Free hacks!

Dec 29, 2009 at 2:34 AM
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Uncy Dave said:
In my mod, The first weapon, the Laser Knife is an edited version of the nemesis. I originally didn't want it to level up, because when it levels up, the bullets travel slower. Gir mentioned changing the assembly, so that all the levels of the nemesis, have the same code, and I can simply change the damage on each level, with a hex editor. Can anyone please show me how this is done?

0x093E0 - change 02 to 01
0x093FC - change 03 to 01

Oh but this won't change sound effects, I can look into that a bit later though.
 
Dec 29, 2009 at 3:31 AM
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rmrmknfkej
if anyone has the last version of espees weapon editing tutorial, it says something about changing exp sizes. can someone gimme the offset for that?
 
Dec 29, 2009 at 3:36 AM
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Energy crystal:

0x26A17 - Medium
0x26A1D - Large

Note: These values are for how much a weapon energy crystal has to be worth in order to switch sizes.

0x267D7 - Sound

That's all I have, I think it's what you're looking for.
 
Dec 29, 2009 at 3:46 AM
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thank yoooooou.
 
Dec 29, 2009 at 3:47 AM
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GIRakaCHEEZER said:
0x093E0 - change 02 to 01
0x093FC - change 03 to 01

Oh but this won't change sound effects, I can look into that a bit later though.

Ah thanks!
Changing sound effects is much simpler, so, I should be able to sort that out.
 
Jan 7, 2010 at 8:38 PM
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I really wanted to figure this one out myself, but I can't find the stuff. Maybe it's right in front of me again and I'm just too antsy to see it (that would be rather embarassing).
The nemesis projectiles spawn too far from the player; I need them closer so it's easier to hit enemies that are right up on ya'.

This is virtually the only thing that is keeping me from being able to finish.

EDIT: EEEE!!!!!! I found it when I was looking for where to change the SFX for lvl 3 without actually CHANGING the effect.

Huzzah!
 
Jan 16, 2010 at 3:22 AM
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Easy hack wasn't as easy as I thought. I figured I could kill an NPC by setting it's scriptstate to whatever and forcing it's [event.inuse] or [event.health] to 0, but that did the same as <DNP. I'm guessing there's some function that gets called when damage takes an NPC's health below 0, and the 0x0200 flag negates this, but I have no clue where to look for it, so I figure I could write my own function. However, I'm not sure what the format of it all is. For example, I know whenever there's a call, there's usually an add ESP x after it, and at the start of functions there's sub ESP x. What's that about?

Also, would I have to push values like [event.x] and [event.y] first, and if so how do I get them after? Usually I've just been using long jumps when I need extra code space, and that method maintains the value of [ebp+8]. However, I want this one to be usable for multiple entities (in case I run into this problem again).

My first idea was for the function to work like this, with whatever else needed to go in there for it to not crash of course.
Code:
Call A
add esp, ???

A: push ebp
mov ebp, esp
sub esp, ???
generate smoke 2x at coords [npc.x, npc.y]
play a sound
mov [npc.inuse], 0
mov esp, ebp
pop ebp
retn

Then I figured I probably had to push the values first... Maybe push [ebp+8], so I can get the right values without taking too much space in the NPC code, of which I can only compress so much. Also, the npc.struct is at 4bba34+[event.NPCID]*0x18, so I could do something like that to get it's proper death sound right?

Then I had the idea that, if I knew how to unset flag 0x0200, I could bypass all this tricky business altogether. But, it doesn't look like the NPC's flags are stored in [ebp+8]. Or, are they?

EDIT: Anyway, I'm going to sleep on it right now.
 
Jan 16, 2010 at 3:26 AM
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for the dying, check gaudi death animations.
 
Mar 17, 2010 at 10:13 PM
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Here's something really easy somebody might want to use;

401d6d - 401d76 change those to nops [90] to have the item cursor "remember" it's position when you close the inventory. Doesn't remember from session to session, of course...
 
Mar 21, 2010 at 12:15 AM
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oh ok all better!:confused:
 
Apr 21, 2010 at 10:35 PM
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BULLET POOPER:
Code:
push dir
push y
push x
push bulletid
call 403f80
add esp,10

case you hazzint found it yet
 
May 2, 2010 at 10:32 PM
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Anyone know where the code is that handles weapon swapping when you press A or S?

Can't find it for the life of me...
 
May 2, 2010 at 11:53 PM
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yeah, I have it, give a sec.

Edit: the function for the 's' key is at 004020E0. Look for the only call, and right next to it is where the 'a' one is.
 
May 3, 2010 at 12:12 AM
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Lace said:
yeah, I have it, give a sec.

Edit: the function for the 's' key is at 004020E0. Look for the only call, and right next to it is where the 'a' one is.

Sweet! thanks a million!

I'm doing something rather off-the-wall, but we'll see how it goes...
 
Jun 29, 2010 at 7:46 AM
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Sorry for the bump, but where is the firing animation located in? I want to remove it from the polar star.
 
Jun 29, 2010 at 6:53 PM
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Nothing wrong with bumping for a hacks.
Anyway what do you mean by firing animation like the starburst effect thing?
That's in the gun portion of the code.
 
Jun 29, 2010 at 7:24 PM
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Noxid said:
Nothing wrong with bumping for a hacks.
Anyway what do you mean by firing animation like the starburst effect thing?
That's in the gun portion of the code.

Yes, and also wat.
 
Jun 29, 2010 at 7:31 PM
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Well a weapon's charactaristics are divided into two segements - There's the gun code, that gets run every frame while the gun is equipped and handles stuff like what to do when the fire key is pressed. Then there's the bullet code, which deals strictly with the behaviour of the projectiles themselves once they're created.

What you're looking for is a call in the Polar Star gun code to the function that generates an animated effect. Simply nop that out or whatever and the effect will no longer appear.

I would give some numbers but like I don't have my stuff :/
 
Jun 29, 2010 at 7:34 PM
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Alright thanks for your help Nawksid :D

Also I just figured out how god damn abusable the fire ball and snake really are. God damn, why hasn't ever mod done this? It's so easy too! You can create wonders just by mashing a few numbers in.
 
Sep 17, 2010 at 4:12 PM
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This is a small demonstration hack to show off my new-found knowledge on input methods. I have remapped all the keys to use a WASD movement style with jumping and shooting done by mouseclick.

Yes, that's right. Mouseclicks.

Apply this hack to an unmodified Doukutsu and it should be good to go.

I'm not gonna lie, this is actually a pretty difficult control config to get used to. Definitely not something you want to play with a trackpad. It's more intended to be a "Hey look what I can do" deal.
Please tell me what you think.

Hex codes: http://tile44.org/~noxid/BasicMouseHack[4].zip
Executable: http://tile44.org/~noxid/DoukutsuMouse.zip
 
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