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Neora 2.07 (PDK + DLL)
#51
Hey. This looks very cool! I just would like to suggest sticking to one naming convention in your tags.
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#52
well, i'm trying to do it at least in way to intuitivety understandable \ possible to remember and reproduce names

thats main reason why some tags or attributes was renamed since some update...

in attribute's style i'm using underline for object's head part (as long as all other parameters has same style)
and cammel way for all other things like in BDY or ITR, cuz there in no underlines by default lf2 style, but if attribute is just srinking of several words, then there is also a capital letters.

if anyone have a brilliant idea how to name any tag better for everyone's sence, then i'll change it just with pleasure
damn usability D:
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#53
Well such kind of projects are the future of datachanging, since it give us a billion of possibilities. It doesnt make you think so hard and create too much complex frames for releasing any stuff. Yea i will be moving from original exe to this, if i am am going to continue my mod or every mod. And i recommend this to everybody. :D thank you buddy

For now AI is a "must".
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#54
Underscores fit LF2 DC more than capital case. Another thing you can do is add a special prefix ("n_" perhaps) to all the new tags you've developed to differentiate them from the original LF2's.
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#55
So, the server is down?
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#56
empirefantasy, thanks for cheer up o/

Quote:Underscores fit LF2 DC more than capital case
agreed

Quote:So, the server is down?
which server?
file is still downloadable
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#57
Random bug... I was modifying Bat's data. After saving the modifications and reloading him, I got this popup saying it can't load the s file.
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None of the data in the bmp section was modified where the s image would be; only MP costs and moves. The game works fine when the data is assigned to another ID, so it must be an ID-specific bug.

Edit: Finally got the DLL compiling thing going on. Pretty interesting stuff. Would it be possible to adjust the HP gap for regeneration? It was possible with the original although somewhat limited. I'll show you the snippet of relevant code.



Downloaded 2.4. I see you redid your shaking code. Did you make sure you keep the guarding shaking 5 frames? I don't see the line for guarding an attack anymore.
MOV DWORD PTR DS:[EBX+0ECh],4
This line was for meant for when you guarded an attack. You shake for longer according to Cheat Engine. Maybe just reconfigure it to add two more frames if in state 7.
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#58
Quote:Random bug... I was modifying Bat's data. After saving the modifications and reloading him, I got this popup saying it can't load the s file.
About this i have a some bad news
First.
The reason why it does appear is unknown for me.
This bugs starts after Karter made his PDK. As long as Neora based on PDK, it also borrows bugs like that.

Next.
For Neora 2.04 i make it fixed for only 1 way: if you're using Dropbox (since December 2014 there is Dropbox v.3.x+).
The main reason why crash appears for Dropbox is that broken byte appears after "s" symbol in dump.
So, game tries to get
"sprite\sys\bat_0.bmp"
but in RAM it looks like
"s   prite\sys\bat_0.bmp"
in that space there is some full zero bytes, and for programm it means End of string.

That bug appears only after Game Folder was affected by Dropbox v.3.x+
After that even without that soft game still crashes. That means there is something changed in game folder. BUT. I made total compare between corrupted and uncorrupted version of game, and they're both same.
Dunno why. But only one more thing i found - the corruption somewhere in data folder. (as long as i replaced uncorrupted version of game files in broken then everything gonna works fine)

Yet. This bug bounded somehow with Karter's *.lfi format. Looks like there is a problem with switching between two different parse methods.

I don't know the real reason why broken string even appears in RAM dump. But i made minor fix that i've tested for Dropbox 3+. If u have another reason then i'm not sure it can help ya.


Finaly.
I've never post 2.04 version for here as long as it's only minor bug fix for only several users.
By the way you can grab it here: Neora 2.04

If u have mod that already corrupted by that damn "s" error, then just rebuild ur mod by moving all dat files, sprites and all needed files manualy to that 2.04 engine.
If everything fine, then error doesn't distract you anymore.

I'm still have this problem on mind, searching for the perfect solution.

Quote:Edit: Finally got the DLL compiling thing going on. Pretty interesting stuff. Would it be possible to adjust the HP gap for regeneration? It was possible with the original although somewhat limited. I'll show you the snippet of relevant code.
I guess u means something like i did post here?
If that so then i already done it. But didn't release yet cuz other stuff still unfinished.

Quote:Downloaded 2.4. I see you redid your shaking code. Did you make sure you keep the guarding shaking 5 frames? I don't see the line for guarding an attack anymore.
MOV DWORD PTR DS:[EBX+0ECh],4
I didn't changed anything in code about shaking.
Just embed it to the DLL sources and makes possible to change original value of shaking "3" \ "-3" to anything else.
By the way the rest of code is same

Quote:This line was for meant for when you guarded an attack. You shake for longer according to Cheat Engine. Maybe just reconfigure it to add two more frames if in state 7.
I did some tests. The shaking on guarded attack still works.
Isn't so?


UPD

Here is my code of shaking in DLL
Code:
shake_value db 3 ; Value of both Shaking effect on attack. "3" is default

main_Shake proc
        
        XOR EAX,EAX
        MOV AL, BYTE PTR DS:[shake_value]
        CMP DWORD PTR DS:[EBX+0B4h],0
        JL SHORT [victim]
        MOV DWORD PTR DS:[EBX+0B4h],EAX
victim:
        MOV ECX,DWORD PTR SS:[ESP+0Ch]
        NEG EAX
        MOV DWORD PTR DS:[EDI+0B4h],EAX
        JMP [shake_back]

main_Shake endp

And the code from exe file itself

Code:
0042EE0E  |> 83BB B4000000 >|CMP DWORD PTR DS:[EBX+B4],0
0042EE15  |. 7C 0A          |JL SHORT PDK.0042EE21
0042EE17  |. C783 B4000000 >|MOV DWORD PTR DS:[EBX+B4],3
0042EE21  |> 8B4CE4 0C      |MOV ECX,DWORD PTR SS:[ESP+C]
0042EE25  |. C787 B4000000 >|MOV DWORD PTR DS:[EDI+B4],-3

They aren't the same?
Or what i've changed? Maybe i'm really blind  >_<
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#59
That "s" bug:
It only happened on id: 38 for me, thus Bat's data was unable be modified. I didn't run into it anywhere else. Avoiding it was as simple as putting it in a different id.

Shaking:
The code seems fine. I ran a test between the two versions and the frame data seems to match. Sorry about that. I always thought that code saying 4 meant blockstun, but then I realized there wasn't a B4 marker there. The extra two TUs must be elsewhere in the game's code.

The post you linked:
Seems like what I want and even more. That looks really interesting. Didn't really notice the post as I haven't been around for a while. I can see the potential for coding bosses already. Beautiful...


Already have the update. Still waiting for the breakthrough that fixes dashing before taking this seriously. (Probably won't be for awhile) :P
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
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#60
Quote:Still waiting for the breakthrough that fixes dashing
that changes direction of dash to way of current facing?
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