Mar 26, 2014 at 7:33 PM
Join Date: May 24, 2013
Location:
Posts: 539
Pronouns: he/him
Thanks, but how do I implement hacks into my mod?
Use BL's hex patcher.Parkraft123 said:Thanks, but how do I implement hacks into my mod?
0x4154b8
A1 84 E1 49 00 C1 E0 05 01 45 F4 01 45 FC EB 0C
0x424eaf
A1 D8 5A 4A 00 03 05 E0 5A 4A 00 0F BE 48 01 83
F9 4D 75 70 8B 15 D8 5A 4A 00 03 15 E0 5A 4A 00
0F BE 42 02 83 F8 49 75 5B 8B 0D D8 5A 4A 00 03
0D E0 5A 4A 00 0F BE 51 03 83 FA 4D 75 46 A1 E0
5A 4A 00 83 C0 04 50 E8 05 CA FF FF 83 C4 04 A3
84 E1 49 00 83 05 E0 5A 4A 00 08 E9 98 03 00 00
Yeah, it works when I jump, but now I need a list of JE's at the end based off the scriptstate.Randolf said:I think you shouldn't CALL it. If you want to call it, it should have a beginning (PUSH EBP and so on)... Or am I wrong? Did you try jumping instead of calling?
Oh...I didn't realize there was a hard limit.Noxid said:You are probably running into the hard limit on "how big a stored TSC file can be"
Try taking out everything BUT the offending event, and tell us whether it works or not.PolarStarGames said:I cut out some huge portions of script...no dice.
For comparison, the old code had 1130 lines, while the new one has 585. Still not working, though, and it's starting to get on my nerves.