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Quick Modding/Hacking Answers Thread

Apr 2, 2025 at 10:14 PM
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I don't think so. Unfortunately, I don't know how to help you. Alternatively, you can send additional files related to the map where the crash occurs. Or even the entire mod. That's the last thing I can offer.
It would be nice if someone else responded to your problem besides me.
 
Apr 3, 2025 at 5:06 AM
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Is there something that could make them act weird if certain SkipFlags are set? Because I do have a couple that are over 100 if that has anything to do with it.
There's only 64 skipflags, anything above that will start poking unrelated memory. That said, I'd be surprised if that's causing a crash... usually that's more a sign of ASM hacks gone wrong.
You could also try running the game under OllyDbg and noting down what address its crashing at. That'll basically lead you (or someone else who knows their way around the exe) directly to the problem point.
 
Apr 3, 2025 at 1:53 PM
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Is there something that could make them act weird if certain SkipFlags are set? Because I do have a couple that are over 100 if that has anything to do with it.
Out of curiousity related to Brayconn's answer; what > 100 skipflags did you use?
 
Apr 5, 2025 at 12:25 PM
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Out of curiousity related to Brayconn's answer; what > 100 skipflags did you use?
100, 105, and 200 but they didn't do anything when I was playing the mod, just only when I was trying to start a stage boss battle?

There's only 64 skipflags, anything above that will start poking unrelated memory. That said, I'd be surprised if that's causing a crash... usually that's more a sign of ASM hacks gone wrong.
You could also try running the game under OllyDbg and noting down what address its crashing at. That'll basically lead you (or someone else who knows their way around the exe) directly to the problem point.
It's crashing at 0x007E549 which is something direction related I think.
 
Apr 5, 2025 at 12:54 PM
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That's a really weird address, it's like there's some digits missing.
If you meant 0x47E549, then that's somewhere at the end of the Sister's Heads' code(?)
Otherwise, really large addresses starting with 7 (or anything other than 4, really) typically belong to dlls, so maybe try disabling (by renaming or deleting) any extra dlls you're using (Modloader, Layers, DDrawCompat, etc.)

Alternatively, sending the first few lines of the call stack (bottom right window by default in Olly) can help determine how the code got to that address
 
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Apr 5, 2025 at 2:09 PM
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My bad, I misread it:mrgreen:. It's actually 0047E549.

I fixed it. I just did a <WAI for one tick and now it works!
Thanks Perwinkle.:awesomeface:
 
Apr 6, 2025 at 6:59 PM
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When I test run the game, only some of the entities appear on screen, and not the tiles
 

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Apr 6, 2025 at 10:27 PM
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When I test run the game, only some of the entities appear on screen, and not the tiles
Make sure you launch Booster's Lab in "classic" mode instead of "layers". You need a special hack to get layers maps to work, otherwise you just get the void.
 
Apr 7, 2025 at 5:02 AM
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There's only 64 skipflags, anything above that will start poking unrelated memory.
@Bi_N just so it's explicitly clear for everyone, this means the valid range of skipflags is <SK+0000 to <SK+0063. Skipflag 0064 is not valid. Anything higher will not function as skipflags and instead, iirc, it will function like a regular flag as it's bleeding into the next section of memory. To avoid problems just only use 0 to 0063 for skipflag usage and use regular <FL+ for regular flag usage.

Meanwhile the valid range of normal event flags are <FL+0000 to <FL+7999 (8000 flags), but don't actually use flag 0000 because you'll run into other problems (So really it's 1 to 7999 that's safe for those).

And write down the flags that you use somewhere! Like have a .txt document in your mod folder (what I used to do) or write them down at the top of the script for map 0 (what I currently do).
 
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