Thread Rating:
  • 8 Vote(s) - 3.88 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[14/08/09] LF2 DLL Framework
#61
(08-10-2009, 06:56 PM)SortaGuy Wrote:  
(08-09-2009, 07:17 PM)Lord Silva Wrote:  Edit: Theres a bug with timestop, just noticed :D. In time_loop proc, replace
lea ebx, dword ptr ds:[memAlloc+esi*4+esi]
with
lea ebx, dword ptr ds:[memAlloc+eax*4+eax]

This will be fixed in next release.

is this the fix for the timestop having effect in the next game if you quit your current one with timestop in effect?

This fixes timestop not working ;).
[Image: doty7Xn.gif]

10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.


Reply
Thanks given by:
#62
Found Bug
There are 4 players can be control
when i control the first player to use time stop, it works
but not for the other 3 players, when i use it didn`t work
Reply
Thanks given by:
#63
Update:
http://www.mediafire.com/?njjzzjzkyxm

Info: Includes fixes for timestop. Please report anymore bugs.
[Image: doty7Xn.gif]

10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.


Reply
Thanks given by:
#64
For the DCers around here that can't be bothered looking into the code, here's a list of all functions that rarara.dll has (as of 12 Aug 2009):
Code:
-- ITR
|
|-- KINDS (dvx = dvx-property, centerx = adjust centerx, -y = adjust -y) (t0 = type0, ta = all types)
||
||-- 8: dvx, centerx (t0, regular)
||-- 80: dvx (t0)
||-- 81: centerx (t0)
||-- 82: centery (t0)
||-- 83: dvx, centery (t0)
||-- 84: centerx, centery (t0)
||-- 85: centerx, centery, dvx (t0)
||-- 86: dvx (t3)
||-- 87: centerx (t3)
||-- 88: centery (t3)
||-- 89: dvx, centery (t3)
||-- 800: centerx, centery (t3)
||-- 801: centerx, centery, dvx (t3)
||-- 802: dvx (ta)
||-- 803: centerx (ta)
||-- 804: centery (ta)
||-- 805: dvx, centery (ta)
||-- 806: centerx, centery (ta)
||-- 807: centerx, centery, dvx(ta)
||-- 808: dvx, centerx (t3)
||-- 809: dvx, centerx (ta)
||-- 810: dvx, centerx (t1,t2,t4,t6)
||-- 811: dvx (t1,t2,t4,t6)
||-- 812: centerx (t1,t2,t4,t6)
||-- 813: centery (t1,t2,t4,t6)
||-- 814: dvx, centery (t1,t2,t4,t6)
||-- 815: centerx, centery (t1,t2,t4,t6)
||-- 816: centerx, centery, dvx (t1,t2,t4,t6)
||-- 817: dvx, centerx (t1)
||-- 818: dvx (t1)
||-- 819: centerx (t1)
||-- 820: centery (t1)
||-- 821: dvx, centery (t1)
||-- 822: centerx, centery (t1)
||-- 823: centerx, centery, dvx (t1)
|
|-- EFFECTS
||
||-- 6: Move the enemies to frame 150. State 150 immues to it.
||-- 7: Hit the enemies without bringing them to the injured frame.
||-- 8: Make the enemies fall immediately.
||-- 9: Change team
||-- 6xxx: Move the enemies to frame xxx (between 0 to 339). State 6xxx immues to it.
||-- 8xxx: Transform the enemies to ID xxx. State 80 immues to it. ID xxx immues to it.
||-- 7xxxyyy: XXX=Destination Frame Number, YYY=ID Number. The Itr will bring the enemy
||      to the specified frame number ONLY if they are of the specified ID.
||-- 8xxxyyy: XXX=Destination Frame Number, YYY=Current Frame Number. The Itr will bring
||      the enemy to the specified frame number ONLY if they are at the specified frame number.
||-- 1xxxyyyzzz: Move the enemies to frame xxx (between 0 to 339). Transform the enemies
        to ID yyy. Only enemies in state zzz will be affected by this effect. ID yyy
        immues to this effect. By putting 999 in xxx or yyy or zzz, the function of each
        part can separately be disabled. Putting 998 in zzz can affected only the enemies
        in state 11 and 16 (Dance of Pain).

