• 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 13, 2016 at 10:51 AM
Catz R cool
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Alright, here's another question: How would one increase the fire rate at which a gun shoots when you hold the key (Like the Bubbler and Machine Gun) or how do you set a weapon to auto-fire? I can't be bothered to look through all the existing weapons for the code BTW
 
Mar 13, 2016 at 11:23 AM
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Alright, here's another question: How would one increase the fire rate at which a gun shoots when you hold the key (Like the Bubbler and Machine Gun) or how do you set a weapon to auto-fire? I can't be bothered to look through all the existing weapons for the code BTW
autofire has to be implemented by adding some code, it's not a value or anything

as for the firing speed
0041E457 CMP ECX,6
machine gun firing speed, lower the value for faster firing, and remember to set maxbullets to something higher

0041F2DA CMP ECX,3
bubbler lv2/3 firing speed, same deal as with machine gun
 
Mar 14, 2016 at 12:00 AM
Catz R cool
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autofire has to be implemented by adding some code, it's not a value or anything

as for the firing speed
0041E457 CMP ECX,6
machine gun firing speed, lower the value for faster firing, and remember to set maxbullets to something higher

0041F2DA CMP ECX,3
bubbler lv2/3 firing speed, same deal as with machine gun
I meant where does the code for auto-fire start? I want to create my own weapon that auto-fires, and I also want to find the code and copy it in, then fix it up or something

EDIT: I've also got another question. How would you edit the tilesets? For example, tile 41 is solid and 44 is no NPCs. How would I edit the unused tiles into a tile that's actually useful? If you can't tell me that, can you tell me the offset for the tilesets?
 
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Mar 14, 2016 at 7:27 AM
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I meant where does the code for auto-fire start? I want to create my own weapon that auto-fires, and I also want to find the code and copy it in, then fix it up or something

EDIT: I've also got another question. How would you edit the tilesets? For example, tile 41 is solid and 44 is no NPCs. How would I edit the unused tiles into a tile that's actually useful? If you can't tell me that, can you tell me the offset for the tilesets?
congrats on 100 posts btw

anyway
p213377-0-gtpeyqk.png

first three lines: check if button is held, check if it's the fire button; if it's not, jump to 41e749 which is probably somewhere around the reload ammo code

then there's very unoptimized check if we can fire another shot after already firing one, basically everything before the last JMP

increase the timer, compare it to 6, jump the the shoot function (where the timer is put to 0 once again, mind you (last line of the code above)) if it's greater or equal to 6
if not, jump to the end of the weapon code

basically that's it

e: I don't think I ever played with the tiles so I can't say much here
 
Mar 14, 2016 at 7:31 AM
Catz R cool
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congrats on 100 posts btw

anyway
p213377-0-gtpeyqk.png

first three lines: check if button is held, check if it's the fire button; if it's not, jump to 41e749 which is probably somewhere around the reload ammo code

then there's very unoptimized check if we can fire another shot after already firing one, basically everything before the last JMP

increase the timer, compare it to 6, jump the the shoot function (where the timer is put to 0 once again, mind you (last line of the code above)) if it's greater or equal to 6
if not, jump to the end of the weapon code

basically that's it

e: I don't think I ever played with the tiles so I can't say much here
Lol 100 posts :D
Anyway, thanks for saving me hours of flipping through the codes and confusing myself; I'll probably have to find the tiles myself :(
 
Mar 14, 2016 at 8:09 AM
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Lol 100 posts :D
Anyway, thanks for saving me hours of flipping through the codes and confusing myself; I'll probably have to find the tiles myself :(
there are some things you can find in Noxid's resources that might be useful

00416E20 - Clear Player Tiles (Set 49E63C = 0)
00416E30 - Player Tile collision, Solid tiles
00417160 - Player Bump Against Ceilling
004171D0 - Player Tile Collision, Roof Slope 1
004172E0 - Player Tile Collision, Roof Slope 2
004173F0 - Player Tile Collision, Roof Slope 3
00417500 - Player Tile Collision, Roof Slope 4
00417610 - Player Tile Collision, Floor Slope 1
00417720 - Player Tile Collision, Floor Slope 2
00417830 - Player Tile Collision, Floor Slope 3
00417940 - Player Tile Collision, Floor Slope 4
00417A50 - Player Tile Collision, Water
00417AE0 - Player Tile Collision, Spike
00417B70 - Player Tile Collision, Spike (water)
00417C00 - Player Tile Collision, Wind (Left)
00417C90 - Player Tile Collision, Wind (Up)
00417D20 - Player Tile Collision, Wind (Right)
00417DB0 - Player Tile Collision, Wind (Down)
00417E40 - PC Tile checking algorithm

basically I think you'd need to make a new code with the collisions you need and then add that to the checking algorithm, but I can't be sure
I believe GIR had some custom tiles in WTF? Story so you might want to ask him about that
 
