Free hacks!

Jul 9, 2009 at 3:11 AM
Been here way too long...
"Ha! Ha! Ha! Mega Man is no match for my Mimiga Man!"
Join Date: Jun 22, 2008
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Posts: 251
In this thread, I will try to provide documentation of some of the easy weapon hacks you can do, simply by looking up values and changing them in your disassembler. (If you don't know how to use a disassembler, read my Un-Advanced Hacking FAQ!) I'm going to basically put comments in OllyDbg, and then copy/paste the code in here. That way you can look up the same offset very easily (the offset is in the left most column).

The polar star!
Polar star is a very simple weapon, you shoot it, it travels straight at a constant speed. You can only easily change what that speed is. I've labeled the speed offsets, and the frame rects, so you can finally change the size of the bullet graphic.

Code:
00404826  JMP DWORD PTR DS:[EAX*4+404AFA]
0040482D  MOV ECX,DWORD PTR SS:[EBP+8]
00404830  MOV DWORD PTR DS:[ECX+18],-1000          ;  -1000 = speed of bullet when fired left
00404837  JMP SHORT Doukutsu.0040485B
00404839  MOV EDX,DWORD PTR SS:[EBP+8]
0040483C  MOV DWORD PTR DS:[EDX+1C],-1000          ;  -1000 = speed of bullet when fired up
00404843  JMP SHORT Doukutsu.0040485B
00404845  MOV EAX,DWORD PTR SS:[EBP+8]
00404848  MOV DWORD PTR DS:[EAX+18],1000           ;  1000 = speed of bullet when fired right
0040484F  JMP SHORT Doukutsu.0040485B
00404851  MOV ECX,DWORD PTR SS:[EBP+8]
00404854  MOV DWORD PTR DS:[ECX+1C],1000           ;  1000 = speed of bullet when fired down
0040485B  MOV EDX,DWORD PTR SS:[EBP+C]
0040485E  MOV DWORD PTR SS:[EBP-68],EDX
00404861  CMP DWORD PTR SS:[EBP-68],1
00404865  JE SHORT Doukutsu.00404872
00404867  CMP DWORD PTR SS:[EBP-68],2
0040486B  JE SHORT Doukutsu.004048BC
0040486D  JMP Doukutsu.00404904
00404872  MOV EAX,DWORD PTR SS:[EBP+8]
00404875  MOVZX ECX,BYTE PTR DS:[EAX+38]
00404879  MOV DWORD PTR SS:[EBP-6C],ECX
0040487C  CMP DWORD PTR SS:[EBP-6C],3
00404880  JA SHORT Doukutsu.004048BA
00404882  MOV EDX,DWORD PTR SS:[EBP-6C]
00404885  JMP DWORD PTR DS:[EDX*4+404B0A]
0040488C  MOV EAX,DWORD PTR SS:[EBP+8]
