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Quick Modding/Hacking Answers Thread

Mar 8, 2021 at 6:45 PM
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That's done via assembly hacking. There's a specific assembly hack that does that called the Title Screen Hack. It's even built into Booster's Lab. If you go to "Actions" -> "Hacking Tool", then select "titlescreen," and then it will patch the EXE with this hack that lets you have a custom image on the title screen.
 
Mar 8, 2021 at 6:56 PM
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That's done via assembly hacking. There's a specific assembly hack that does that called the Title Screen Hack. It's even built into Booster's Lab. If you go to "Actions" -> "Hacking Tool", then select "titlescreen," and then it will patch the EXE with this hack that lets you have a custom image on the title screen.
now what.

--Edit--
@HaydenStudios Ya there? anyone?
 

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Mar 8, 2021 at 7:10 PM
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Open up "Title.bmp" in the data folder. By default, the game extracts the title screen a framerect in that image with the top-left corner of (0, 0), and a bottom right of (144, 40). You'll probably want to edit "Title.bmp" to have your full image in the top left region of the image, and change the bottom-right X/Y framerect values to 320/240, respectively. The "X Render Position" and "Y Render Position" defines where the title image will be drawn. For your purposes, I'm guessing you'll probably want to change these both to 0.

I'm guessing that the graphics for the "New" and "Load" buttons will need to be placed directly to the right, outside of wherever you set the framerect for the title screen.

Once you've changed those values accordingly, you should be able to patch in the hack by clicking "Commit!"
 
Mar 8, 2021 at 7:12 PM
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Open up "Title.bmp" in the data folder. By default, the game extracts the title screen a framerect in that image with the top-left corner of (0, 0), and a bottom right of (144, 40). You'll probably want to edit "Title.bmp" to have your full image in the top left region of the image, and change the bottom-right X/Y framerect values to 320/240, respectively. The "X Render Position" and "Y Render Position" defines where the title image will be drawn. For your purposes, I'm guessing you'll probably want to change these both to 0.

I'm guessing that the graphics for the "New" and "Load" buttons will need to be placed directly to the right, outside of wherever you set the framerect for the title screen.

Once you've changed those values accordingly, you should be able to patch in the hack by clicking "Commit!"
you still make no sense but ok.
 
Mar 8, 2021 at 7:15 PM
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What part in particular doesn't make sense? Are you familiar with what framerects are? If this was confusing to you, I can make a picture that illustrates what fields in that Booster's Lab hack relate to what properties of the title screen.
 
Mar 8, 2021 at 8:05 PM
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I'm guessing that the graphics for the "New" and "Load" buttons will need to be placed directly to the right, outside of wherever you set the framerect for the title screen.
Actually, you can just draw the new ones in the title bitmap itself, especially since the "Don't Draw New/Load" option is there, and there is no setting to assign new framerects for those, anyway. Of course, you can also just have the origin for the title screen framerects be offset more vertically down for the bitmap, and keep the New/Load symbols intact.
 
Mar 8, 2021 at 8:07 PM
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Mar 8, 2021 at 9:17 PM
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Okay, let me know if this helps:
 

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Mar 8, 2021 at 9:27 PM
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Mar 13, 2021 at 2:56 AM
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Mar 13, 2021 at 3:03 AM
whaaaaaaaaaaaat?!?
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So, I'm working on a mod and I'm trying to have a boss fight, but the boss's HP Meter isn't working properly, and when I presumably defeat the boss, it's starts acting very weird.
Please note that this mod is very early in development and some things are subject to change.

looks like you didn't use the right entity event number for the <BSL command - make sure it's the one set to the boss entity.
as for the post-fight stuff, you need to select 'run event on death' for the boss entity and then give that event the corresponding <ANP/<CNP (easiest just to copy-paste from the original game) to display the defeat animation, put in whatever dialogue etc, change the music back and all that stuff

ie. something like this

<KEY
<CNP0400:0012:0000<ANP0400:0020:0004<WAI0140
<MSG
Fought off Boss!<WAI0140<NOD
<CMU0008<END
 
Mar 14, 2021 at 2:41 PM
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How do I get Boosters lab running on a Win Xp setup I'm thinking about switching to it.
The only thing I know about setting it up is that it requires Java but I don't know what version it needs.
 
Mar 14, 2021 at 4:48 PM
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Booster's Lab was originally developed when Java 7 was the current version, although I think Noxid may have made a couple of releases after Java 8 was first launched in March 2014 (the last Java release that officially supported Windows XP). I don't know whether or not Noxid ever made any changes to BL after the release of Java 8 that would make it depend on Java 8 or any updates made since the abandon of Windows XP, so I'd recommend a bit of trial-and-error until you find out what works.

If you currently have Java 7 installed, you can first see if that will allow you to open up the .jar and run it and use it normally. If not, you can try installing Java 8. Just know that it was only the first release of Java 8 that officially supports Windows XP. Subsequent updates to Java 8 might cause applications to behave weird on Win XP, but it might also be fine. If there was some Java 8 update that broke Windows XP, then you might have to scavenge the internet for the original Java 8 release, since Oracle doesn't publicly host a comprehensive archive of older versions of Java.
 
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Mar 14, 2021 at 9:55 PM
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Ok thanks I will try Java 7 and 8
 
Mar 28, 2021 at 8:14 PM
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How do you change the player sprite to the laying down sprite?
 
Mar 28, 2021 at 8:38 PM
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How do you change the player sprite to the laying down sprite?
It technically isn't the player object that switches to a sprite of lying down, but instead, in these cutscenes, it knows roughly where the player will be, and so has an invisible entity ready in that position, and then when the time comes in the cutscene, it uses the "<HMC" (hide my character) command, and then changes that invisible entity into an NPC of type Quote, and then animates it to lie down. Open up room 060, "Teleporter" in CE or BL. Notice that right on top of the teleporter, there's another NPC with event #260, which is currently an empty entity. In the cutscene when the Droll jumps on top of Quote, here's the code that executes:
Code:
<CNP0260:0150:0000<HMC
<ANP0260:0010:0000
That <CNP command changes the NPC to be Quote, then the <HMC hides the player object, and then the <ANP command is the command you're looking for, that's the one that makes Quote lie down on the ground. It makes Quote do animation 10, which is lying on the ground.

Something similar is done in the cutscene for Balrog pouncing on you in the Sand Zone, although that one is a little bit more elaborate.
 
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Apr 5, 2021 at 10:47 PM
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how do you change max amount of bullets on screen for any weapon?

is there an easy way to do it in boosters lab
 
Apr 6, 2021 at 1:33 AM
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is there an easy way to do it in boosters lab
Afaik, yes and no. There is one hack, but it's very limited, and it's aimed at more specific weapons and bullets spawned by entities.
p375451-0-798alq.png
 
Apr 6, 2021 at 9:30 AM
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Afaik, yes and no. There is one hack, but it's very limited, and it's aimed at more specific weapons and bullets spawned by entities.

Unless I'm somehow mistaken im pretty sure the weapon specific hacks have max on-screen properties?
p375452-0-snnxmh2.png
 
Apr 6, 2021 at 4:15 PM
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How do I change the game's icon to a custom one, I've been trying different ways to do it and they won't work.
 
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