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.
05-25-2009, 03:48 AM (This post was last modified: 05-25-2009, 04:54 PM by 1477.)
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) . 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 . Maybe Genevrier will do it.
05-25-2009, 07:29 AM (This post was last modified: 05-25-2009, 07:30 AM by Boop.)
(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.
06-01-2009, 01:00 PM (This post was last modified: 06-01-2009, 01:17 PM by Boop.)
ASM-Code:
itr_effect_fall procmoveax,dwordptrss:[esp+0Ch]moveax,dwordptrds:[eax+2Ch]cmpeax,7jeshort no_injure
cmpeax,8jeshort fall
cmpeax,9jeshort change_team
moveax,dwordptrds:[esi+edi*4+194h]jmpdwordptr[ef_r1]
r3:jmpdwordptr[ef_r3]
change_team:moveax,dwordptrss:[esp+4]moveax,dwordptrds:[esi+eax*4+194h]pushecxmovecx,dwordptrds:[eax+364h]moveax,dwordptrds:[esi+edi*4+194h]movedx,dwordptrds:[eax+368h]; this line isn't needed, but i left it anywaymovdwordptrds:[eax+364h],ecxpopecxjmpdwordptr[ef_r2]
no_injure:moveax,dwordptrds:[esi+edi*4+194h]movedx,dwordptrds:[eax+368h]cmpdwordptrds:[edx+6F8h],3jeshort r3
jmpdwordptr[ef_r2]
fall:moveax,dwordptrds:[esi+edi*4+194h]movedx,dwordptrds:[eax+368h]cmpdwordptrds:[edx+6F8h],3jeshort r3
movdwordptrds:[eax+0B0h],50hjmpdwordptr[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.