Jan 12, 2011 at 8:49 PM
Hey.
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How would you change the coordinates of a major boss, like Monster X or Omega?
 
Jan 12, 2011 at 8:53 PM
Um... Chosen One? Yeah that'll work. : P
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Hax, which I don't know about.
 
Jan 12, 2011 at 9:00 PM
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I knew that part. I just don't know what I'm supposed to do from there.
 
Jan 12, 2011 at 9:03 PM
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Jan 12, 2011 at 9:36 PM
Been here way too long...
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Jan 12, 2011 at 9:44 PM
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Sig material
 
Jan 12, 2011 at 9:47 PM
Hey.
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Thanks you guys for being no help!
 
Jan 12, 2011 at 10:02 PM
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I am assuming it's just a value in the assembly code.
 
Jan 12, 2011 at 10:07 PM
Been here way too long...
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Look, just go to one of the major bosses and read through their code. If you see a mov into a local value at the beginning, change it and see what happens. Better yet, read through MORE of the code and see what's done with it later. x value should be +10 or sumpin.


Oh nevermind.
They reserve their own ram. Do you realize how baller that is?
So the value'll change per boss. Which one do you wanna know?
 
Jan 12, 2011 at 11:01 PM
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Jan 12, 2011 at 11:04 PM
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Because he's really going to make Monster Y which you fight in a large vertical shaft.
dibs
 
Jan 12, 2011 at 11:07 PM
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Noxid said:
Because he's really going to make Monster Y which you fight in a large vertical shaft.
dibs

That sounds awesome; only except it'd make the fight actually hard to beat. Not to mention it involves lots of Assembly...

Shadow Major said:
Why not just create the map around him?

Because I already started it, and I know right where I want to put him.
 
Jan 12, 2011 at 11:55 PM
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Has my question been thrown into the wind? Does editing the global water level change what happens when you hit any other water? Or is it specific to the Core Boss fight water? I ask because global usually means all in the ga
e, but water level could just mean the entity 191's water.

Also, Ollie you should probably look up the asm guide and then come back.
 
Jan 12, 2011 at 11:57 PM
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Tile-based water has the code for interaction with the player entirely contained within itself. There's a bit in the PC's code that handles the splash effect when you hit the water going more than a certain velocity. There's probably somewhere that checks global water level and if the player is under it then it sets the "in water" flag for the player.
 
Jan 13, 2011 at 12:14 AM
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Noxid said:
Tile-based water has the code for interaction with the player entirely contained within itself. There's a bit in the PC's code that handles the splash effect when you hit the water going more than a certain velocity. There's probably somewhere that checks global water level and if the player is under it then it sets the "in water" flag for the player.

As far as I can tell, entity 191 moves the global water level and the water level checks for contact and all that, because I canMt find anything anywhere else that checks for collision. Do you know a way around this, or am I going to have to rewrite the global water level somewhere else and add the damage?
 
Jan 13, 2011 at 12:32 AM
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I dont know. You could make a "water" entity that, when touched sets flag 100 on the player tile collision variable and deals damage, then you just place it on top of map tiles that are type 00 and look like water.

Otherwise something different or whatever you're thinking you have to do.
 
Jan 13, 2011 at 12:44 AM
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Noxid said:
I dont know. You could make a "water" entity that, when touched sets flag 100 on the player tile collision variable and deals damage, then you just place it on top of map tiles that are type 00 and look like water.

Otherwise something different or whatever you're thinking you have to do.

If only there were collision checks that I could look for, but I've searched and for some reason the only things that exsist in entity 191 is the code that contorls the water movment and in the background type 3 is the frame errect info. I thought that the moving entity simply activated the in water flags when you touched it. But it appears to be more beyond that for some reason.
 
Jan 13, 2011 at 12:52 AM
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For an entity, just do your own collision check. Get player X, cmp within certain range of entity x, do same for Y. If satisfies all checks, give water flag.
 
Jan 13, 2011 at 3:19 AM
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Ollie, [4bba60] appears to be the x val, and [4bba64 the y val].

Sooooooooo
Code:
CPU Disasm
Address   Hex dump          Command                                  Comments
0047B71E  |> \C705 60BA4B00 mov dword ptr [4BBA60],1B6000            ; Case 0 of switch The_Show.47B710
0047B728  |.  C705 64BA4B00 mov dword ptr [4BBA64],20000
Those be the initial co-ords! Change as you will.

In case you're wondering how to do this yerself next time, open up your exe, jump to the boss, and look for something immediately recognizable. In this case, I jumped down to the make new npc call, and saw what the x and y vales they were created at were. x was an offset (monster x's), and y was an offset plus a constant. Since the little fishies are created above the ground, it was safe to say that the offset was the y value. Check up in case zero for a mov into these values and here we have it.

(if you're wondering why I was editing the show, it was so I could be hacking Ollie's mod for Ollie with Olly)


@nox, what about monster sine-wave?
 
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