-- STATES
|
|-- 20: attacks teammates only (frozen enemies will still be attacked)
|-- 85: allows to control direction in a move (^,v,<,>), increments frame# by 1
|-- 86: allows to control direction in a move (^,v,<,>); merely allows you to use the direction key
|-- 150: immues to itr/effect 6
|-- 156: immues to itr/effect 6
|-- 157: immues to itr/effect 7
|-- 158: immues to itr/effect 8
|-- 4xxx: transforms into xxx without pic-shift
|-- 6xxx: immues to frame changing part in itr/effect 1xxxyyyzzz.
|-- 1xxxx - timestop, xxxx=duration in TUs

-- OPOINT
|
|-- KINDS (used to spawn weapons into your hand. Normally you used kind 2, but that made you hold
||      the weapon like a type 1 weapon no matter what. Now it works like this:)
||-- 3: hold it like type 2
||-- 5: hold it like type 4
||-- 6: hold it like type 5
||-- 7: hold it like type 6

-- ID-properties
|
|-- 55
||
||-- if hp < 250: recover faster
|||
|||-- if dark red & red < 250: recover both faster
|||-- if red < 250 & dark red > 250: recover only red faster
||
||-- if mp < 250: 2 points faster recovery
||-- has no shadow

-- BACKGROUNDS
|
|-- perspective: xxx: spawns object id: xxx at the beginning of a fight (VS only)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

» Gallery | » Sprites | » DeviantArt
Reply
Thanks given by:
#65
http://www.mediafire.com/?nxmmnk0lnjj

Ok, don't know if anyone noticed, but the last version only worked with type 0 objects, it was a cheap fix on my part for a stupid bug which occurred.

Now it is fixed properly!!!!!!!!!!#@!$#@$#@ Timestop was really annoying, but I think I got 90% of the bugs out by now!


--------------------------------------------------------------------

Ok, everyone stop spamming this thread!!!! If you find a bug, figure out what causes it, and post here. If you don't know whats causing it don't post saying its a bug, because that won't help anyone fix it!

Don't ask questions about features which you can easily check you're self if you invest 2 minutes of your time, people have better things to do than answer questions which you could easily answer your self.

If you don't know what you are doing, read the first post and follow the links.

Don't request features.

This thread is only to post updates + report bugs(read above about posting bugs). That's it! anyone doing anything else will get a warning.
[Image: doty7Xn.gif]

10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.


Reply
Thanks given by: Silverthorn , naruto hyuuga
#66
I found 4 bugs.
1.In stage, the TS can't return to normal.
2.It hits many times when TS starts.
3.drink milk.
4.Firzen's chase ball.
Reply
Thanks given by:
#67
hi Buxie xD i am jackyehh99 =] welcome
Found Bug :
When Louis Press DJA (No Matter lf2.net or HP low)
And Transform To LouisEX
It Crashed
Reply
Thanks given by:
#68
(08-25-2009, 03:57 PM)Buxie Wrote:  I found 4 bugs.
1.In stage, the TS can't return to normal.
2.It hits many times when TS starts.
3.drink milk.
4.Firzen's chase ball.

1. Works fine for me

2.What hits many times?

3.It is like all the other weapons, if you throw a weapon during timestop, it won't move, so when you finish drinking it, it will be in the air. Feature :p.

4. Will look into it.



@hkmnhkmn:
Easy fix, just replace the current create_object proc with this one:
Code:
create_object proc
    
    MOV DWORD PTR DS:[ESI+418h],EBX
    pushad
    mov esi, dword ptr ss:[esp+24h]
    cmp esi, 400
    jg not_start
    lea ebx, dword ptr ds:[memAlloc+esi*4+esi]
    mov byte ptr ds:[ebx],0
    mov dword ptr ds:[ebx+1],0
    jmp return
    
not_start:    
    cmp timeStop,FALSE
    je return
    cmp edi,400
    jg return
    mov esi, dword ptr ss:[esp+20h]
    cmp esi,400
    jg return
    lea eax, dword ptr ds:[memAlloc+edi*4+edi] ;creator
    mov cl, byte ptr ds:[eax]
    lea ebx, dword ptr ds:[memAlloc+esi*4+esi] ;opointed thingy
    mov byte ptr ds:[ebx],cl
    mov ecx, dword ptr ds:[eax+1]
    mov dword ptr ds:[ebx+1],ecx
    
    
return:
    popad
    jmp [co_r]
create_object endp
[Image: doty7Xn.gif]

10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.


Reply
Thanks given by:
#69
>Works fine for me
Okey,I try again.
>What hits many times?
It hits twice when TS starts.
This is my blog. Welcome!
[Image: NZEqTuc.gif]
[Image: pAQylJd.gif]
Reply
Thanks given by:
#70
(08-29-2009, 08:10 AM)Buxie Wrote:  >Works fine for me
Okey,I try again.
>What hits many times?
It hits twice when TS starts.

Can I have the data for that? Or any data where something similar occurs? As far as I can tell, that doesn't occur very often in normal lf2, so it is hard to test/fix it.

I think the problem is, the object gets stuck in the itr frame, so the itr keeps interacting. I'm not really sure if there is a fix for it, other than disabling itr's on timestopped objects, I think that might ruin the time stop effect, because then you could just walk through all the balls and stuff.

Something to think about :p.
[Image: doty7Xn.gif]

10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.


Reply
Thanks given by:




Users browsing this thread: 17 Guest(s)