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[14/08/09] LF2 DLL Framework - Printable Version

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+--- Thread: [14/08/09] LF2 DLL Framework (/showthread.php?tid=2246)

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RE: [17/04/09] LF2 DLL Framework - Azriel - 04-25-2009

wow.

those are amazing stuff.

@Silva
any chance of obtaining a list of english terms corresponding to the hex terms? like in

mov [esp+60h+var_20], 1

what's [esp+60h+var_20]? is it like, the frame number, or something else.



Azriel~



RE: [17/04/09] LF2 DLL Framework - Boop - 04-25-2009

I don't actually know, and I don't have time to find out(sadly).

I just copied the whole AI procedure from IDA pro :p.

http://www.hex-rays.com/idapro/idadownfreeware.htm

It is quite cool :p. The AI procedure starts at:
004094C0 (press G in IDA and type it in, you'll get to the ai procedure, or somewhere close to it).


RE: [17/04/09] LF2 DLL Framework - Yuan - 05-17-2009

Hi Silva
Your rarara.Dll(17/01/09) will make effect:30 broken!!
It will become no special effect.
You can try Freeze's D>J.

And might I use the dll in my modified version?


RE: [17/04/09] LF2 DLL Framework - Boop - 05-17-2009

Hi,

I'm not the only one working on the dll. A large portion of it was written by genevrier.

1) I didn't write the code that broke the effect. Remove all the special itr + effect code and it will work again. I already posted and said that something broke effect 30.
2) Yes you can use it in your mod, that is the whole point of it.


RE: [17/04/09] LF2 DLL Framework - genevrier - 05-17-2009

I missed the lines for keeping the effect 30.
But it is easy to add it back.

go generic.inc
Quote:...

itr_effect proc

cmp eax,3
je short r1
cmp eax,30
je short r1

cmp eax,6
je e6
cmp eax,6000
jge short ie0
r2: jmp dword ptr [ie_r2]
r1: jmp dword ptr [ie_r1]

...
Add the bolded lines for now. I will fix it in the next release also.

P.S. Sorry, I missed the comment Silva gave in the previous page. rolleyes


RE: [17/04/09] LF2 DLL Framework - Yuan - 05-17-2009

Thanks Sliva and Genevrier. :)
Now I solved the problem.And sorry about my stupid question.


RE: [17/04/09] LF2 DLL Framework - 1477 - 05-25-2009

Hi All,

If anybody had noticed before, I uploaded an attempt to fix the DLL offsets so that it could be compatibile to work with the 'Num-Original' LF2 EXE about two weeks ago, because most crucial (big) EXE edits posted in this sub-forum are made in the 'Num-Original' EXE (even though Silva had made it clear that the EXE mods should be made in the No-Num version) :D. That attempt was buggy, and quickly failed when I tested it.

However, today I am proud to present a working, 'Num-Original' compatible DLL. Even though I have modified it for my customized version of Tomny's 'Frame 0-799' EXE, I also tested it thoroughly in the original, 'Num-Original' EXE, and it works perfectly. I have therefore concluded that the edits Tomny made in order to create the 'Frame 0-799' EXE are located at the bottom empty space of the EXE (therefore, it did not screw up any of the previous, original offsets).

In summary of all my previous chatter, I have created a Num-Compatible DLL. The build files are attached to the bottom of this post.

Note to Genevrier: In the future, please make any updates/edits to the Little Fighter 2 DLL on both the No-Num compatible DLL and the Num-Original compatible DLL I attached here. Thanks.

@Silva VV
Alright, alright, no need to get mean :D. Maybe Genevrier will do it.


~Solomon Leung


RE: [17/04/09] LF2 DLL Framework - Boop - 05-25-2009

(05-25-2009, 03:48 AM)1477 Wrote:  
Note to Genevrier and Silva: In the future, please make any updates/edits to the Little Fighter 2 DLL on both the No-Num compatible DLL and the Num-Original compatible DLL I attached here. Thanks.


~Solomon Leung


I have no intention of doing that. It is just a waste of time. Feel free to update this branch by your self... Maybe Genevrier will help you.


RE: [17/04/09] LF2 DLL Framework - Boop - 06-01-2009

    ASM-Code:
itr_effect_fall proc
 
	mov eax,dword ptr ss:[esp+0Ch]
	mov eax,dword ptr ds:[eax+2Ch]
	cmp eax,7
	je short no_injure
	cmp eax,8
	je short fall
	cmp eax,9
	je short change_team
	mov eax,dword ptr ds:[esi+edi*4+194h]
	jmp dword ptr [ef_r1]
r3:	jmp dword ptr [ef_r3]
 
 
 
change_team:
	mov eax, dword ptr ss:[esp+4]	
	mov eax, dword ptr ds:[esi+eax*4+194h]
	push ecx
	mov ecx, dword ptr ds:[eax+364h]
 
	mov eax,dword ptr ds:[esi+edi*4+194h]
	mov edx,dword ptr ds:[eax+368h] ; this line isn't needed, but i left it anyway
	mov dword ptr ds:[eax+364h],ecx
	pop ecx
	jmp dword ptr [ef_r2]
 
no_injure:
	mov eax,dword ptr ds:[esi+edi*4+194h]
	mov edx,dword ptr ds:[eax+368h]
	cmp dword ptr ds:[edx+6F8h],3
	je short r3
	jmp dword ptr [ef_r2]
 
fall:
	mov eax,dword ptr ds:[esi+edi*4+194h]
	mov edx,dword ptr ds:[eax+368h]
	cmp dword ptr ds:[edx+6F8h],3
	je short r3
	mov dword ptr ds:[eax+0B0h],50h
	jmp dword ptr [ef_r2]
 
itr_effect_fall endp


TheNave asked me to help him make an effect which changes the an enemies team to your team... So I did :D.
Just replace the itr_effect_fall thing in generic.inc with this one. When you use effect 9, and someone gets hit, it changes team.

Enjoy! report any bugs.


RE: [17/04/09] LF2 DLL Framework - hkmnhkmn - 06-20-2009

may i translate this to the LF2 official chinese forum ?