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Quick Modding/Hacking Answers Thread

Jul 29, 2017 at 6:11 PM
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alright so this is likely just a user error thing but,
I'm trying to use doukutsu assembler to apply a hack written in doukutsu assembler
more specifically, hina's no gravity fireball bullet found here
i've tried several of them in DA and every time get something along the lines of 'line number 10 line contents setnpinter unable to recognize this command
I figured I'd try to actually apply some previously made hacks using DA first before writing my own, but this is confusing me to no ends since what I know of DA and assembly it should be fine
 
Jul 29, 2017 at 6:13 PM
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"setnpinter"
vs
"setpointer"
 
Jul 29, 2017 at 6:17 PM
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the line contains setpointer
and it doesn't matter if it's exactly that either

EDIT: to clarify, i think it's trying to read the line as 'setnp'+'inter' instead of 'setpointer'
Code:
offset 404b30

#define
var1=[ebp-34]
level=[ebp+c]
#enddefine

enter ec,0

setpointer

inc bullet.distance
mov eax,bullet.distance
cmp eax,bullet.maxdistance
jle :working
mov bullet.inuse,0
push 0
push 3
push bullet.y
push bullet.x
call 40ac90
add esp,10
jmp :end

:working
mov var1,0
;up & down check?
mov eax,bullet.collision
and eax,2
jz :check2
mov eax,bullet.collision
and eax,8
jz :check2

mov var1,1

:check2 ;left & right check?
mov eax,bullet.collision
and eax,1
jz :check3
mov eax,bullet.collision
and eax,4
jz :check3

mov var1,1

:check3
mov edx bullet.direction
test edx,edx
jnz :check4
mov eax,bullet.collision
and eax,1
jz :check4
mov bullet.direction,2 ;bounce right

:check4
mov eax,bullet.direction
cmp eax,2
jnz :checkafter

mov eax,bullet.collision
and eax,4
jz :checkafter
mov bullet.direction,0 ;bounce left

:checkafter
cmp var1,0
je :working2

mov bullet.inuse,0
push 0
push 2
push bullet.y
push bullet.x
call 40ac90
add esp,10
push 1
push 1c
call 420640
add esp,8
jmp :end

:working2
cmp bullet.wassetup,0
jnz :wasset
mov bullet.wassetup,1
mov eax,bullet.direction
cmp eax,3
ja :was
jmp [eax*4+:StateTable]

:LEFT
mov bullet.movex,-400
mov bullet.movey,400
jmp :was

:UP
mov eax,Playerxvel
mov bullet.movex,eax
cmp dword playerxvel,0
jge :ur
;ul
mov bullet.direction,0
jmp :uc
:ur
mov bullet.direction,2
:uc
cmp directionfaced,0
jnz :facur
sub bullet.movex,80
jmp :facuc
:facur
add bullet.movex,80
:facuc
mov bullet.movey,-5ff
jmp :was

:RIGHT
mov bullet.movex,400
mov bullet.movey,400
jmp :was

:DOWN
mov eax,Playerxvel
mov bullet.movex,eax
cmp dword playerxvel,0
jge :dr
;ul
mov bullet.direction,0
jmp :dc
:dr
mov bullet.direction,2
:dc
cmp directionfaced,0
jnz :facdr
sub bullet.movex,80
jmp :facdc
:facdr
add bullet.movex,80
:facdc
mov bullet.movey,5ff

:was
jmp :render

:wasset
mov eax,bullet.collision
and eax,8
jz :nobounce
;bounce
mov bullet.movey,-400
jmp :gravity
:nobounce
mov eax,bullet.collision
and eax,2
jz :stillnobounce
mov bullet.movey,400
jmp :gravity
:stillnobounce
mov eax,bullet.collision
and eax,1
jz :noleftbounce
;leftbounce
mov bullet.movex,400
jmp :gravity
:noleftbounce
mov eax,bullet.collision
and eax,4
jz :gravity
;rightbounce
mov bullet.movex,-400

:gravity
;add bullet.movey,55
;cmp bullet.movey,3ff
;jle :yvelok
;mov bullet.movey,3ff
;:yvelok
mov eax,bullet.movex
add bullet.x,eax
mov eax,bullet.movey
add bullet.y,eax

mov eax,bullet.collision
and eax,0f
jz :render
push 1
push 22
call 420640
add esp,8
setpointer

:render
inc bullet.framenum
cmp level,1
jnz :level23
;level1render
cmp bullet.framenum,3
jle :finalrender1
mov bullet.framenum,0
:finalrender1

mov eax,0
cmp bullet.direction,0
je :noadd1
mov eax,10
:noadd1
mov bullet.displayu,eax
add eax,10 ;wysokosc
mov bullet.displayD,eax

mov eax,bullet.framenum
mov edx,10
imul eax,edx
add eax,80
mov bullet.displayl,eax
add eax,10 ;szerokosc
mov bullet.displayr,eax
jmp :end

:level23
cmp bullet.framenum,2
jle :finalrender23
mov bullet.framenum,0
:finalrender23
mov eax,10
mov bullet.displayu,eax
add eax,10 ;wysokosc
mov bullet.displayD,eax

mov eax,bullet.framenum
mov edx,10
imul eax,edx
add eax,c0
mov bullet.displayl,eax
add eax,10 ;szerokosc
mov bullet.displayr,eax

