Jul 8, 2011 at 1:51 PM
LSD
"..."
Join Date: Jun 2, 2011
Location:
Posts: 397
Age: 25
Also (sorry if wrong forum to post...) what's the highest amount of health you can get before the Sacred Lands? Without hacking that is.
 
Jul 8, 2011 at 7:01 PM
CUSTOMIZED!
"The Ultimate Sword of Extraordinary Magnitude"
Join Date: May 28, 2011
Location: Australia/Scotland
Posts: 281
I believe it is 55. Am i right? It's somewhere in the 50's. Then you get one obviously at the beginning of hell.
 
Jul 8, 2011 at 9:55 PM
Absentee Modder
"Ha! Ha! Ha! Mega Man is no match for my Mimiga Man!"
Join Date: Sep 7, 2010
Location: Outside your window. No no, don't check, it's okay
Posts: 272
Age: 29
How hard would it be to make an ASM hack where there's an entity that would trigger an event if touched by any entity with a certain flag?
I can think of SOOO much awesome stuff to do with that.
 
Jul 8, 2011 at 10:05 PM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
Join Date: Aug 9, 2010
Location: Greener Pastures
Posts: 1190
Age: 30
jed37 said:
How hard would it be to make an ASM hack where there's an entity that would trigger an event if touched by any entity with a certain flag?
I can think of SOOO much awesome stuff to do with that.

Impossible. Entities can not run collision tests with other entities.

EDIT: But if it were I wouldn't think it would be too hard.
 
Jul 8, 2011 at 10:07 PM
Absentee Modder
"Ha! Ha! Ha! Mega Man is no match for my Mimiga Man!"
Join Date: Sep 7, 2010
Location: Outside your window. No no, don't check, it's okay
Posts: 272
Age: 29
They can't? Then how can the falling spikes kill zombie dragons?
 
Jul 8, 2011 at 10:46 PM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
Join Date: Aug 9, 2010
Location: Greener Pastures
Posts: 1190
Age: 30
jed37 said:
They can't? Then how can the falling spikes kill zombie dragons?

There's a bullet attached to the end of the spike that kills the dragon. It's a special bullet made especialy for that.
 
Jul 8, 2011 at 10:56 PM
Absentee Modder
"Ha! Ha! Ha! Mega Man is no match for my Mimiga Man!"
Join Date: Sep 7, 2010
Location: Outside your window. No no, don't check, it's okay
Posts: 272
Age: 29
Aww, darn. And I suppose there's no way to make a copy of that bullet that, instead of doing damage, runs an event?

And then making an entity with that bullet attached to it?
 
Jul 8, 2011 at 11:05 PM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
Join Date: Aug 9, 2010
Location: Greener Pastures
Posts: 1190
Age: 30
jed37 said:
Aww, darn. And I suppose there's no way to make a copy of that bullet that, instead of doing damage, runs an event?

And then making an entity with that bullet attached to it?

No it is. Make the bullets X and Y velocity the same as the entitie and only have it run an event when it collides with a particular entity. That's my guess anyway.
 
Jul 9, 2011 at 2:36 AM
Been here way too long...
"Life begins and ends with Nu."
Join Date: Jan 4, 2008
Location: Lingerie, but also, like, fancy curtains
Posts: 3054
"Entity" and "Bullet" are misnomers, sorta. There are three basic classes of objects:

You can react with entities but not bullets
Bullets can react with entities but not you
Entities can react with bullets and you

But none of the classes can react with themselves.
Theoretically, you could make a complete copy of the critter in the "Bullet" class. The only difference between this "bullet" critter and a normal critter is what kind of things it can react with. The code works the same way, but the effects are different.

I'm not sure what you wish to do, but if you want a bullet-type entity, then the runevent hack is totally possible and should be easy.



Another possibility would be to layer two identical objects (one an entity and one a bullet) that would get the desired effect of entity/entity interaction, but might be a bit more work.
 
Jul 9, 2011 at 3:03 AM
Lvl 1
Forum Moderator
"Life begins and ends with Nu."
Join Date: May 28, 2008
Location: PMMM MMO
Posts: 3713
Age: 31
Lace said:
You can react with entities but not bullets
Bullets can react with entities but not you
Entities can react with bullets and you

It's like a collision based rock-paper-scissors.

Player beats (makes) bullet.
Bullet beats entity.
Entity beats player.
 
Jul 9, 2011 at 3:34 AM
Pirate Member
"Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!"
Join Date: Dec 26, 2007
Location: Lithuania
Posts: 1946
Ah, but if a bullet creates an entity that can react with you as well! That changes the game completely!
 
Jul 9, 2011 at 5:27 AM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
Join Date: Aug 9, 2010
Location: Greener Pastures
Posts: 1190
Age: 30
Lace said:
You can react with entities but not bullets
Bullets can react with entities but not you
Entities can react with bullets and you

But none of the classes can react with themselves.

You may be right about bullets not interacting with bullets and entities not interacting with entities, but how do you know the player can't interact with the player? I'm pretty sure YOU'VE never seen two players come into contact!
 
Jul 9, 2011 at 6:55 AM
Lvl 1
Forum Moderator
"Life begins and ends with Nu."
Join Date: May 28, 2008
Location: PMMM MMO
Posts: 3713
Age: 31
HyMyNameIsMatt said:
You may be right about bullets not interacting with bullets and entities not interacting with entities, but how do you know the player can't interact with the player? I'm pretty sure YOU'VE never seen two players come into contact!

