ability to change even the most basic of things in the game like making it read mp3's (or pxtone) instead of .org's
and let's not forget mini-games could be added and also more total weapons/items along with more max maps and
also applying patches without running into collision errors.

I could go on, but "Just let you be sloppier" Is an under-statement at the very least.
 
Sep 16, 2013 at 10:22 PM
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Bombchu Link said:
There you go again just posting negative things on my threads to poke fun at me.
Wow okay do you really think I'm trying to "poke fun" at you
I'm not trying to target you or anything, in fact I just now realized it was you who posted this thread
I'm saying that this is just a way to recruit more 1337 PROGRAMMERS LETS GO MAKE THE COOLEST GAMES YAY instead of actually doing something that will help increase your programming understanding, and things like this just limit the capability of assembly hacking which is the WHOLE POINT of assembly hacking - to do whatever you want instead of what cave editor tells you

And yes, it is a bad thing. Good things have come out of Gamemaker - among the sea of awful drag and drop programming, that is.
 
Sep 16, 2013 at 10:33 PM
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Honestly, it'll be a repeat of Carrotlord if you're not too careful.
 
Sep 16, 2013 at 11:02 PM
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I was going to say something but this guy above me has put it much better than I ever could have

Also:
IF someone can find all the addresses to ALL the data in the .exe and

IF someone can make a special program to that can split/ built doukustu.

IF I could get some help.


This is definitely do-able
So you're saying it's impossible?
 
Sep 16, 2013 at 11:37 PM
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FINE

THIS THREAD STINKS ANYWAYS!

HRRRMMMPH!





joking





dunc is right...

again.
 
Sep 17, 2013 at 1:01 AM
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Bombchu Link said:
Are you condemning me because I will discover 2X res along the way?
I honestly could care less about that. Even if you indexed the whole executable it's still pretty unlikely you would be able to discover exactly how to make that hack. In the way Noxid and I implemented it at least, it's a very ugly hack and also breaks/doesn't work on certain computers, for reasons we ourselves are unsure (but it's an ugly hack, so it's not unsurprising). But putting that aside, I really just think you don't even have what it takes to make a 2x hack, let alone this.

Back to my original point, this project (Dou_Split) would probably be harder than making your own game engine yourself. The only gain would be increasing modularity for other hackers, but the problem is that competent hackers are still in small numbers on this forum, and this would more likely just attract uncapable people who want to try and hack.

So you're really just better off learning how to make your own engine, really.
 
Sep 17, 2013 at 1:08 AM
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GIRakaCHEEZER said:
I honestly could care less about that. And even if you indexed the whole executable it's still pretty unlikely you would be able to discover exactly how to make that hack. Also, in the way Noxid and I implemented it at least, it's a very ugly hack and also breaks/doesn't work on certain OS's. But putting that aside, I really just think you don't even have what it takes to make a 2x hack, let alone this.

And back to my original point, this project (Dou_Split) would probably be harder than making your own game engine yourself. The only gain would be increasing modularity for other hackers, but the problem is that competent hackers are still in small numbers on this forum, and this would more likely just attract uncapable people who want to try and hack.

So you're really just better off learning how to make your own engine, really.

Turn data execution off to fix (works on 64-bit Vista)

and you right it is a monster of a project now that I look at it...


but I know/can learn more then you think.
 
Sep 17, 2013 at 1:56 AM
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I mostly agree with GIR on this one. Though splitting the data up could allow you to have the Doukutsu engine to be a base of a project. If you want so much control over how a game works, it's better to just make your own game. That's how Noxid made King:S&S, and FrozenFire is doing the same.

Also, semi-unrelated: Even though Gamemaker can do some cool stuff for a simple easy interface, it's not like there isn't other beginner options out there. Myself have, in the past, used a program called Stencyl, which allows you do full fledged (2-Dimensional) game creation for multiple platforms (I think they're expanding still on what it can compile to.)

Yes, there is a wealth of useable mechanics in Doukutsu, but making your own engine is probably better if you want to go extreme in custom editing a project, even if it is CS related. There is also the legal benefits as well.
 
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