0040488F  MOV DWORD PTR DS:[EAX+64],400
00404896  JMP SHORT Doukutsu.004048BA
00404898  MOV ECX,DWORD PTR SS:[EBP+8]
0040489B  MOV DWORD PTR DS:[ECX+60],400
004048A2  JMP SHORT Doukutsu.004048BA
004048A4  MOV EDX,DWORD PTR SS:[EBP+8]
004048A7  MOV DWORD PTR DS:[EDX+64],400
004048AE  JMP SHORT Doukutsu.004048BA
004048B0  MOV EAX,DWORD PTR SS:[EBP+8]
004048B3  MOV DWORD PTR DS:[EAX+60],400
004048BA  JMP SHORT Doukutsu.00404904
004048BC  MOV ECX,DWORD PTR SS:[EBP+8]
004048BF  MOVZX EDX,BYTE PTR DS:[ECX+38]
004048C3  MOV DWORD PTR SS:[EBP-70],EDX
004048C6  CMP DWORD PTR SS:[EBP-70],3
004048CA  JA SHORT Doukutsu.00404904
004048CC  MOV EAX,DWORD PTR SS:[EBP-70]
004048CF  JMP DWORD PTR DS:[EAX*4+404B1A]
004048D6  MOV ECX,DWORD PTR SS:[EBP+8]
004048D9  MOV DWORD PTR DS:[ECX+64],800
004048E0  JMP SHORT Doukutsu.00404904
004048E2  MOV EDX,DWORD PTR SS:[EBP+8]
004048E5  MOV DWORD PTR DS:[EDX+60],800
004048EC  JMP SHORT Doukutsu.00404904
004048EE  MOV EAX,DWORD PTR SS:[EBP+8]
004048F1  MOV DWORD PTR DS:[EAX+64],800
004048F8  JMP SHORT Doukutsu.00404904
004048FA  MOV ECX,DWORD PTR SS:[EBP+8]
004048FD  MOV DWORD PTR DS:[ECX+60],800
00404904  JMP SHORT Doukutsu.0040492A
00404906  MOV EDX,DWORD PTR SS:[EBP+8]
00404909  MOV EAX,DWORD PTR DS:[EDX+10]
0040490C  MOV ECX,DWORD PTR SS:[EBP+8]
0040490F  ADD EAX,DWORD PTR DS:[ECX+18]
00404912  MOV EDX,DWORD PTR SS:[EBP+8]
00404915  MOV DWORD PTR DS:[EDX+10],EAX
00404918  MOV EAX,DWORD PTR SS:[EBP+8]
0040491B  MOV ECX,DWORD PTR DS:[EAX+14]
0040491E  MOV EDX,DWORD PTR SS:[EBP+8]
00404921  ADD ECX,DWORD PTR DS:[EDX+1C]
00404924  MOV EAX,DWORD PTR SS:[EBP+8]
00404927  MOV DWORD PTR DS:[EAX+14],ECX
0040492A  MOV DWORD PTR SS:[EBP-20],80             ;  frame A left
00404931  MOV DWORD PTR SS:[EBP-1C],20             ;  frame A top
00404938  MOV DWORD PTR SS:[EBP-18],90             ;  frame A right
0040493F  MOV DWORD PTR SS:[EBP-14],30             ;  frame A down
00404946  MOV DWORD PTR SS:[EBP-10],90             ;  frame B left
0040494D  MOV DWORD PTR SS:[EBP-C],20              ;  frame B top
00404954  MOV DWORD PTR SS:[EBP-8],0A0             ;  etc...
0040495B  MOV DWORD PTR SS:[EBP-4],30