Well there's the fact that there can only be one player object, and there only is one player object.

Colliding with yourself is no easy task.
 
Jul 9, 2011 at 7:10 AM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
Join Date: Aug 9, 2010
Location: Greener Pastures
Posts: 1190
Age: 30
GIRakaCHEEZER said:
Well there's the fact that there can only be one player object, and there only is one player object.

Colliding with yourself is no easy task.

Someone needs to make it happen. Where's Nox and Lace? Your too busy with working.
 
Jul 9, 2011 at 7:41 AM
Absentee Modder
"Ha! Ha! Ha! Mega Man is no match for my Mimiga Man!"
Join Date: Sep 7, 2010
Location: Outside your window. No no, don't check, it's okay
Posts: 272
Age: 29
Thanks for all the ideas about the bullet-based collision test. I'm sure they would serve me well if I was any good at ASM.
 
Jul 9, 2011 at 5:25 PM
Been here way too long...
"Life begins and ends with Nu."
Join Date: Jan 4, 2008
Location: Lingerie, but also, like, fancy curtains
Posts: 3054
HyMyNameIsMatt said:
How do you know the player can't interact with the player?
There isn't any code for collision between two characters. Also as the character vars are global and not local, it isn't even really an object type - I just included it in the last list so you could sorta see the general interactions.

Also me and Noxid are both in work for the summer also. I have two weeks off near the end of the summer, so hopefully I'll be able to get in some quality hacks in then.

jed37 said:
Thanks for all the ideas about the bullet-based collision test. I'm sure they would serve me well if I was any good at ASM.
Welcome. This could actually be very easy or very hard depending on the entity/bullet. I can't remember of the [ebp+n] tables are the same for both, but that would make it easy/hard also.
 
Jul 9, 2011 at 5:29 PM
Banned
"Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-BLEIUP"
Join Date: Aug 19, 2010
Location: South of Nowhere
Posts: 304
Hmm... If you did recreate a critter in the "bullet" class, You could have a pet that fights for you! Just think of the possibilities...
Now I want a pet Balrog >:D
 
Jul 10, 2011 at 8:10 AM
Absentee Modder
"Ha! Ha! Ha! Mega Man is no match for my Mimiga Man!"
Join Date: Sep 7, 2010
Location: Outside your window. No no, don't check, it's okay
Posts: 272
Age: 29
Well it wouldn't really fight for you unless you changed the AI. *coughCURLY*
I think it'd just damage your enemies on contact, while trying to attack you.

And, yeah, if anybody wants to make an entity with a bullet attached that runs an event on contact with a certain thing, go ahead. I mean, the possibilities are endless. Just offf the top of my head, you could make a boss fight where you have to drop the boss off a ledge... Or you could use it to rig up timers that run without events... hell, we could even make sneak mechanics this way. Like in the metal gear games. Or more like Trilby: The Art of Theft.

EDIT: On an unrelated note, I'm trying to give the fireball weapon a kickback, but I can't find the part of the machinegun code that's responsible for that. Anybody have any hints?
 
Jul 10, 2011 at 4:21 PM
Been here way too long...
"Life begins and ends with Nu."
Join Date: Jan 4, 2008
Location: Lingerie, but also, like, fancy curtains
Posts: 3054
jed37 said:
I'm trying to give the fireball weapon a kickback, but I can't find the part of the machinegun code that's responsible for that. Anybody have any hints?
Weapon codes are in two sections - the "Gun" code that controls the firing of the bullets, and the "Bullet" code which controls how the bullets move. Currently, you're looking in the bullet section of the code, and the kickback is in the gun part. I have recorded that the machine gun is at 0x41e3D0 and that the fireball gun is at 0x41e110. That should help.


jed37 said:
Well it wouldn't really fight for you unless you changed the AI. *coughCURLY*
I think it'd just damage your enemies on contact, while trying to attack you.
Here's the problem with an attack enemy, as was always the problem with curly. She can only attack a limited set of enemies. This set is not defined by her code, but by the enemy's code. Whenever an enemy that she can hit runs, it does a few comparisons, and depending, uploads its x and y into curly's target x and y.

For the record, if you do want to make an attack pet, this is the code that all the hittable enemies have:
Code:
  push 64
push 50
call 0040F350
add esp,8
mov [004BBA2C],eax
mov eax,[ebp+0008]
mov ecx,[eax+0008]
mov [004BBA20],ecx
mov edx,[ebp+0008]
mov eax,[edx+000C]
mov [004BBA24],eax
And curly's targetx = [004BBA20], targety = [004BBA24]


It would actually only be a few steps to make an attack critter, but you would have to repeat one of them over and over and over.
1) Copy the critters code into an unused bullet or a bullet you aren't going to use.
2) Replace the player x and y ([49E654], [49E658]) with target x and y ([004BBA20], [004BBA24])
3) Make the Iamanenemy code into a function (DO NOT push ebp at the start of this, it NEEDS to be preserved)
4) Call to that function in the code of every enemy.

And done!
 
Jul 12, 2011 at 8:38 PM
In front of a computer
"Man, if only I had an apple..."
Join Date: Mar 1, 2008
Location: Grasstown
Posts: 1435
Noxid said:
It is impossible and you will not be able to do it.
This is almost never truly the case.
 
Top