May 9, 2017 at 3:36 PM
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you don't *make* hacks with booster's lab, it's more a way of distributing them to the unwashed masses. If you wanted to write your own custom assembly hacks you'd use a combination of tools like ollydbg, doukutsu assembler, the reference documentation available around the forums, and a strong knowledge of x86 assembly.

Ah, thanks. That gives me the answers I need.
 
May 17, 2017 at 8:42 PM
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I have been wondering, how does the game know which map to load for each map ID? I have looked at the code and it is an array, and with the <TRA command, it takes the map ID, multiplies it by 1000, then adds 4BF000 or 4DF020, pushes the address, then it calls function the at 481010 (sprintf) which probably stores the result in a pointer to that maps files. What I have been wondering is what is at those addresses. Is the filename string and the map name in game stored there?
 
May 17, 2017 at 8:44 PM
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yes
 
Jun 7, 2017 at 7:04 PM
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in the bullet functions
 
Jun 8, 2017 at 6:18 AM
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try...... reading the function list?
 
Jun 8, 2017 at 7:37 AM
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p358777-0-wiqkhuk.png

two ????????

e: I just looked and it's there. Like, painfully obviously there.
 
Last edited:
Jun 8, 2017 at 2:00 PM
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If you can't find it from this i suggest going back and studying the fundamentals because this is very very easy
 
Jun 8, 2017 at 3:45 PM
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Jun 9, 2017 at 3:13 AM
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Nothing. Although something actually useful would be nice...
Open it up in Olly and check the functions, with the ASM guide telling you how the framerects would look like, maybe? If that isn't easily helpful to you, you can always try working the shaft. :^)
 
Jun 9, 2017 at 6:06 AM
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wow gee sorry I forgot my mind reading hat at the laundromat last week and yknow its just been such a hassle for me trying to guess what people want without it
 
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