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Quick Modding/Hacking Answers Thread

Apr 22, 2016 at 12:41 AM
Catz R cool
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@Bionicobot:
I'm pretty sure you have to call each entity animation separately, for horizontal blocks I think use this
<ANP0149:0011:0000 to get them moving left and
<ANP0149:0021:0002 to move them right.
 
Apr 23, 2016 at 8:38 PM
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Uhhhhhhh anyone have the offsets for how many bullets the snake allows onscreen? mainly just levels 2&3 though
Cause I looked around and yeah nope
 
Apr 23, 2016 at 8:45 PM
lavender
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@Glag

0x1DC15
all levels
 
Apr 23, 2016 at 9:22 PM
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Apr 24, 2016 at 9:43 PM
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to change the tile types open up one of the tile sets in CE and right click one of the tiles and it will let you change the tile type. if you want to change what the tile looks like then just edit the BMP of the tile set you want to edit.
Where can I find the bmp files of the tileset ?
 
Apr 24, 2016 at 9:56 PM
lavender
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in the data folder
 
Apr 25, 2016 at 11:54 AM
Catz R cool
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Hey Hina do you have the offsets for the bubbler?

It wasn't included with the other weapons.
Bullets:
0x405F30 - Bubbler level 1
0x406190 - Bubbler level 2
0x4064D0 - Bubbler level 3
0x4068B0 - Bubbler level 4 (Popped level 3 bubbles)

0x409190 & 0x4095C0 - Something related to Bubbler?
Bubbler Gun
0x41EFD0 - Bubbler level 1
0x41F280 - Bubbler level 2 & 3
 
Apr 25, 2016 at 12:58 PM
lavender
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Hey Hina do you have the offsets for the bubbler?

It wasn't included with the other weapons.
if you wanted the general ASM offsets, Thomas already posted them
unless you wanted the maximum number of bullets allowed on screen
0x1EFDF - Bubbler level 1
0x1F28F - Bubbler level 2
0x1F28F - Bubbler level 3
 
Apr 26, 2016 at 12:02 AM
2dbro
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i forget how you remove the studio pixel logo on the title screen and the version number and all that stuff
 
Apr 26, 2016 at 12:03 AM
Catz R cool
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Apr 26, 2016 at 12:09 AM
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well that is how you do it though so, make sure you save it or something
 
Apr 26, 2016 at 12:09 AM
Moo~
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i forget how you remove the studio pixel logo on the title screen and the version number and all that stuff
There's an option to remove those on the title screen hacker in BL.
 
Apr 26, 2016 at 3:57 PM
beep boop
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@Bionicobot:
I'm pretty sure you have to call each entity animation separately, for horizontal blocks I think use this
<ANP0149:0011:0000 to get them moving left and
<ANP0149:0021:0002 to move them right.

So, you can't move them all at once by giving them the same event number?
 
Apr 26, 2016 at 8:56 PM
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So, you can't move them all at once by giving them the same event number?
giving multiple entities the same event number and using <ANP on that number will do it to all of them, yeah
 
Apr 27, 2016 at 6:42 AM
Catz R cool
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So, you can't move them all at once by giving them the same event number?
giving multiple entities the same event number and using <ANP on that number will do it to all of them, yeah
This varies for different entities. For some, you can, and for some, you can't. Feel free to experiment with the function.
EDIT: How do I make more space for assembly in the exe? I noticed that if you embedded a bigger .org or bitmap file in the game it would make the .exe bigger. Would it be possible to extend the exe by, for example, adding a whole bunch of random notes after the repeat in a music file to add in extra assembly space, then using that space to code something else?
Thanks!


When I try to delete Ballos this happens:

EDIT: Also, the <FLA command doesn't work until all the commands on that event have finished running. Any help?

EDIT: I think I fixed the <FLA problem. I used <PRI and not <KEY

EDIT: I still can't fix Ballos.
I know it's been a long time, and I think I really shouldn't reply to this, but just in case anyone else encounters this problem, use a <DNA0341 after deleting Ballos. The Ballos entity was never meant to be deleted.
 
Last edited:
Apr 28, 2016 at 12:04 AM
beep boop
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This varies for different entities. For some, you can, and for some, you can't. Feel free to experiment with the function.
Yep, only works with one at a time. Time to make a wall of blocks with different event ids... Ugh...

Edit: Is there any way I can make them phase through walls and do damage on contact? Like, what offsets would I be looking at.
 
Last edited:
Apr 28, 2016 at 7:27 AM
Catz R cool
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Yep, only works with one at a time. Time to make a wall of blocks with different event ids... Ugh...

Edit: Is there any way I can make them phase through walls and do damage on contact? Like, what offsets would I be looking at.
Ummm... You COULD do that in assembly, but probably it'll be easier to edit npc.tbl...
0x0445170:
E8 EE 67 04 00 90
0x0446ca0:
E8 BE 4C 04 00 90
0x048b963:
5A C8 18 00 00 8B 4D 08 83 79 2C 00 75 02 52 C3
57 8B 7D 08 C7 47 50 0C 04 00 00 83 C7 54 C6 47
50 0A 5F 52 C3
I used EDI, just cause I could!
If you want a different amount of damage other than 10, change 0A in the 3rd patch to the preferred amount in hex.
This does 10 damage BTW, and the blocks will go through walls & do damage ONLY if their FlagID is not 0.
 