The fireball!
The fireball is more complex. I've commented a lot, it should be enough to get some great new weapons.

Code:
00404C67  JMP DWORD PTR DS:[EDX*4+405103]
00404C6E  MOV EAX,DWORD PTR SS:[EBP+8]
00404C71  MOV DWORD PTR DS:[EAX+18],-400           ;  -400 = speed of fireball when shot left
00404C78  JMP Doukutsu.00404D16
00404C7D  MOV ECX,DWORD PTR SS:[EBP+8]
00404C80  MOV EDX,DWORD PTR DS:[49E66C]
00404C86  MOV DWORD PTR DS:[ECX+18],EDX
00404C89  CMP DWORD PTR DS:[49E66C],0
00404C90  JGE SHORT Doukutsu.00404C9B
00404C92  MOV EAX,DWORD PTR SS:[EBP+8]
00404C95  MOV BYTE PTR DS:[EAX+38],0
00404C99  JMP SHORT Doukutsu.00404CA2
00404C9B  MOV ECX,DWORD PTR SS:[EBP+8]
00404C9E  MOV BYTE PTR DS:[ECX+38],2
00404CA2  CMP DWORD PTR DS:[49E640],0
00404CA9  JNZ SHORT Doukutsu.00404CBE
00404CAB  MOV EDX,DWORD PTR SS:[EBP+8]
00404CAE  MOV EAX,DWORD PTR DS:[EDX+18]
00404CB1  SUB EAX,80                               ;  80 = horizontal speed added to fireball when shot up if you are facing left
00404CB6  MOV ECX,DWORD PTR SS:[EBP+8]
00404CB9  MOV DWORD PTR DS:[ECX+18],EAX
00404CBC  JMP SHORT Doukutsu.00404CCF
00404CBE  MOV EDX,DWORD PTR SS:[EBP+8]
00404CC1  MOV EAX,DWORD PTR DS:[EDX+18]
00404CC4  ADD EAX,80                               ;  80 = horizontal speed added to fireball when shot up if you are facing right
00404CC9  MOV ECX,DWORD PTR SS:[EBP+8]
00404CCC  MOV DWORD PTR DS:[ECX+18],EAX
00404CCF  MOV EDX,DWORD PTR SS:[EBP+8]
00404CD2  MOV DWORD PTR DS:[EDX+1C],-5FF           ;  -5FF = speed of fireball when shot up
00404CD9  JMP SHORT Doukutsu.00404D16
00404CDB  MOV EAX,DWORD PTR SS:[EBP+8]
00404CDE  MOV DWORD PTR DS:[EAX+18],400            ;  400 = speed of fireball when shot right
00404CE5  JMP SHORT Doukutsu.00404D16
00404CE7  MOV ECX,DWORD PTR SS:[EBP+8]
00404CEA  MOV EDX,DWORD PTR DS:[49E66C]
00404CF0  MOV DWORD PTR DS:[ECX+18],EDX
00404CF3  CMP DWORD PTR DS:[49E66C],0
00404CFA  JGE SHORT Doukutsu.00404D05
00404CFC  MOV EAX,DWORD PTR SS:[EBP+8]
00404CFF  MOV BYTE PTR DS:[EAX+38],0
00404D03  JMP SHORT Doukutsu.00404D0C
00404D05  MOV ECX,DWORD PTR SS:[EBP+8]
00404D08  MOV BYTE PTR DS:[ECX+38],2
00404D0C  MOV EDX,DWORD PTR SS:[EBP+8]
00404D0F  MOV DWORD PTR DS:[EDX+1C],5FF            ;  5FF = speed of fireball when shot down
00404D16  JMP Doukutsu.00404DBA
00404D1B  MOV EAX,DWORD PTR SS:[EBP+8]
00404D1E  MOV ECX,DWORD PTR DS:[EAX]
00404D20  AND ECX,8
00404D23  JE SHORT Doukutsu.00404D31
00404D25  MOV EDX,DWORD PTR SS:[EBP+8]
00404D28  MOV DWORD PTR DS:[EDX+1C],-400           ;  -400 = how fast the fireball goes up after hitting the floor
