Quick Modding/Hacking Answers Thread

Aug 5, 2016 at 9:11 AM
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titlescreen in the bl hackinator lets you change the rects for a fullscreen title background
alternatively, if you use the TIMG hack a fullscreen title is a side-effect but you have a bit less options with it.
 
Aug 5, 2016 at 9:42 AM
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yeah but how would i go about editing the actual background, to say the outer wall
I'm really a beginner with this stuff I have no idea
 
Aug 5, 2016 at 10:38 AM
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uh
edit title.bmp
 
Aug 18, 2016 at 12:52 AM
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title.bmp doesn't contain any kind of background tho, or am i missing something
 
Aug 18, 2016 at 12:55 AM
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titlescreen in the bl hackinator lets you change the rects for a fullscreen title background
alternatively, if you use the TIMG hack a fullscreen title is a side-effect but you have a bit less options with it.
 
Aug 18, 2016 at 1:02 AM
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when you use the hack the entirety of title.bmp becomes the background
change title.bmp to 320x240 and make a background
 
Aug 18, 2016 at 1:05 AM
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ah i see. thanks, i got a bit confused
 
Aug 20, 2016 at 5:15 AM
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Hey guys, I want to pre-emptively apologize, as I'm sure this has been asked before at one time or another.

Does anyone happen to know the Assembly offset for the Booster 0.8 item?
I searched through the assembly compendium to no avail.
Perhaps it's in there, it's just very... dense with information, and I was hoping someone knew offhand.
 
Aug 20, 2016 at 12:30 PM
Catz R cool
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Hey guys, I want to pre-emptively apologize, as I'm sure this has been asked before at one time or another.

Does anyone happen to know the Assembly offset for the Booster 0.8 item?
I searched through the assembly compendium to no avail.
Perhaps it's in there, it's just very... dense with information, and I was hoping someone knew offhand.
The item, the equip, or the controls?
 
Aug 20, 2016 at 12:56 PM
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I tried to add gravity to the NPC to discard pass falls to the ground

offset NPC076

push ebp
mov ebp, esp
setpointer

add npc.Y, 5FF
mov npc.framenum, 0
cmp npc.directive, 1
jmp :render

:render
setpointer
mov edx, npc.framenum
mov npc.displayL, 0
mov npc.displayR, 10
mov npc.displayU, 20
mov npc.displayD, 40
mov esp, ebp
pop ebp
retn

mov esp, ebp
pop ebp
retn


This is the code. What's the problem ??
 
Aug 20, 2016 at 1:47 PM
Catz R cool
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I tried to add gravity to the NPC to discard pass falls to the ground
This is the code. What's the problem ??
Er, what do you want to do with the npc.directive
 
Aug 20, 2016 at 8:14 PM
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@modmake This isn't the correct way to implement gravity, this object just moves downwards at a constant speed. A gravity algorithm looks more like this:

yVel += 40;
if(yVel > 0x5ff){
yVel = 0x5ff;
}
 
Aug 20, 2016 at 8:41 PM
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The item, the equip, or the controls?
Sorry, should've specified.

The physics in particular, or rather how it effects your x and y velocity when being used.
 
Aug 21, 2016 at 12:01 AM
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Hey I have a specific question, and to understand it, i may have to be really detailed, so here goes nothing.

in my mod, i have my starting room and my starting event set. my starting event is nothing special, just a little dialouge ("You feel something hit you.") and then the fade in and music and the usual starting event things needed. but, i also have an entity (117- Curly) who is set to run an event to talk. the event is set to #286. but, when i talk to the entity, it does not run event #286, but the starting event, which is Event #200. I am asking why this is happening/how i can fix it. Thanks.
 
Aug 21, 2016 at 12:13 AM
me when bro says be holly and jolly for $20
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Hey I have a specific question, and to understand it, i may have to be really detailed, so here goes nothing.

in my mod, i have my starting room and my starting event set. my starting event is nothing special, just a little dialouge ("You feel something hit you.") and then the fade in and music and the usual starting event things needed. but, i also have an entity (117- Curly) who is set to run an event to talk. the event is set to #286. but, when i talk to the entity, it does not run event #286, but the starting event, which is Event #200. I am asking why this is happening/how i can fix it. Thanks.
Would you mind showing us your script?
 
Aug 21, 2016 at 12:18 AM
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This is the script for the starting room.

As I said, the starting event is #200, and the event for curly speaking is #286.
 

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Aug 21, 2016 at 12:26 AM
me when bro says be holly and jolly for $20
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You should probably change the event numbers for #0200, #0286, and #0888. Um, asides from #0200 being accidentally written as #0206, do you have the entity for #0200 in the same tile as the entity #0286?
 
Aug 21, 2016 at 2:53 AM
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You should probably change the event numbers for #0200, #0286, and #0888. Um, asides from #0200 being accidentally written as #0206, do you have the entity for #0200 in the same tile as the entity #0286?
The entity for #0200 inside of a solid. I fixed Event #0206 and changed it to #0200. And I changed the event numbers. But, it still does the same thing.

And as I've figured out, it affects every event that can be manually activated (as in any event that can be activated by the Player).
 
Aug 21, 2016 at 8:00 AM
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@modmake This isn't the correct way to implement gravity, this object just moves downwards at a constant speed. A gravity algorithm looks more like this:

yVel += 40;
if(yVel > 0x5ff){
yVel = 0x5ff;
}
how to change my code??
 
Aug 21, 2016 at 8:39 AM
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I don't know how to coding for a swim in the water where to start?
 
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