Jun 28, 2006 at 5:00 AM
Join Date: Jun 18, 2006
Location: Montreal, Canada
Posts: 581
Age: 40
Weapon Scripts
Wondering where the weapon scripts are stored? Time to put the mystery to rest at long last!
There's no such thing.
After some poking around in a code dump and picking apart a structure that seemed like sprite data, I found a routine which handles the firing of a weapon and manages the projectiles. Turns out weapons are handled programatically in the code. There's absolutely no way to edit a "script" short of assembly hacking. Sorry everyone - even knowing where weapons are handled in the code would amount to nothing unless you can write machine code...
The above screenshot is a hacked fireball which bounces against walls and rises upwards slowly, hugging ceillings (instead of bouncing on them like it does with walls.) After a while it puffs out of existence. Little proof of concept - it can be done, but the behavior of this weapon is 100% coded in machine language.
All hope is not yet lost. I believe there's a way to "easily" edit the animation sequences. An interesting large chunk of MOV instructions into a big block of reserved memory seems like a series of bounding boxes that could be used to describe which frames make up the animation. If this is the case, however, short of changing the code there's no easy way to change the space reserved for animation sequences.
I'll post updates if I find anything that anyone with a hex editor can make use of.
Wondering where the weapon scripts are stored? Time to put the mystery to rest at long last!
There's no such thing.
After some poking around in a code dump and picking apart a structure that seemed like sprite data, I found a routine which handles the firing of a weapon and manages the projectiles. Turns out weapons are handled programatically in the code. There's absolutely no way to edit a "script" short of assembly hacking. Sorry everyone - even knowing where weapons are handled in the code would amount to nothing unless you can write machine code...
The above screenshot is a hacked fireball which bounces against walls and rises upwards slowly, hugging ceillings (instead of bouncing on them like it does with walls.) After a while it puffs out of existence. Little proof of concept - it can be done, but the behavior of this weapon is 100% coded in machine language.
All hope is not yet lost. I believe there's a way to "easily" edit the animation sequences. An interesting large chunk of MOV instructions into a big block of reserved memory seems like a series of bounding boxes that could be used to describe which frames make up the animation. If this is the case, however, short of changing the code there's no easy way to change the space reserved for animation sequences.
I'll post updates if I find anything that anyone with a hex editor can make use of.