00404D2F  JMP SHORT Doukutsu.00404D5B
00404D31  MOV EAX,DWORD PTR SS:[EBP+8]
00404D34  MOV ECX,DWORD PTR DS:[EAX]
00404D36  AND ECX,1
00404D39  JE SHORT Doukutsu.00404D47
00404D3B  MOV EDX,DWORD PTR SS:[EBP+8]
00404D3E  MOV DWORD PTR DS:[EDX+18],400            ;  400 = how fast sideways the fireball goes after hitting the left wall
00404D45  JMP SHORT Doukutsu.00404D5B
00404D47  MOV EAX,DWORD PTR SS:[EBP+8]
00404D4A  MOV ECX,DWORD PTR DS:[EAX]
00404D4C  AND ECX,4
00404D4F  JE SHORT Doukutsu.00404D5B
00404D51  MOV EDX,DWORD PTR SS:[EBP+8]
00404D54  MOV DWORD PTR DS:[EDX+18],-400           ;  -400 = how fast sideways the fireball goes after hitting the right wall
00404D5B  MOV EAX,DWORD PTR SS:[EBP+8]
00404D5E  MOV ECX,DWORD PTR DS:[EAX+1C]
00404D61  ADD ECX,55                               ;  55 = strength of gravity
00404D64  MOV EDX,DWORD PTR SS:[EBP+8]
00404D67  MOV DWORD PTR DS:[EDX+1C],ECX
00404D6A  MOV EAX,DWORD PTR SS:[EBP+8]
00404D6D  CMP DWORD PTR DS:[EAX+1C],3FF            ;  3FF = max downward speed of fireball (note: must also change below)
00404D74  JLE SHORT Doukutsu.00404D80
00404D76  MOV ECX,DWORD PTR SS:[EBP+8]
00404D79  MOV DWORD PTR DS:[ECX+1C],3FF            ;  3FF = max downward speed of fireball (note: must also change above)
00404D80  MOV EDX,DWORD PTR SS:[EBP+8]
00404D83  MOV EAX,DWORD PTR DS:[EDX+10]
00404D86  MOV ECX,DWORD PTR SS:[EBP+8]
00404D89  ADD EAX,DWORD PTR DS:[ECX+18]
00404D8C  MOV EDX,DWORD PTR SS:[EBP+8]
00404D8F  MOV DWORD PTR DS:[EDX+10],EAX
00404D92  MOV EAX,DWORD PTR SS:[EBP+8]
00404D95  MOV ECX,DWORD PTR DS:[EAX+14]
00404D98  MOV EDX,DWORD PTR SS:[EBP+8]
00404D9B  ADD ECX,DWORD PTR DS:[EDX+1C]
00404D9E  MOV EAX,DWORD PTR SS:[EBP+8]
00404DA1  MOV DWORD PTR DS:[EAX+14],ECX
00404DA4  MOV ECX,DWORD PTR SS:[EBP+8]
00404DA7  MOV EDX,DWORD PTR DS:[ECX]
00404DA9  AND EDX,0D
00404DAC  JE SHORT Doukutsu.00404DBA
00404DAE  PUSH 1                                   ; /Arg2 = 00000001
00404DB0  PUSH 22                                  ; |Arg1 = 00000022
00404DB2  CALL Doukutsu.00420640                   ; \Doukutsu.00420640
00404DB7  ADD ESP,8
00404DBA  MOV DWORD PTR SS:[EBP-A8],80             ;  frame A left
00404DC4  MOV DWORD PTR SS:[EBP-A4],0              ;  frame A top
00404DCE  MOV DWORD PTR SS:[EBP-A0],90             ;  frame A right
00404DD8  MOV DWORD PTR SS:[EBP-9C],10             ;  frame A bottom
00404DE2  MOV DWORD PTR SS:[EBP-98],90             ;  frame B left
00404DEC  MOV DWORD PTR SS:[EBP-94],0              ;  etc...
00404DF6  MOV DWORD PTR SS:[EBP-90],0A0
00404E00  MOV DWORD PTR SS:[EBP-8C],10