Last edited:
Apr 28, 2016 at 2:20 PM
beep boop
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Ummm... You COULD do that in assembly, but probably it'll be easier to edit npc.tbl...
0x0445170:
E8 EE 67 04 00 90
0x0446ca0:
E8 BE 4C 04 00 90
0x048b963:
5A C8 18 00 00 8B 4D 08 83 79 2C 00 75 02 52 C3
57 8B 7D 08 C7 47 50 0C 04 00 00 83 C7 54 C6 47
50 0A 5F 52 C3
I used EDI, just cause I could!
If you want a different amount of damage other than 10, change 0A in the 3rd patch to the preferred amount in hex.
This does 10 damage BTW, and the blocks will go through walls & do damage ONLY if their FlagID is not 0.
Thanks, I wasn't able to make it do any damage through the npc.tbl, so I figured that it could only really work through assembly.

Edit: Are you sure it was the horizontal blocks? Because they at the same for me.
 
Last edited:
Apr 29, 2016 at 12:21 AM
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So i'm having a problem with the lift NPC, for some reason, it's like, off-centered.

upload_2016-4-28_18-18-17.png

I was coding it a little, but I don't know how that affected it. I also tried fixing it in the npc.tbl but that didn't really work...

Yes I know the animation part is extremely inefficient, I just wanted it to work ok?!?
Code:
0042B280   55               PUSH EBP
0042B281   89E5             MOV EBP,ESP
0042B283   83EC 10          SUB ESP,10
0042B286   C745 F0 00000000 MOV DWORD PTR SS:[EBP-10],0
0042B28D   C745 F4 00000000 MOV DWORD PTR SS:[EBP-C],0
0042B294   C745 F8 00000000 MOV DWORD PTR SS:[EBP-8],0
0042B29B   C745 FC 00000000 MOV DWORD PTR SS:[EBP-4],0
0042B2A2   8B4D 08          MOV ECX,DWORD PTR SS:[EBP+8]
0042B2A5   B8 40000000      MOV EAX,40
0042B2AA   8379 74 01       CMP DWORD PTR DS:[ECX+74],1
0042B2AE   74 35            JE SHORT FS_SF.0042B2E5
0042B2B0   8379 74 02       CMP DWORD PTR DS:[ECX+74],2
0042B2B4   74 55            JE SHORT FS_SF.0042B30B
0042B2B6   8379 74 03       CMP DWORD PTR DS:[ECX+74],3
0042B2BA   74 6C            JE SHORT FS_SF.0042B328
0042B2BC   8379 74 04       CMP DWORD PTR DS:[ECX+74],4
0042B2C0   74 50            JE SHORT FS_SF.0042B312
0042B2C2   8379 74 05       CMP DWORD PTR DS:[ECX+74],5
0042B2C6   74 69            JE SHORT FS_SF.0042B331
0042B2C8   8341 0C 00       ADD DWORD PTR DS:[ECX+C],0
0042B2CC   C741 54 00010000 MOV DWORD PTR DS:[ECX+54],100
0042B2D3   C741 5C 20010000 MOV DWORD PTR DS:[ECX+5C],120
0042B2DA   8941 58          MOV DWORD PTR DS:[ECX+58],EAX
0042B2DD   83C0 10          ADD EAX,10
0042B2E0   8941 60          MOV DWORD PTR DS:[ECX+60],EAX
0042B2E3   EB 6C            JMP SHORT FS_SF.0042B351
0042B2E5   8141 0C 01FDFFFF ADD DWORD PTR DS:[ECX+C],-2FF
0042B2EC   FF41 64          INC DWORD PTR DS:[ECX+64]
0042B2EF   8379 64 05       CMP DWORD PTR DS:[ECX+64],5
0042B2F3  ^7E D7            JLE SHORT FS_SF.0042B2CC
0042B2F5   B8 50000000      MOV EAX,50
0042B2FA   8379 64 10       CMP DWORD PTR DS:[ECX+64],10
0042B2FE   7D 02            JGE SHORT FS_SF.0042B302
0042B300  ^EB CA            JMP SHORT FS_SF.0042B2CC
0042B302   C741 64 00000000 MOV DWORD PTR DS:[ECX+64],0
0042B309  ^EB C1            JMP SHORT FS_SF.0042B2CC
0042B30B   8141 0C FF020000 ADD DWORD PTR DS:[ECX+C],2FF
0042B312   FF41 64          INC DWORD PTR DS:[ECX+64]
0042B315   8379 64 05       CMP DWORD PTR DS:[ECX+64],5
0042B319  ^7E B1            JLE SHORT FS_SF.0042B2CC
0042B31B   B8 50000000      MOV EAX,50
0042B320   8379 64 10       CMP DWORD PTR DS:[ECX+64],10
0042B324  ^7D DC            JGE SHORT FS_SF.0042B302
0042B326  ^EB A4            JMP SHORT FS_SF.0042B2CC
0042B328   8141 0C 01FFFFFF ADD DWORD PTR DS:[ECX+C],-0FF
0042B32F   EB 00            JMP SHORT FS_SF.0042B331
0042B331   8141 0C FF000000 ADD DWORD PTR DS:[ECX+C],0FF
0042B338   FF41 64          INC DWORD PTR DS:[ECX+64]
0042B33B   8379 64 05       CMP DWORD PTR DS:[ECX+64],5
0042B33F  ^7E 8B            JLE SHORT FS_SF.0042B2CC
0042B341   B8 50000000      MOV EAX,50
0042B346   8379 64 10       CMP DWORD PTR DS:[ECX+64],10
0042B34A  ^7D B6            JGE SHORT FS_SF.0042B302
0042B34C  ^E9 7BFFFFFF      JMP FS_SF.0042B2CC
0042B351   89EC             MOV ESP,EBP
0042B353   5D               POP EBP
0042B354   C3               RETN
 
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