Mar 14, 2016 at 8:26 AM
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Speaking of posts, the thread just hit 7000

Too bad modding is dead huh :awesomeface:
 
Mar 14, 2016 at 8:46 AM
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Speaking of posts, the thread just hit 7000

Too bad modding is dead huh :awesomeface:
hory shet did it really

but yeah
modding is dead
kinda

I am still planning to finish at least one normal mod lol
 
Mar 14, 2016 at 8:54 AM
Catz R cool
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there are some things you can find in Noxid's resources that might be useful

00416E20 - Clear Player Tiles (Set 49E63C = 0)
00416E30 - Player Tile collision, Solid tiles
00417160 - Player Bump Against Ceilling
004171D0 - Player Tile Collision, Roof Slope 1
004172E0 - Player Tile Collision, Roof Slope 2
004173F0 - Player Tile Collision, Roof Slope 3
00417500 - Player Tile Collision, Roof Slope 4
00417610 - Player Tile Collision, Floor Slope 1
00417720 - Player Tile Collision, Floor Slope 2
00417830 - Player Tile Collision, Floor Slope 3
00417940 - Player Tile Collision, Floor Slope 4
00417A50 - Player Tile Collision, Water
00417AE0 - Player Tile Collision, Spike
00417B70 - Player Tile Collision, Spike (water)
00417C00 - Player Tile Collision, Wind (Left)
00417C90 - Player Tile Collision, Wind (Up)
00417D20 - Player Tile Collision, Wind (Right)
00417DB0 - Player Tile Collision, Wind (Down)
00417E40 - PC Tile checking algorithm

basically I think you'd need to make a new code with the collisions you need and then add that to the checking algorithm, but I can't be sure
I believe GIR had some custom tiles in WTF? Story so you might want to ask him about that
Yeah, I was referring to that. The 45 degree slopes, the tiles which you can only go up onto, etc
hory shet did it really

but yeah
modding is dead
kinda

I am still planning to finish at least one normal mod lol
Lol meanwhile you're about to hit 1000 posts
 
Mar 14, 2016 at 9:05 AM
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Lol meanwhile you're about to hit 1000 posts
sadly, it's not even impressive considering my join date

anyway I might do a bit of research on the tiles, so if I find anything I'll let you know
 
Mar 14, 2016 at 11:20 AM
Catz R cool
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I looked a bit at WTF story's tileset, and tile 47 seems to be the one that goes ◿, 48's the one that goes ◺, 49 goes ◹, and 4A goes ◸. 4B seems to be the block that you can stand on, can go through it from any direction but up, like those mario platforms.

EDIT: Fuck. The formatting doesn't work. Look at the screenshot I made
 

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Mar 14, 2016 at 1:02 PM
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Gir wrote custom slope code, don't assume you can use anything from a mod that's so heavily modified
 
Mar 14, 2016 at 5:16 PM
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Better map design
 
Mar 14, 2016 at 5:38 PM
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Read my post please.
It's not a bug. Slope tiles were never meant to be walked on from the sides opposite of the slope.

The only way to fix this "bug" would be to rewrite the slope-tile code. And I imagine it wouldn't be easy/there would be difficulties, especially around the sharper point of the slope tile.
 
Mar 14, 2016 at 6:09 PM
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Also how do I edit the invincibility timer? The address in Noxid's assembly compendium (049E6C8) just sends me to a fuckton of ADD BYTE PTR DS:[EAX],AL.

That's the RAM address, not the address where the invincibility timer is set. Basically, the "invincibility timer" variable exists at all times, and is stored at [49E6C8]. You'll want to look for where in the executable the game actually sets a value to [49E6C8].
 
Mar 14, 2016 at 6:10 PM
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Try looking for where it's set, not where it's stored
e: nice ninja gir
 
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