Jul 4, 2018 at 3:12 AM
Join Date: Apr 24, 2018
Location: Brazil
Posts: 54
Age: 23
Pronouns: he/him
Well, that's your choise.Oh so do you think a good idea for that area would be to make a whole new tileset and switch it around for JUST that map?
Well, that's your choise.Oh so do you think a good idea for that area would be to make a whole new tileset and switch it around for JUST that map?
what if i set omegas health to 1600?It's once they reach 280 (0x118) health or less. The CMP for it is at 0047B984, if you wanted to change it at all.
(4BBA98 is Omega's health, if you wanted to monitor it with a trace)
The CMP for it is at 0047B984, if you wanted to change it at all.
(4BBA98 is Omega's health, if you wanted to monitor it with a trace)
No, you can't edit that code with OOB flags because it's "read-only." (not to mention way out of the range of the OOB flags)
It's just some extremely rudimentary *assembly editing. If you open up the game in OllyDbg or what-have-you, you can navigate to 0047B984 by pressing CTRL+G and entering that address. Then, just change the number on the end of the CMP at that address to whatever you want Omega to transform at. The number will need to be in hexadecimal, but there are heaps of converters out there, like this one.
It shouldn't be that difficult.
*Which means: opening the executable file and changing the bytecode in it.
Open Doukutsu.exe with Ollydbg, yesok im really new to this so do i open the doukutsu.exe file or the data file?
(oh and just curious why are they called oob flags? that sounds like a weird blob or something)
it seems like the hex's or whatever are in order.Open Doukutsu.exe with Ollydbg, yes
And OOB means Out of Bounds, meaning beyond the appropriate boundaries
i made a copy of my doukutsu and data files before doing this is that a good idea?Yes, you definitely open the .exe. That's what a debugger is for; plus there's no code in the other files.
No, CMP is an assembly mnemonic. Something to help the poor souls who use it enter in instructions without memorising opcodes. It just means "compare," and will subtract one value from another, but not store it; only getting flags. Essentially, having that CMP and then the conditional JMP (JE,JNE,etc.) is like an if statement in high-level programming languages.
Like I said, you need to open the exe in OllyDbg, and press CTRL+G, enter "0047B984" into the box it gives you and press enter. That should take you to an instruction reading "CMP DWORD PTR DS:[4BBA98],118"; change the "118" part. The number you enter will need to be in hexadecimal, so please use the converter I posted before if you don't know how hexadecimal works.
You should use OllyDbg. It's a debugger. A hex editor will allow you to achieve the same result, but it won't give you the information you want in a manor in which it is easily distinguishable. (i.e. it's all in bytecode, and not interpreted at all for you beyond an ASCII/Unicode dump -- somewhat more helpful than using a text editor)
haha it works! now the boss fight is actually kind of balancedOh fuck me, I forgot to tell you how to save ...
So, once you've entered in the new number, select the highlighted "modified code", right click on it, find "edit", then "copy to executable."
A window will pop up, close it and choose the option to save in the dialogue box that comes up. You will be prompted to save. If you save over your old file, it will auto-backup your last exe for you, so there's no need to worry about messing it up at all. (too many million copies?? -- just use a new filename like "Doukutsu_testingOmega.exe" or whatever)
I have now. (don't know how i forgot to check that, but at least your post reminded me that was required)Have you checked the exact spawn location after you expanded the ceiling? Is it in the same place?
The basic command is that:are teleporters possible to add in the game without copying and pasting the ones that are already there
i can never seem to do it it always messes up after a couple times of using it like the lights will stop blinking or the thing blue screen cool thing wont show up or quote wont show up or something will just go wrong but i never know how to fix it
is there some step by step instruction of how they work in the game somewhere
edit: oh and by in the game i mean teleporters in the game, not instructions inside the game
i think that was obvious though but y'all know
<PRI<FAO0004<TRA[Room code]:[Fade in event]:[X coordinate]:[Y coordinate] ← For a normal exit
<PRI<CNP0100:0000:0000<SOU0011<FAO0004<TRA[Room code]:[Fade in event]:[X coordinate]:[Y coordinate] ← For a door exit
#0090
<MNA<CMU[Room Music]<FAI0000<END
#0091
<MNA<CMU[Room Music]<FAI0001<END
#0092
<MNA<CMU[Room Music]<FAI0002<END
#0093
<MNA<CMU[Room Music]<FAI0003<END
#0094
<MNA<CMU[Room Music]<FAI0004<END
#0095
<KEY<MNA<CMU0002
<ANP0500:0001:0000<FAI0004
<CNP0301:0112:0002<WAI0100
<ANP0500:0000:0000
<MYD0002<SMC<DNP0301<END ← Teleporter cutscene
#0100
<PRI<CNP0100:0000:0000<SOU0011<FAO0001<TRA0012:0091:0037:0011 ← Start Point exit.
#0091
<MNA<CMU0008<FAI0001<END ← First Cave fade in event.
The basic command is that:
On the other room, the code have to be this:Code:<PRI<FAO0004<TRA[Room code]:[Fade in event]:[X coordinate]:[Y coordinate] ← For a normal exit <PRI<CNP0100:0000:0000<SOU0011<FAO0004<TRA[Room code]:[Fade in event]:[X coordinate]:[Y coordinate] ← For a door exit
Or any other event if want to make a cutscene like this:Code:#0090 <MNA<CMU[Room Music]<FAI0000<END #0091 <MNA<CMU[Room Music]<FAI0001<END #0092 <MNA<CMU[Room Music]<FAI0002<END #0093 <MNA<CMU[Room Music]<FAI0003<END #0094 <MNA<CMU[Room Music]<FAI0004<END
In this case you have to put the respective events, or nothing appears in the screen.Code:#0095 <KEY<MNA<CMU0002 <ANP0500:0001:0000<FAI0004 <CNP0301:0112:0002<WAI0100 <ANP0500:0000:0000 <MYD0002<SMC<DNP0301<END ← Teleporter cutscene
Here is an example:
Code:#0100 <PRI<CNP0100:0000:0000<SOU0011<FAO0001<TRA0012:0091:0037:0011 ← Start Point exit. #0091 <MNA<CMU0008<FAI0001<END ← First Cave fade in event.
<CNP prevents any flag from being activated by mistake. As for example, if the door or any npc is programmed to appear or disappear if any is activated, deleting it ends up activating the flag for some reason.oh that makes more sense
although looking at your code gave me a question: Do most of you guys change the door npc to null to show the effect of opening it, or do a <DNP instead?
I normally do <DNP
Gonna end up with a lot of empty entities taking up slots if you use that pattern everywhere<CNP prevents any flag from being activated by mistake. As for example, if the door or any npc is programmed to appear or disappear if any is activated, deleting it ends up activating the flag for some reason.