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  1. S

    Noobish question

    http://courses.ece.uiuc.edu/ece390/books/labmanual/inst-ref-general.html see B.4.123; they're both opcode C3. I suppose it's kind of silly to explicitly point out it's a near return when you're doing 32-bit assembly, but my debugger refers to C3 as RETN by default, so that's what I'm used to...
  2. S

    Noobish question

    Well of course it's possible silly! I don't know per se where you should go to do it though. Here's my suggestion: use a cheat-finding program like GameShock to determine the memory address of the remaining ammo. Then set a memory breakpoint on that address. You're going to need extra code space...
  3. S

    Question about sprite data.

    There would be "hex data" in the form of machine instructions, but what I meant to say is that there can be no sort of table that encodes the directions and locations of sprites, since that's a dynamic thing that changes at runtime. The "locations of sprites" can only be stored as an algorithm...
  4. S

    Weapon energy hacking question

    What are you trying to do? Change the amount of XP that you get for killing an enemy, or change the sprite that's shown for a certain XP value (like for example make a 1XP unit look like the "big" triangle that's normally 20HP). Former: XP for killing a monster is a per-monster setting and is...
  5. S

    Noobish question

    Ok, that stuff was actually for the Booster v0.8. But 2.0 is simple enough: The booster fuel is stored in 49e6e8 same as v0.8. The first thing I tried was to just NOP over the SUB instruction at 415c62 which decrements your fuel while you're in the air. The problem with that though is that the...
  6. S

    Noobish question

    My notes say it's an unsigned char at 49e6e8. They also say that normally it's reset when (49e650 & 1) != 0 and (49e63c & 8) != 0. 49e650 is a "player equipped" byte, so I assume bit 0 is the bit for the Booster. 49e63c is the player block state mask. Doukutsu uses a LEFT, RIGHT, UP, DOWN...
  7. S

    Question about sprite data.

    No, the scripts will do an ANP to a STATE such as 0003, which will result in Sue standing, however I do not believe the sprites themselves are numbered in that way. Again I only know what I've seen in passing because I was not interested in that, but I think the internal sprite mechanism is...
  8. S

    Question about sprite data.

    I'm not really sure what you mean about direction and position. That's a game engine thing so there is no "hex data" for it. Direction is at +0x4C in each object structure in the game's internal array; which is literally just a simple 200-entry array, not a linked-list or anything. X and Y...
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    Programs by Echinda-san

    If you mean the Utilities page here, http://www.miraigamer.net/cavestory/downloads_5.php then yes it mentions it but the link is to that same kidradd URL I posted originally, and is quite broken. I was hoping someone could get the link fixed or possibly would have a copy on their harddrive...
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    Programs by Echinda-san

    It looks like Echidna-san's website at http://jte.kidradd.org/AGL/ is down--does anybody have copies of his software that was on it? I'm looking for the WinAmp Org Player and Agora's Legends.
  11. S

    Org Instruments

    I am writing an Org player/editor and I was wondering: ** First of all, does anyone know where I can find source code to an existing Org music player, such as Echidna-san's plugin for WinAmp, or in-depth documentation of the Org format (things like instrument waveforms etc, I already know the...
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