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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
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?!?
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.
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.
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.
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.
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?