The snake! (levels 2 and 3)
The snake can't be changed quite as much as the fireball, but you can still get some neat effects out of it.

Code:
00404478  JMP DWORD PTR DS:[EDX*4+404769]
0040447F  MOV EAX,DWORD PTR SS:[EBP+8]
00404482  MOV DWORD PTR DS:[EAX+18],-200           ;  -200 = speed when fired left
00404489  JMP SHORT Doukutsu.004044AD
0040448B  MOV ECX,DWORD PTR SS:[EBP+8]
0040448E  MOV DWORD PTR DS:[ECX+1C],-200           ;  -200 = speed when fired up
00404495  JMP SHORT Doukutsu.004044AD
00404497  MOV EDX,DWORD PTR SS:[EBP+8]
0040449A  MOV DWORD PTR DS:[EDX+18],200            ;  200 = speed when fired right
004044A1  JMP SHORT Doukutsu.004044AD
004044A3  MOV EAX,DWORD PTR SS:[EBP+8]
004044A6  MOV DWORD PTR DS:[EAX+1C],200            ;  200 = speed when fired down
004044AD  MOV ECX,DWORD PTR DS:[49BC98]
004044B3  ADD ECX,1                                ;  change 1 to 0 to make the snake not alternate going up and down
004044B6  MOV DWORD PTR DS:[49BC98],ECX
004044BC  MOV EDX,DWORD PTR SS:[EBP+8]
004044BF  MOVZX EAX,BYTE PTR DS:[EDX+38]
004044C3  MOV DWORD PTR SS:[EBP-38],EAX
004044C6  CMP DWORD PTR SS:[EBP-38],3
004044CA  JA SHORT Doukutsu.00404528
004044CC  MOV ECX,DWORD PTR SS:[EBP-38]
004044CF  JMP DWORD PTR DS:[ECX*4+404779]
004044D6  MOV EAX,DWORD PTR DS:[49BC98]
004044DB  XOR EDX,EDX
004044DD  MOV ECX,2
004044E2  DIV ECX
004044E4  TEST EDX,EDX
004044E6  JE SHORT Doukutsu.004044F4
004044E8  MOV EDX,DWORD PTR SS:[EBP+8]
004044EB  MOV DWORD PTR DS:[EDX+1C],400
004044F2  JMP SHORT Doukutsu.004044FE
004044F4  MOV EAX,DWORD PTR SS:[EBP+8]
004044F7  MOV DWORD PTR DS:[EAX+1C],-400
004044FE  JMP SHORT Doukutsu.00404528
00404500  MOV EAX,DWORD PTR DS:[49BC98]
00404505  XOR EDX,EDX
00404507  MOV ECX,2
0040450C  DIV ECX
0040450E  TEST EDX,EDX
00404510  JE SHORT Doukutsu.0040451E
00404512  MOV EDX,DWORD PTR SS:[EBP+8]
00404515  MOV DWORD PTR DS:[EDX+18],400
0040451C  JMP SHORT Doukutsu.00404528
0040451E  MOV EAX,DWORD PTR SS:[EBP+8]
00404521  MOV DWORD PTR DS:[EAX+18],-400
00404528  JMP Doukutsu.00404639
0040452D  MOV ECX,DWORD PTR SS:[EBP+8]
00404530  MOVZX EDX,BYTE PTR DS:[ECX+38]
00404534  MOV DWORD PTR SS:[EBP-3C],EDX
00404537  CMP DWORD PTR SS:[EBP-3C],3
0040453B  JA SHORT Doukutsu.00404595
0040453D  MOV EAX,DWORD PTR SS:[EBP-3C]
00404540  JMP DWORD PTR DS:[EAX*4+404789]
00404547  MOV ECX,DWORD PTR SS:[EBP+8]
0040454A  MOV EDX,DWORD PTR DS:[ECX+18]
0040454D  SUB EDX,80                               ;  80 = acceleration when shooting left
00404553  MOV EAX,DWORD PTR SS:[EBP+8]
00404556  MOV DWORD PTR DS:[EAX+18],EDX
00404559  JMP SHORT Doukutsu.00404595
0040455B  MOV ECX,DWORD PTR SS:[EBP+8]
0040455E  MOV EDX,DWORD PTR DS:[ECX+1C]
00404561  SUB EDX,80                               ;  80 = acceleration when shooting up
00404567  MOV EAX,DWORD PTR SS:[EBP+8]
0040456A  MOV DWORD PTR DS:[EAX+1C],EDX
0040456D  JMP SHORT Doukutsu.00404595
0040456F  MOV ECX,DWORD PTR SS:[EBP+8]
00404572  MOV EDX,DWORD PTR DS:[ECX+18]
00404575  ADD EDX,80                               ;  80 = acceleration when shooting right
0040457B  MOV EAX,DWORD PTR SS:[EBP+8]
0040457E  MOV DWORD PTR DS:[EAX+18],EDX
00404581  JMP SHORT Doukutsu.00404595
00404583  MOV ECX,DWORD PTR SS:[EBP+8]
00404586  MOV EDX,DWORD PTR DS:[ECX+1C]
