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Couple of questions
#1
I think this is related to Hex editing?

Is it possible to give different characters different "Defense" multipliers like in Battle Mode but permanent to each character? So 1 person's attacks may do more damage to 1 person and less damage to another person because each character have different defense values.

Is there also a way to increase a character's bdefend value? So some characters can take more abuse when defending than others?

btw. I'm a total n00b at this hex editing stuff. I don't know how to do it at all whatsoever, I don't even have a program for it. Just wondering if these things are possible?

edit: along with that bdefend, is there a way to create different armors? like Julian's. And able to make it so a certain number of hits cut through the armor?

THANKS IN ADVANCE!
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#2
About the armor. I know of two different possible ways to make a character have an armor like Julien for example.

1. You just change the characters ID to one with a character that has a armor already. Which might not be what you're looking for.

2. I'm not going into detail here because I never did this myself but there are tuts for it. You're basically creating a invisible ball that follows you're character everywhere.
SO if someone hits you he first of needs to destroy the invisible ball which simulates the shield. I'll try and see if I can find a tutorial somewhere. Or maybe some advanced DCer is kind enough to explain it to you.
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#3
cupric monk has armor see how they made him.I try explaining use any invincible sprite make a ball which deletes itself one frame after the ball should have 2 frames with zero dvx first frame (0) with wait 2 sec(1) with state delete.Spawn it in front of char like this is a char [] this the ball in front of the char () this the enemy{} so happens is this [] () {} spawn it in every move except when attacking or using special attacks or throwing a char grabbing bla bla bla should i add 44? :p ok i am done maybe
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#4
I'm aware of the ball method with Broly and just tried Cupric Monk. That seems like a good idea and way to do it for a single character. But I am thinking of maybe making a mod, so I was wondering if it's possible to hex in special armors like Julians or something.
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#5
I have similar question few months ago.. and i had to find solution by myself.my thread solution
hope this help :)

oor, you're talking about making whole new shield, armor by you?
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#6
(09-03-2013, 04:29 AM)Marko Wrote:  I have similar question few months ago.. and i had to find solution by myself.my thread solution
hope this help :)

oor, you're talking about making whole new shield, armor by you?

Thanks! this is similar to what I had in mind... unfortunately it is too complex for my brain so I guess I'll have to scratch the idea.
didn't realize there were so many steps and how complex it was.
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#7
Don't give up just yet. Its pretty easy in fact. Reverse engineering isn't as hard as people think. All what you will be doing is open your exe with olly dbg (make sure all the RES edits are applied before doing that), "warp" to an address, change the values to suit your needs and save your exe:
[Image: UDd8Tgr.png]

The address for louis's armor is "0042E6EC". So just goto that address, and change that id to what you want. Just put in mind that the number system Olly uses in hexadecimal (of base 16). Use this to convert in between: http://www.binaryhexconverter.com/decima...-converter

Now you probably don't want to tweak the existing one, but rather add an armor to a new id. To do this, you will need to detour a bit from that code. To do so, you will be using the "JMP" instruction to jump to somewhere down where you have all the empty space you like.
You will be doing something like this:
Originally,
Code:
0 MoveIdToECX();
1 CheckIfECXIs6();
2 GoToArmorStuffIfTrue();
3 SetThePowerOfTheArmorTo1();
4 DoOtherStuff();

Now,
Code:
0 MoveIdToECX();
1 JMP 50;
2 GoToArmorStuffIfTrue();
3 SetThePowerOfTheArmorTo1();
4 DoOtherStuff();

50 CheckIfECXIs6();
51 JNZ 2; //Jump if not equal to 0. 0 is the int for for false, so in other words; Jump if true 2
52 CheckIfECXIs9();
53 JNZ 2; //Jump if true 2
54 CheckIfECXIs2();
55 JNZ 2; //Jump if true 2
56 CheckIfECXIsA();
57 JNZ 2; //Jump if true 2
58 JMP 2; //Jump back to the original track

So the instruction you will be needing are:
JNZ -Jump if True
JMP -Jump Immediately

Also, you may as well use CALL and RTN. Just CALL into the new address's spot, and have a "RTN" at the end of your new code.
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#8
JNZ == JNE == Jump if not equal

CMP ECX,6
JNZ foo

if ECX is 6, you won't jump. If ECX is anything but 6 you will jump. You have it the wrong way around.



JNE and JNZ have the same machine code, they LITERALLY do the exact same thing, they only exist to make assembly easier to read, olly doesn't care about that and just makes all JNE's JNZ's.
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#9
Oops! Thanks for clarification! And I was wondering why is pressing enter at that spot jumped me to where Julian's armor is instead of continuing. I assumed it somewhat jumped again to louis's armor spot after doing some certain stuff with Julian's, but well. Thanks again.

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#10
iight man thanks. I'll give it another shot sometime next week and let you know if I still need helpzz.
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