0049E67C QuoteHitRect.L [used to determine quote's solidity]
0049E680 QuoteHitRect.U
0049E684 QuoteHitRect.R
0049E688 QuoteHitRect.D
0049E68C QuoteSizeRect.L [used to determine quote's size]
0049E690 QuoteSizeRect.U
0049E694 QuoteSizeRect.R
0049E698 QuoteSizeRect.D
0049E6AC WeaponSrcRect.L [used to render quote's weapon]
0049E6B0 WeaponSrcRect.U
0049E6B4 WeaponSrcRect.R
0049E6B8 WeaponSrcRect.D
This?Fatih120 said:I remember that I viewed this one thread that showed you how to replace the ORG files in CS using Resource Hacker, can someone give the link?
EnlightenedOne said:
Can I *COUGH* get an *Cough* answer? Sheesh, It's like you have to ask twice to get an answer to anything more complicated then a thread link or how to run Boosters Lab properly.Bombchu Link said:I have a question:
How badly does this screw up the game by editing these values?0049E67C QuoteHitRect.L [used to determine quote's solidity]
0049E680 QuoteHitRect.U
0049E684 QuoteHitRect.R
0049E688 QuoteHitRect.D
0049E68C QuoteSizeRect.L [used to determine quote's size]
0049E690 QuoteSizeRect.U
0049E694 QuoteSizeRect.R
0049E698 QuoteSizeRect.D
0049E6AC WeaponSrcRect.L [used to render quote's weapon]
0049E6B0 WeaponSrcRect.U
0049E6B4 WeaponSrcRect.R
0049E6B8 WeaponSrcRect.D
And I actually went to the address and found a sea of this:
ADD BYTE PTR DS:[EAX],AL
ADD BYTE PTR DS:[EAX],AL
ADD BYTE PTR DS:[EAX],AL
ADD BYTE PTR DS:[EAX],AL
ADD BYTE PTR DS:[EAX],AL
ADD BYTE PTR DS:[EAX],AL
ADD BYTE PTR DS:[EAX],AL
ADD BYTE PTR DS:[EAX],AL
ect...
Can/should you edit RAM with OllyDbg?
If your wondering if it 'means' anything form the jumps, then no it doesn't. But why he put he extra jumps there is not known...HaydenStudios said:Is there any reason that some jumps in the .EXE don't directly jump to where they want to go? For example, several times in the TSC parser, when it's done with a command, it jumps to an address that directly leads to another jump which leads to another jump which leads back to the beginning of the parser. Is there any reason Pixel didn't just use one single jump?
Is there anyway to move this data out of the RAM (like changing a jump) and and moving it into someplace edit-able?Noxid said:hhhhh
ram is populated during runtime and doesn't actually exist within the executable
or it does but it wouldn't do any good to change it
so no you can't
placed it down and it stays stillHaydenStudios said:It's quite simple. Just place entity 180 (Curly AI) in a room, and Curly will be there to fight along side you. The weapon she wields is controlled by flag 0563. If it's not set, she'll have the Machine gun. If it is, she'll have the polar star. Keep in mind though that if you change this flag in-game while a Curly AI is in the room, you'll need to reload the map for the changes to take effect, so you can't change it on the fly without assembly.
Next time, please use the Quick Modding/Hacking Answers Thread, rather than starting a new thread.
thank youHaydenStudios said:Oh, sorry. Forgot something. Try adding this into your room's script and making it execute: <ANPXXXX:0020:0002
And replace XXXX with the event number of your Curly AI.