Jan 23, 2016 at 1:39 AM
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Is the door NPC 600 or 700? That may be the problem. Also, it is recommended to ask for modding help in this thread, my child.

EDIT: Post 1000!

Double edit: Also, try labeling the event numbers with 4 digits. That may help.
 
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Jan 23, 2016 at 1:54 AM
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Oh my gosh! Thank you so much, my child. It was because the events were not four digits long.
 
Jan 23, 2016 at 5:49 PM
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have you tried opening it in an editor and checking
 
Jan 23, 2016 at 5:55 PM
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open jenka's nightmare in a level editor and look at the spot you just took a picture of and figure out how they done it
 
Jan 23, 2016 at 6:04 PM
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So, uh,I know how it was done...

those spots on the diagonal tiles are actually transparent, they made backgrounds specifically for those tiles.
View attachment 2644
That's actually really clever, I would of never of thought to do it like that.
Edit:Wait, DID YOU ALREADY KNOW HOW THEY DID IT NOXID?!?
 
Jan 23, 2016 at 6:10 PM
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I used a similar technique in an unreleased segment of KSS
 
Jan 23, 2016 at 6:17 PM
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Yes, he did, but it's better to have you learn to do things yourself.

independence is key to victory.

E: super ninjaed
 
Jan 26, 2016 at 10:02 AM
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Anyone got a patch for the mimiga mask hack for the assembler?(the one for npc's 111, 112, and 150)

I can't use olly cause it crashes on my crappy laptop. Bionicobot's patch in the original thread didn't work either.

here's the code for the IMM hack I have, don't know if it helps or not.

4154B8

A1 84 E1 49 00 C1 E0 05 01 45 F4 01 45 FC EB 0C


424EAF

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


425149

8B 0D D8 5A 4A 00 03 0D E0 5A 4A 00 0F BE 51 01 83 FA 4D 0F 85 9A 00 00 00 A1 D8 5A 4A 00 03 05
E0 5A 4A 00 0F BE 48 02 83 F9 49 0F 85 82 00 00 00 8B 15 D8 5A 4A 00 03 15 E0 5A 4A 00 0F BE 42
03 83 F8 4D 75 6D 90 90 90 90 90 90 90 8B 0D E0 5A 4A 00 83 C1 04 51 E8 5B C7 FF FF 83 C4 04 A3
84 E1 49 00 83 05 E0 5A 4A 00 08 E9 EE 00 00 00 90

So uh, how does one make a spoiler?
 
Jan 26, 2016 at 5:19 PM
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Go down on the Infinite Mimiga hack thread and find Aar's code and use that, make sure you also patch in GIR's fix.
Aar didn't post anything in that thread.

Anyone got a patch for the mimiga mask hack for the assembler?(the one for npc's 111, 112, and 150)

I can't use olly cause it crashes on my crappy laptop. Bionicobot's patch in the original thread didn't work either.

here's the code for the IMM hack I have, don't know if it helps or not.

4154B8

A1 84 E1 49 00 C1 E0 05 01 45 F4 01 45 FC EB 0C


424EAF

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


425149

8B 0D D8 5A 4A 00 03 0D E0 5A 4A 00 0F BE 51 01 83 FA 4D 0F 85 9A 00 00 00 A1 D8 5A 4A 00 03 05
E0 5A 4A 00 0F BE 48 02 83 F9 49 0F 85 82 00 00 00 8B 15 D8 5A 4A 00 03 15 E0 5A 4A 00 0F BE 42
03 83 F8 4D 75 6D 90 90 90 90 90 90 90 8B 0D E0 5A 4A 00 83 C1 04 51 E8 5B C7 FF FF 83 C4 04 A3
84 E1 49 00 83 05 E0 5A 4A 00 08 E9 EE 00 00 00 90

So uh, how does one make a spoiler?
You can apply this through the Hex Patcher in BL (I suggest individually), make sure you put in 0x before the addresses. Or you can just copy and paste the hex codes (addresses included, you don't need to put in 0x in front of them) in their own text document in the order hex1, hex2, and hex3 and apply them to your mod in Autohacker.
 
Jan 26, 2016 at 11:32 PM
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Aar didn't post anything in that thread.


You can apply this through the Hex Patcher in BL (I suggest individually), make sure you put in 0x before the addresses. Or you can just copy and paste the hex codes (addresses included, you don't need to put in 0x in front of them) in their own text document in the order hex1, hex2, and hex3 and apply them to your mod in Autohacker.

Sorry, I should of been more clear. I already have the hack applied via the hex patcher. It works just fine.

I NEED THE PATCH FOR THE MIM HACK THAT MAKES THE QUOTE NPC'S ALSO CHANGE TO THE CURRENT MIMXXXX.
 
Jan 27, 2016 at 1:42 AM
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Oh. I thought you already put it up in the earlier post.

Here are the hex codes:
NPC111
Code:
43D003

8B 0D 84 E1 49 00 C1 E1 05 90 90 8B 55 08 8B 42 58 01 C8 90 8B 55 08 89 42 58 8B 55 08 8B 42 60 01 C8 90
NPC112
Code:
43D291

8B 15 84 E1 49 00 C1 E2 05 90 90 8B 45 08 8B 48 58 01 D1 90 8B 45 08 89 48 58 8B 45 08 8B 48 60 01 D1 90
NPC150
Code:
445D57

8B 0D 84 E1 49 00 C1 E1 05 90 90 8B 55 08 8B 42 58 01 C8 90 8B 55 08 89 42 58 8B 55 08 8B 42 60 01 C8 90
 
Jan 27, 2016 at 4:15 AM
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So I'm back from my long haitus (yeah I know nobody cares), and I need help for initializing 3 bosses. You see, in my mod I have the boss npc in the cutscene, and he can start the fight with the player if shot before then. I need to delete an npc solely for cutscenes, and spawn an npc for the fight. So far, the game starts the battle with the cutscene npc, and he's unshootable as I wanted him to be before the fight. I'm having this problem with Igor, Red Demon, and Pooh Black, just in case the code would vary between boss.
 
Jan 27, 2016 at 11:47 AM
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Oh. I thought you already put it up in the earlier post.

Here are the hex codes:
NPC111
Code:
43D003

8B 0D 84 E1 49 00 C1 E1 05 90 90 8B 55 08 8B 42 58 01 C8 90 8B 55 08 89 42 58 8B 55 08 8B 42 60 01 C8 90
NPC112
Code:
43D291

8B 15 84 E1 49 00 C1 E2 05 90 90 8B 45 08 8B 48 58 01 D1 90 8B 45 08 89 48 58 8B 45 08 8B 48 60 01 D1 90
NPC150
Code:
445D57

8B 0D 84 E1 49 00 C1 E1 05 90 90 8B 55 08 8B 42 58 01 C8 90 8B 55 08 89 42 58 8B 55 08 8B 42 60 01 C8 90

Alright, tested it out and it works just fine, at first I thought it might crash since I was using an optimized save disk with the MIM hack put in the extra space. But it still worked just fine, thanks a lot TLincoln.
 
Jan 28, 2016 at 11:34 AM
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What is the difference between the <PRI and <KEY command?

I know that the <PRI doesn't work with <FOM and <FON.
<PRI also doesn't load in the entities when using <TRA until the end of the event but <KEY loads them right away.

Those are the only differences I know, but is there anything else different? when and why would you want to use one command over the other?
 
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