• Hey everyone happy Christmas Eve we're aware of what's happened with the source code so to keep this simple absolutely don't post it on the site or use it to make mods with (it's not particularly preferable toward this end anyway) and tread lightly in general until we see how this settles, thanks to all and have a great holiday season -DT

Quick Modding/Hacking Answers Thread

Mar 26, 2014 at 7:33 PM
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Thanks, but how do I implement hacks into my mod?
 
Mar 26, 2014 at 7:35 PM
The TideWalker
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Parkraft123 said:
Thanks, but how do I implement hacks into my mod?
Use BL's hex patcher.
Code:
0x4154b8

A1 84 E1 49 00 C1 E0 05 01 45 F4 01 45 FC EB 0C
Code:
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
 
Mar 26, 2014 at 8:29 PM
Forever 12
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Where do I get this marvolous sounding program?

(EDIT: Never Mind, found out it was booster's lab)
 
Mar 26, 2014 at 10:24 PM
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Why did it only just occur to me that I could have just used a hex editor all along for the Infinite Mimiga Mask hack?
This is funny.
 
Mar 27, 2014 at 12:39 PM
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Bombchu, is the hex code you gave me the code for the infinitive mimiga mask hack?
 
Mar 27, 2014 at 1:43 PM
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yes
 
Mar 27, 2014 at 3:36 PM
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Why would I post the code to something else unless I was trying to sell my own product ?


-=-=-=-=-


More ASM woes

when the NPC creates the bullet, all I get is a star as if It collided with a wall. :/




shootvar handles the direction the bullet it fired.

:down_check_end
mov eax, npc.direction
mov shootvar, eax
inc npc.directive
cmp npc.directive, time_between_shots
jl :end_fight_air
mov npc.directive, 0
mov eax npc.direction
mov shootvar, eax
call :create_bullet


;pretend that there is code here


:create_bullet
push 0
push 0
mov eax, shootvar ;direction shot
push eax
push 0 ;Y vel

;-------
cmp eax, 0 ;eax still holds value of shootvar
je :left_fire
cmp eax, 2
je :left_right
:left_fire
add eax, -bullet_speed
jmp :end_L_R
:left_right
add eax, bullet_speed
:end_L_R
;-------
push eax ;X vel
mov eax, npc.Y
mov edx, npc.X
push eax
push edx
push 7B ;machine gun bullet from curly boss
call 46efd0
add esp,20
retn

Is it legal for me to CALL a custom function (especially without PUSHing anything) built into the NPC?

Or is the bullet the issue/I need to write the code myself?
 
Mar 27, 2014 at 7:21 PM
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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?
 
Mar 28, 2014 at 1:10 AM
The TideWalker
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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?
Yeah, it works when I jump, but now I need a list of JE's at the end based off the scriptstate.

Oh well.
 
Mar 28, 2014 at 4:41 PM
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Hey, so, a bit of a problem. Certain events seem to not function for no reason at all. For example, the event #1129. It's peculiar because the even #1120 runs just fine.

The event in specific I'm having trouble with if a Life Capsule that I really need to function, although other events are randomly being effected (such as a Sparkle Entity at event #0800). I have no idea why they're not running and it's confusing the fuck out of me.

Here are some pictures:

p201330-0-wsru4h1.png

p201330-1-y9cw5ui.png


I know that there's not much to show, but these pictures are pretty much the only thing I can show. Aside from that, they stubbornly refuse to function.

Edit: Just noticed that the Flag+ event is incorrect. Fixing it, however, does not fix the issue.

To be more specific, when the event is activated, Quote turns around for half a second, it plays the sounds of text being created, and then Quote is given player control once more.
 
Mar 28, 2014 at 8:29 PM
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Just a question, how /long/ is your script
 
Mar 28, 2014 at 8:36 PM
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Mar 28, 2014 at 8:38 PM
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You are probably running into the hard limit on "how big a stored TSC file can be"
 
Mar 28, 2014 at 8:39 PM
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Noxid said:
You are probably running into the hard limit on "how big a stored TSC file can be"
Oh...I didn't realize there was a hard limit.

That changes things. I'll try trimming it for this area.
 
Mar 28, 2014 at 8:41 PM
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You can make it bigger with assembly, I think, but my recommendation would be to like.. break it up a bit.
 
Mar 28, 2014 at 8:45 PM
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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.
 
Mar 28, 2014 at 9:00 PM
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the maximum size allowed is 0x5000 bytes, or around 20kb

Other than that, idk, i'll have to think what else it could be
 
Mar 28, 2014 at 9:12 PM
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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.
Try taking out everything BUT the offending event, and tell us whether it works or not.
 
Mar 28, 2014 at 9:22 PM
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...huh. It works now.

Until I replace the removed script, then it stops working again.

...why isn't it working with the rest of the script?
 
Mar 28, 2014 at 9:26 PM
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Combination of both issues maybe
 
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