Mar 22, 2014 at 12:02 AM
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Would it be possible, through ASM of some kind, to change the song, but stay at the same point? (By point, I mean step/measure.)
 
Mar 22, 2014 at 12:33 AM
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Maybe?


Just NOP out the code in <CMU where it resets the measure?



(though you might want to make it toggleable..)
 
Mar 22, 2014 at 1:59 AM
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You could replace duplicate <FAC or a command you don't think you'll be using
 
Mar 23, 2014 at 9:55 AM
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Where might I find the framerects for the 'Loading' graphic? I want to make it a bit bigger.
Thank you in advance.
 
Mar 23, 2014 at 3:20 PM
hi hi
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I will quote myself

00412A31 is the loading screen address To make LOADING full screen, you have to do two
things. 00412A45 MOV DWORD PTR SS:[EBP-10C],140
00412A4F MOV DWORD PTR SS:[EBP-108],0F0 and 00412AC4 PUSH 0
00412AC6 PUSH 0
00412AC8 NOP
00412AC9 NOP
00412ACA NOP And make "Loading.bmp" image 320x240.
Play with this and you'll get what you want
 
Mar 23, 2014 at 10:21 PM
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Thanks again!
 
Mar 24, 2014 at 3:59 PM
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I wonder, is there a way to change the font color in the textboxes from white to black?
 
Mar 24, 2014 at 4:08 PM
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Bombchu Link said:
The font color is decided in three different places.
Address Hex dump Command Comments
00414219 |. 68 5AF8AD00 PUSH 0ADF85A ; |Arg4 = 0ADF85A

Address Hex dump Command Comments
004253AD |. 68 5AF8AD00 PUSH 0ADF85A ; |Arg4 = 0ADF85A

Address Hex dump Command Comments
0042549A |. 68 5AF8AD00 PUSH 0ADF85A ; |Arg4 = 0ADF85A


There.
Changing it in all three places should do it.
Also, the real color is something like 0F0000 (if I remember correctly), so don't get confused with the above example.
 
Mar 24, 2014 at 4:59 PM
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Cool. Thank you!
Question: where on Doukutsu Assembler do I put
Address Hex dump Command Comments
00414219 |. 68 5AF8AD00 PUSH 52525A ; |Arg4 = 52525A

Address Hex dump Command Comments
004253AD |. 68 5AF8AD00 PUSH 52525A ; |Arg4 = 52525A

Address Hex dump Command Comments
0042549A |. 68 5AF8AD00 PUSH 52525A ; |Arg4 = 52525A
for the font color?
 
Mar 24, 2014 at 8:16 PM
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Oh okay. I was confused there right now.
 
Mar 24, 2014 at 10:25 PM
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NoNameForEvil said:
Yo, I'm having a problem. I edited Kanpachi Ramasama-san-chan's sprite, but it doesn't show up ingame or in Booster's Lab.

https://dl.dropboxusercontent.com/u/77110082/ShareX/2014-03/2014-03-24_20-38-08.png

Anybody know what the deal is?
Did you make sure it occupies the same space that Kanpachi Ramasama-san-chan used to occupy?

And are you sure that you have the NPC sheets set up correctly? (I believe it's normally NpcGuest.pbm in NPC slot one, which is configured in "Mapdata")
 
Mar 24, 2014 at 10:36 PM
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EnlightenedOne said:
Did you make sure it occupies the same space that Kanpachi Ramasama-san-chan used to occupy?

And are you sure that you have the NPC sheets set up correctly? (I believe it's normally NpcGuest.pbm in NPC slot one, which is configured in "Mapdata")
Oh yeah, the NPC sheets were the problem. Thanks, guy!
 
Mar 25, 2014 at 1:43 PM
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Could I have the assembly offset which has the air tank equip code?
Thank you in advance.
 
Mar 26, 2014 at 8:39 AM
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Instead of just guardingagainst water, I want to add an extra little function to it. Is this possible?
 
Mar 26, 2014 at 6:16 PM
hi hi
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Yes. What exactly do you want?
You don't have to edit an existing function, you would rather want to add a new function that checks if you have the Air Tank, and if you do, runs the code that does *something*. If you want details & stuff, PM me.
 
Mar 26, 2014 at 7:19 PM
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Hi, is it possible to add multiple mimiga masks? (Like add multiple appearences for Quote's in gameplay sprite?)
 
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