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WHAT DO YOU THINK ......
#1
In your view. What do U think is the hardest in making lf mods.

IS it data changing?
IS it hex editing?
IS it spriting?
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#2
All of them. but the most is Spriting and HeXing. DCing is the easiest.

Spriting takes longtime.
HEX needs practice.
DCing needs time and patience.

off-topic: yay, my 200th post!
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#3
Well there isn't any opinions, there's just facts.
Hex editing is the most hardest thing.
Data changing isn't very hard but takes time to learn.
Spriting depend's on drawing skills, and they also can get better with time and practice.
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#4
HEX, meanwhile DCing is the easiest.
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#5
Well,hex hardest,dc is in the middle,spriting easy,but when i spriting(but be patient when spriting it's very hard to me),i get lazy and i can't finish my work.When i finishing Dc for char,when starting spriting,i'm getting to lazy and i can't finish my work.
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#6
Well,
Hex is definitely the hardest. Since I know a tad bit of how the hex works AND I'd be too lazy to debug and test -.-
Spriting is just slightly harder than data changing. Now I actually sprite more than DC D:
As for data changing, it's the easiest, even though it takes a bit of studying and trial-and-error. Including having to load LF2 again after changing the code.
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#7
(05-28-2011, 08:04 AM)Taniaetc Wrote:  Including having to load LF2 again after changing the code.

I think, that Lord Silva has solved that problem with Real Time Datachanger.
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#8
hexing is the hardest, spriting is much harder than datachanging especially lf2 style sprites, datachanging is easy and is the most fun. u just need to get the hang of it
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#9
@klodasmone
He also said that LF2 will start taking a LOT OF RAM if you mess around with itrs and bdys. I used that and it spoiled the whole thing. For me the original DCer is the best!
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#10
Probably spriting. Simply because creating proper spritesheets while maintaining a reasonably detailed level often takes ages. Many consider it boring (myself included) and actually forcing yourself to working on it is the real pain.

Hex is hard depending on its application. Doing the little overrides are fairly easy once you understand what you are doing. It's just being declared as "hard" because the ASM-code looks rather cryptic compared to what one is used to from higher-level programming-languages. The larger projects are, of course, pretty mindblowing. As an example, let's take Rammichael's hex-edit where he increased the object-count from 100 to 1000 that can be loaded. Technically, it's just an enlargement of an array, but applying it isn't that easy :p

Datachanging.... well, what can I say? I myself have started out with DCing, thought it was hard at the beginning. The thing that is actually hard about it is transforming your ideas into lf2-readable frames. No direct conditional statements, loops, functions, etc. That is what makes the advanced-DCing what it is: ununderstandable for DCing-newbies. But once you get behind this whole concept, it doesn't take you more than a bit of patience in achieving the effect that you want.

It is probably a different thing when creating mods, though. A full LF2-mod consists of roughly 30 characters, another 50-100 files related to them, 10 weapons, and 10 backgrounds. It's not a single discipline that makes it hard; it's the fact that it's so much to do. The sheer workload to do to achieve a unique mod is pretty intimidating. This is also the reason why, many times, people group together or need many years to split the work down to a reasonable level.

Some have the time, yet not the will. Some have the will, yet not the time. And the few that remain are the ones that usually produce mods.
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