;trails
cmp level,2
jnz :level3t
;level2trail
push 100
push 0
push bullet.framenum
push -200
push 0
push bullet.y
push bullet.x
push 81
call 46efd0
add esp,20
jmp :end
:level3t ;level3trail
push 100
push 0
mov eax,bullet.framenum
add eax,3
push eax
push -200
push 0
push bullet.y
push bullet.x
push 81
call 46efd0
add esp,20

:end
leave
retn

:StateTable
print :LEFT
print :UP
print :RIGHT
print :DOWN
 
Last edited:
Jul 29, 2017 at 6:25 PM
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well are you missing the defines.txt that has all the custom commands in it because you need that too
 
Jul 29, 2017 at 6:27 PM
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that was my problem. I had the custom file just. Not in the folder. thanks a million
 
Aug 1, 2017 at 5:50 AM
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So, i was using the mimiga mask hack and when it gets above MIM0063, there's a black square around the character sprite. The problem is that i check the mychar file and there's nothing more than just 000000 black. Any clue as to why it happens?
bat.png
 
Aug 2, 2017 at 3:56 AM
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Is there a way to make the curly a.i work in any map? Because it only works in the labyrinth, whenever I put the curly a.i in a different map she will just stand there MENACINGLY.
 
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Aug 4, 2017 at 11:13 AM
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Is there a way to make the curly a.i work in any map? Because it only works in the labyrinth, whenever I put the curly a.i in a different map she will just stand there MENACINGLY.
She needs to be ANP'd into action, should be like state 10 or 20, but you can check the first couple of events in the Labrynth map.
 
Aug 12, 2017 at 10:58 PM
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Does anyone know how to make a critter you can talk to that won't move?
Whenever I add the 2000 flag thing it still moves but it can't hurt me which is good, but I don't want it to constantly be moving around.
I did this before but I forget how??
 
Aug 12, 2017 at 11:05 PM
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you could either hack in a new/change an NPC with assembly, or just use the <ANP command on it I think, to set it to whatever makes it not move. I think.
 
Aug 12, 2017 at 11:23 PM
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Or you just put critter sprites on a npc that doesn't move.
 
Aug 13, 2017 at 12:38 AM
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Or you just put critter sprites on a npc that doesn't move.
i don't want to get rid of sprites though
any other ideas? I did it before somehow

also anyone have any idea how to get the unused music like wind fortress in?

you could either hack in a new/change an NPC with assembly, or just use the <ANP command on it I think, to set it to whatever makes it not move. I think.
what's the animation thing again?
 
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Aug 13, 2017 at 2:39 AM
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this is from the modding guide.
<ANPx:y:z Animate NPc Animate npc X with method Y in direction Z [npc type determines Y values?]
I'm not sure which animation number to use in y to make the critter stop moving, but one of them probably does that. It might be 0 or something, but you can just test it out with trail and error.
the only problem would be if it stopped that animation you set to it if you approach it. I honestly don't know.

EDIT: About adding on unused music, you'd first need an ORG (which you can find on the main site, I believe) and Resource Hacker. There's a nice thread outlining it somewhere in the search function.
 
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Aug 19, 2017 at 3:35 AM
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You can make new spritesheets, something that's very convenient for most modders!
wait how do you do that?
I also don't know how to get it to pick where it's from
 
Aug 19, 2017 at 3:50 AM
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you have to follow the naming conventions
 
Aug 19, 2017 at 2:36 PM
ZYZZ Spur is the best gun because its super cool
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you have to follow the naming conventions
what are those?
sorry these are probably beginner questions

OH ALSO
important question:
I've been really wanting to get 2 different sprite sets (so I have the sandzone bone monsters and the gaudi labyrinth characters in one area) but it just doesn't seem to be working
I've seen the NPC set 1 and 2 but I don't exactly understand how that works... when I pick both it's not working.
 
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Aug 19, 2017 at 6:45 PM
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Make sure the new spritesheets are in the name format NpcLoremIspum.bmp with LoremIpsum being any word, really, and to have those in the Npc folder.

OH ALSO
important question:
I've been really wanting to get 2 different sprite sets (so I have the sandzone bone monsters and the gaudi labyrinth characters in one area) but it just doesn't seem to be working
I've seen the NPC set 1 and 2 but I don't exactly understand how that works... when I pick both it's not working.
For this one, this is easy! Both Sand Zone and Labyrinth npcs are set to read off of Npc set 1, so all you have to do is to open up the npc.tbl file in Booster's Lab and make it so the entities seen in the NpcMaze bitmap are set to load off of Npc Set 2. And then you'll be able to use both Sand Zone and Labyrinth enemies in the same map!
 
Aug 19, 2017 at 9:00 PM
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each map draws from two (2) spritesheets. whenever you use an entity, in its data it will decide whether to draw its sprites from the first option, the second option, or something like npcsym or regu. you can change which sprite sheet (1 or 2) they draw from with booster's lab's Edit npc.tbl button. you can just make a new .bmp and name it using the same naming conventions like noxid said (each one like NpcName basically), then in the mapdata section you would change Npc Set 1 or 2 to your new file, assuming you're using booster's lab.
 
Aug 19, 2017 at 9:21 PM
Moo~
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each map draws from two (2) spritesheets. whenever you use an entity, in its data it will decide whether to draw its sprites from the first option, the second option, or something like npcsym or regu. you can change which sprite sheet (1 or 2) they draw from with booster's lab's Edit npc.tbl button. you can just make a new .bmp and name it using the same naming conventions like noxid said (each one like NpcName basically), then in the mapdata section you would change Npc Set 1 or 2 to your new file, assuming you're using booster's lab.
Yeah um, exactly what I said. :V
 
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