Apr 16, 2014 at 2:58 PM
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Posts: 19
This is probably a stupid question, but can I make the background not tile (like the Balcony's background), while not scrolling (in the way the Balcony's background does)?
If you're talking no assembly, then I'm afraid it is not possible. A potential workaround might be to to determine the part of the image that scrolls when you have the scroll setting set, and make sure that each pixel in that area shares the same color with all the other pixels in its row. That way you don't see any motion. This probably isn't ideal though, as it would limit the amount you can customize the background.NoNameForEvil said:This is probably a stupid question, but can I make the background not tile (like the Balcony's background), while not scrolling (in the way the Balcony's background does)?
EDIT: I'm a big dummy, I didn't realise that the Scroll Type menu in Booster's Lab had a scrollbar. I set it to 0 - Fixed, and everything's fine.HaydenStudios said:If you're talking no assembly, then I'm afraid it is not possible. A potential workaround might be to to determine the part of the image that scrolls when you have the scroll setting set, and make sure that each pixel in that area shares the same color with all the other pixels in its row. That way you don't see any motion. This probably isn't ideal though, as it would limit the amount you can customize the background.
HaydenStudios said:If you're talking no assembly, then I'm afraid it is not possible. A potential workaround might be to to determine the part of the image that scrolls when you have the scroll setting set, and make sure that each pixel in that area shares the same color with all the other pixels in its row. That way you don't see any motion. This probably isn't ideal though, as it would limit the amount you can customize the background.
Wow Hayden, I'd expect you to have at least some decent knowledge in the subject.NoNameForEvil said:EDIT: I'm a big dummy, I didn't realise that the Scroll Type menu in Booster's Lab had a scrollbar. I set it to 0 - Fixed, and everything's fine.
Yes and most likely yes.Parkraft123 said:Hi, I'm currently working on a mod and I have a question, How do I edit enemy hp stats? Also, is there a way to add multiple save states to my mod?
Japanese characters/encoding breaks the syntax checker. Your syntax is fine, but putting in the japanese scripts means you'll have to do without the automatic syntax checking.Nadojin said:![]()
Working on a translation for Jon's mod, for uploading it to the Doukutsu Uploader at some point later.
I'm positive I'm doing something wrong or it's just my general ignorance in the field of modding in this case, but I keep getting syntax errors when translating lines into Japanese.
Not sure what the problem is, but I have a strong feeling the answer's starting me in the face and I'm just too oblivious to see it.
You should check the sticky thread under general modding called "Check here before asking", and look at what it has to say on Assembly.Potatoman314 said:Hello. Now this will make me sound like a newb at this (Because I am.), but how do you figure out what an address on the game in a hex-editor is linked to in the game and how do you tell which value does which? I know how to script and how to use Cave Editor but I can't figure out how to hex edit.![]()
ColdCallerloppy said:Question: I'm working on Ballos' Return, I was testing it, but strangely when I went into the core room it started doing the <QUA command forever? How do you fix it.
I looked for it but couldn't find it anywhere, it would only stop once a cut-scene ended (for example:the before core cut-scene.)Bombchu Link said:Find/remove the the quake npc?
Ollydbg tries to keep you only in the "code" part of the executable (the only part you should be messing around with if you're assembling).HaydenStudios said:It seems that the hex dump in Ollydbg really likes to mix around the order of certain segments of exes it loads, sometimes (I think) even outright omitting parts of the file. Sometimes there's a segment of data in the EXE that I can see in a hex editor, but is nowhere to be found in Olly's hex dump. Does anyone know a way to make it so that all of the file will show up in the hex dump so that I can figure out what address Ollydbg will be need in order to reference to certain parts of data in the file that otherwise wouldn't show up? Thanks in advance.