Quick Modding/Hacking Answers Thread

May 6, 2010 at 12:03 AM
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WhosTony said:
How do I found out animation methods?
I haven't made any cut scenes because of this
How do I edit a tile, not graphics wise but what it does.
And how do I choose the event for certain entities like spikes which already have it built in.

ANP animations:
ANP.txt
 
May 6, 2010 at 12:06 AM
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WhosTony said:
How do I found out animation methods?
I haven't made any cut scenes because of this
How do I edit a tile, not graphics wise but what it does.
And how do I choose the event for certain entities like spikes which already have it built in.

Someone made a list of common cutscene entities - I don't remember off the top of my head, but it is on Garde's FTP IIRC.

Tile information can be edited in CE by opening the tileset for editing and right-clicking the tile you want to change.

Set flag 100 or 2000, then change the event number of the entity.
 
May 6, 2010 at 2:15 AM
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WoodenRat said:
Hey are there any flags then when I set/unset screw the game up?

There are a few, but no one's had the need to check :3

I know there's a flag that when set puts curly on your back, and one that changes her to shooting from your back. Flags set during boss fights must be set only during the proper phase in the fight, or it can give unpredictable behavior.

Best bet is while you're going along, check to see if using that flag makes something that shouldn't happen happen, or use that buffer that dragonboots is talking about.
 
May 6, 2010 at 2:58 AM
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Vercci said:
I know there's a flag that when set puts curly on your back, and one that changes her to shooting from your back.

Well, I believe that the carried Curly and unconscious carried Curly are just two entities that can be put onto a map, which can then be shown/hidden by putting FlagIDs onto those entities.
 
May 6, 2010 at 4:46 PM
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I know that's what happens in the waterway, but I didn't see any entity like that in the hell levels.
 
May 8, 2010 at 9:37 AM
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How do I add text that's literally ontop of another, so that it looks like drabble.
 
May 8, 2010 at 1:01 PM
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Err... uninstall your video drivers?
I don't think there's a way you can do that on purpose unless I'm mistaken.
 
May 8, 2010 at 5:10 PM
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I'm fairly sure I saw it happen on either your mod or Lowel and Khan.
 
May 8, 2010 at 5:20 PM
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Well maybe you could be more specific like what does drabble mean?
 
May 8, 2010 at 5:37 PM
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Right. It looked something like this:
 

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May 8, 2010 at 5:49 PM
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Hmm, well, all I can think to do would be to play with <SAT <CAT and <TUR since one of them has some sort of an issue with scrolling text (more than three lines before a <CLR)
 
May 9, 2010 at 6:48 PM
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Okay with commands like <SNP and <INP what does "direction" do? The last number in the paramater.
 
May 9, 2010 at 7:27 PM
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Direction determines which direction the NPC faces. If you create an npc using <SNP, then direction 0000 = facing left, direction 0002 = facing right.
 
May 9, 2010 at 11:30 PM
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Sort of. [/enigmaticstatement]
 
May 10, 2010 at 5:14 AM
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I have a quick assembly question about this code that I've been making.

CMP EAX, 1
JE ADRESS2
CMP EDX, 10
JE ADRESS1
MOV EDX, 0
MOV EAX, 1
ADRESS2 INC EDX
MOV EAX,DWORD PTR SS:[EBP+8]
MOV DWORD PTR DS:[EAX+18],1000
RETN
ADRESS1 MOV EAX,DWORD PTR SS:[EBP+8]
MOV DWORD PTR DS:[EAX+18],-1000
RETN

This is a replacement code for the polar star's speed when fired right, which, in theory, will cause the polar star shot's velocity to reverse directions after a certain amount of distance the polar star is shot. So, if it works, it could eventually turned into a boomerang of sorts.

Unfortunately, the replacement code seems to have no effect, any ideas why?
 
May 10, 2010 at 5:29 AM
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Landonpeanut said:
I have a quick assembly question about this code that I've been making.

CMP EAX, 1
JE ADRESS2
CMP EDX, 10
JE ADRESS1
MOV EDX, 0
MOV EAX, 1
ADRESS2 INC EDX
MOV EAX,DWORD PTR SS:[EBP+8]
MOV DWORD PTR DS:[EAX+18],1000
RETN
ADRESS1 MOV EAX,DWORD PTR SS:[EBP+8]
MOV DWORD PTR DS:[EAX+18],-1000
RETN

This is a replacement code for the polar star's speed when fired right, which, in theory, will cause the polar star shot's velocity to reverse directions after a certain amount of distance the polar star is shot. So, if it works, it could eventually turned into a boomerang of sorts.

Unfortunately, the replacement code seems to have no effect, any ideas why?

You're treating the register EDX as an offset. EDX will get wiped clean by the code multiple times (or at least overwritten) every frame, and thus you can't really store a value to it expecting it to keep track of time properly. Also there's some logic errors too.

I'd recommend using just plain old [e_x+4C], since it's the bullet's internal timer (won't even have to worry about incrementing). Your code should look like...

Code:
MOV EAX,DWORD PTR SS:[EBP+8]
CMP DWORD PTR DS:[EAX+4C],10         
JGE ADRESS1
MOV EAX,DWORD PTR SS:[EBP+8]
MOV DWORD PTR DS:[EAX+18],1000
RETN
ADRESS1	     MOV EAX,DWORD PTR SS:[EBP+8]
MOV DWORD PTR DS:[EAX+18],-1000
RETN

Of course you'll have to make sure to do multiple iterations of this "function", for each of the 4 directions.
 
May 10, 2010 at 10:37 PM
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Or just neg the velocity after the distance gets to a certain point.
 
May 10, 2010 at 11:54 PM
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Whoops, I guess I was treating EDX as an offset.:confused:
Thanks for telling me about EAX+4C though, I didn't know about that.
 
May 11, 2010 at 12:46 AM
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But that list is everywhere? How'd you miss it?
 
May 11, 2010 at 9:57 PM
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It's everywhere??????:D
............
I'm not quite sure how I missed it (but I still don't have it):p.
 
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