The secret of the Move Camera Script (and extras)
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June 23rd, 2008 (03:48 PM). Edited June 24th, 2008 by cooley.
///Keepin' it simple
Join Date: Feb 2007
Location: United States
Quote originally posted by
Well, I have my own concept of "Map Scripting". It works well. I'm not entirely sure how it works, but it does and that's all that really matters. But you know, you can do map scripting in advance map 1.82 or anything lower. All you need to do is look in the advance/professional view of the header and it's all right there. But I guess it's easier for noobs that there's a map scripting box. It kind of ruins the fact that only masters can do it though...
And it's also kind of annoying because it took me like, three days to learn and master it and now I can't do anything without my hex editor. Good thing Ultraedit never expires for me!
So you'd understand what the bytes like 03 FF FF FF 08 04 FF FF FF 08 02 FF FF FF 08 00 represent in the hex editor huh?
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Yeah, I do now
03 FF FF FF 08 = Level script #3(on entering map), FF FF FF 08 = Pointer to script
04 FF FF FF 08 = Level script #4(validates values, and loads handler to 0x03000F28), FF FF FF 08 = Pointer to script
02 FF FF FF 08 = Level script #2(validates values, and loads handler to 0x03000EB0), FF FF FF 08 = Pointer to script
02 and 03 are the most used throughout the game.
04 is really for Immediate activites, they have only been used for "spriteface 0xFF 0x2"
But it's really up to people to experiment. I do not have time, you know, my hack, my programs, and my tutorials. xD
how's that for
Update on Eruption...
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