00404589  ADD EDX,80                               ;  80 = acceleration when shooting down
0040458F  MOV EAX,DWORD PTR SS:[EBP+8]
00404592  MOV DWORD PTR DS:[EAX+1C],EDX
00404595  MOV ECX,DWORD PTR SS:[EBP+8]
00404598  MOVZX EDX,BYTE PTR DS:[ECX+38]
0040459C  MOV DWORD PTR SS:[EBP-40],EDX
0040459F  CMP DWORD PTR SS:[EBP-40],3
004045A3  JA SHORT Doukutsu.00404615
004045A5  MOV EAX,DWORD PTR SS:[EBP-40]
004045A8  JMP DWORD PTR DS:[EAX*4+404799]
004045AF  MOV ECX,DWORD PTR SS:[EBP+8]
004045B2  MOV EAX,DWORD PTR DS:[ECX+4C]
004045B5  CDQ
004045B6  MOV ECX,5
004045BB  IDIV ECX
004045BD  CMP EDX,2
004045C0  JNZ SHORT Doukutsu.004045E1
004045C2  MOV EDX,DWORD PTR SS:[EBP+8]
004045C5  CMP DWORD PTR DS:[EDX+1C],0
004045C9  JGE SHORT Doukutsu.004045D7
004045CB  MOV EAX,DWORD PTR SS:[EBP+8]
004045CE  MOV DWORD PTR DS:[EAX+1C],400            ;  400 = down speed of wave
004045D5  JMP SHORT Doukutsu.004045E1
004045D7  MOV ECX,DWORD PTR SS:[EBP+8]
004045DA  MOV DWORD PTR DS:[ECX+1C],-400           ;  -400 = up speed of wave
004045E1  JMP SHORT Doukutsu.00404615
004045E3  MOV EDX,DWORD PTR SS:[EBP+8]
004045E6  MOV EAX,DWORD PTR DS:[EDX+4C]
004045E9  CDQ
004045EA  MOV ECX,5
004045EF  IDIV ECX
004045F1  CMP EDX,2
004045F4  JNZ SHORT Doukutsu.00404615
004045F6  MOV EDX,DWORD PTR SS:[EBP+8]
004045F9  CMP DWORD PTR DS:[EDX+18],0
004045FD  JGE SHORT Doukutsu.0040460B
004045FF  MOV EAX,DWORD PTR SS:[EBP+8]
00404602  MOV DWORD PTR DS:[EAX+18],400            ;  400 = right speed of wave
00404609  JMP SHORT Doukutsu.00404615
0040460B  MOV ECX,DWORD PTR SS:[EBP+8]
0040460E  MOV DWORD PTR DS:[ECX+18],-400           ;  -400 = left speed of wave
00404615  MOV EDX,DWORD PTR SS:[EBP+8]
00404618  MOV EAX,DWORD PTR DS:[EDX+10]
0040461B  MOV ECX,DWORD PTR SS:[EBP+8]
0040461E  ADD EAX,DWORD PTR DS:[ECX+18]
00404621  MOV EDX,DWORD PTR SS:[EBP+8]
00404624  MOV DWORD PTR DS:[EDX+10],EAX
00404627  MOV EAX,DWORD PTR SS:[EBP+8]
0040462A  MOV ECX,DWORD PTR DS:[EAX+14]
0040462D  MOV EDX,DWORD PTR SS:[EBP+8]
00404630  ADD ECX,DWORD PTR DS:[EDX+1C]
00404633  MOV EAX,DWORD PTR SS:[EBP+8]
00404636  MOV DWORD PTR DS:[EAX+14],ECX
00404639  MOV ECX,DWORD PTR SS:[EBP+8]
0040463C  MOV EDX,DWORD PTR DS:[ECX+30]
0040463F  ADD EDX,1
00404642  MOV EAX,DWORD PTR SS:[EBP+8]
00404645  MOV DWORD PTR DS:[EAX+30],EDX
00404648  MOV ECX,DWORD PTR SS:[EBP+8]
0040464B  CMP DWORD PTR DS:[ECX+30],0
0040464F  JLE SHORT Doukutsu.0040466A
00404651  MOV EDX,DWORD PTR SS:[EBP+8]
00404654  MOV DWORD PTR DS:[EDX+30],0
0040465B  MOV EAX,DWORD PTR SS:[EBP+8]
0040465E  MOV ECX,DWORD PTR DS:[EAX+34]
00404661  ADD ECX,1
00404664  MOV EDX,DWORD PTR SS:[EBP+8]
00404667  MOV DWORD PTR DS:[EDX+34],ECX
0040466A  MOV EAX,DWORD PTR SS:[EBP+8]
0040466D  CMP DWORD PTR DS:[EAX+34],2
00404671  JLE SHORT Doukutsu.0040467D
00404673  MOV ECX,DWORD PTR SS:[EBP+8]
00404676  MOV DWORD PTR DS:[ECX+34],0              ;  frame A left
0040467D  MOV DWORD PTR SS:[EBP-30],0C0            ;  frame A top
00404684  MOV DWORD PTR SS:[EBP-2C],10             ;  frame A right
0040468B  MOV DWORD PTR SS:[EBP-28],0D0            ;  frame A bottom
00404692  MOV DWORD PTR SS:[EBP-24],20             ;  frame B left
00404699  MOV DWORD PTR SS:[EBP-20],0D0            ;  etc...
004046A0  MOV DWORD PTR SS:[EBP-1C],10
004046A7  MOV DWORD PTR SS:[EBP-18],0E0
 
