Oct 30, 2010 at 12:57 AM
Err...carrotlord said:Assembly isn't like lego bricks, which is unfortunate.
But your idea will still work. You can run a conditional check to see if mimiga mask is equipped and make the weapons act/look differently based on that condition. That'd be much easier than adding new weapons.
What I was saying is that I would have some way of knowing which character was which (the aforementioned mimga mask item, although I'd need a way to keep it from actually appearing in the player's inventory). So when the game needs to read the weapon data, I'd just check to see if we're character B, and if we are, then tell the game that the weapon data is over thataway past the end of the normal executable where I put a duplicate of the weapon definition code except with completely different definitions. I'd probably have to recompute a checksum in the EXE header somewhere (or just decapitate the damn thing and change it to a .COM file), but besides that it should work, right?