Jul 9, 2009 at 3:19 AM
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Oh cool!
I already new a bit about the rects but I never really had problems with them.
I'm gonna try some of these out right now
 
Jul 9, 2009 at 3:25 AM
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Uncy Dave said:
Oh cool!
I already new a bit about the rects but I never really had problems with them.
I'm gonna try some of these out right now

If you catch any errors, let me know. I put all these in from memory and from looking at the code, they haven't actually been tested. I'm pretty sure they are all correct, but not completely sure.
 
Jul 9, 2009 at 3:32 AM
Senior Member
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Join Date: May 4, 2006
Location: Florida
Posts: 115
Age: 44
Wow very impressive. You must know assembly pretty well.

Out of curiosity, what dissembler do you use dooey?
 
Jul 9, 2009 at 3:42 AM
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dooey100 said:
If you catch any errors, let me know. I put all these in from memory and from looking at the code, they haven't actually been tested. I'm pretty sure they are all correct, but not completely sure.

I've just been testing the speed of the polar star and that's been fine. I'm not really testing the frame rects cause I don't often have problems with the size of custom graphics.

I'm gonna test the fire ball ones right now though
 
Jul 9, 2009 at 3:48 AM
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Join Date: Apr 6, 2009
Location: Forgotten Tower
Posts: 2052
Awesome.

In the true sense of the word.

I've never touched an assembler before, but I'm sure I could successfully change these weapons without making Cave Story crash, just using this :D
Again, Awesome.

You should keep going, if you've got the time. I'd love to see the stuff on the Spur or Missile Launcher or Snake....
 
Jul 9, 2009 at 3:53 AM
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Snake I can do pretty easily, since I've already edited it quite a bit. Spur is weird, and I doubt I'll ever be able to do much with it. And missile launcher, I've edited, but only minimally. I'll see what I can do with it sometime, though. Anyway, next up, the snake!
 
Jul 9, 2009 at 4:01 AM
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cool!
I tried the fireball but nothing seemed to make a difference
 
Jul 9, 2009 at 4:21 AM
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Hmm. Small changes might not be noticeable, are you changing the values a lot?

Also, the fireball has a built in limiter, you might have to change that to get the effect you want. (its the last comment before the frame rects)
 
Jul 9, 2009 at 4:51 AM
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Snake is up! Hopefully I can see a snake edit in the next demo of The Lost Mage and Pirate :p

And this will probably be the last one for a week or two. I've got another, more important project ATM, and this was mostly a quick diversion.
 
Jul 9, 2009 at 4:55 AM
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Well It's still not really working for me...The fireball I mean
I might play around with some of the other weapons as well.
I think I found a few things for the blade, like the sound it makes when it's spinning
 
Jul 9, 2009 at 12:46 PM
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very pretty.
nice work doozles.
 
Jul 9, 2009 at 4:52 PM
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Zomg. You've just made me interested in assembleh haXxIn!

Shall try to implement some of these in my mod :3

Nice contribution btw ^^
 
Aug 30, 2009 at 11:11 PM
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thread killer.
 
Aug 31, 2009 at 2:04 AM
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Also, tidied up the first post a little, so it will hopefully be a little less intimidating. If you are using this and don't want to speak up for some reason, seeing people using this may motivate me to do more weapons, so say something for the good of mankind!
 
Aug 31, 2009 at 2:22 AM
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mebbe?

I'm (slightly) using it.
that good of mankind enough fo you?


great resource tho.
 
Aug 31, 2009 at 2:34 AM
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Oops

dooey100 said:
Is anyone using this, or does anyone have plans to use this? Or is anyone trying to use this and it not working out? Cause if you are trying and failing, I can help you!
Actually, I forgot about this ^.^; {I've subscribed to remember next time}
I have plans on using this after I finish the first part of another mod, things are just going slowly...
Though, remember the weapon I asked you about a few months ago? I still plan on making it, which means I'll most likely need your expertise :(;
Thanks again for this.
 
Aug 31, 2009 at 3:32 AM
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I know absolutely nothing about assembly, but these look pretty straightforward and with good directions. I will have to give it a try :(

I have a question however; Is it possible to use assembly hacking to modify the characteristics of npc's as well? More specifically, I'm interested in whether or not you can remove the "bounce" from the XP triangles. Looking at what you have for the fireball, I figure it wouldn't be impossible, so long as you knew where the data was stored. My guess is that finding that would be the hard part...
 
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