STACK'S PRESET LAYOUT
Aug 27, 2008 12:40:46 GMT -8
Post by MultiplayerX on Aug 27, 2008 12:40:46 GMT -8
...never could think up something reasonable. The
stacks of many crates always had potential. Could put
a bunch of cars for cover iin streets. Guess that's
why nobody ever tinkered with it.
Oh, yeah, you *can't* use presets for other stages
and expect them to work. In fact, unless you are
really really lucky they will never work. The
addresses are always different when you load a
different stage, as each stage's background file is a
different length.
To get the preset addresses, you need to use the
setup mod for the level and when it tries to load (the
music will be going on in the background) enter code
generator. If you still have the doc I sent you on
8007 addresses, copy down the address for the 0xxx
presets. The first preset (0000) is that address, and
the next is 0x2C above that, etc. I can't find all of
those right now (very busy) but it really isn't that
hard so you'll do fine.
Now, jump to the address for the objects. The
objects always use the same preset NUMBER, although
the preset will be at a different memory address. I
attached a chart for the preset numbers each object
uses in stack's setup. If you know where the 0xxx
presets start you can figure it out easily.
However, you need to find the first 2A type object -
0100002A and copy down the address for the 2A. Also,
look ahead and find the address of the first 01000001
in memory. That is your first door, so get the
address for its type modifier as well.
In order to load the stage you'll need to set both
to 30. This stops the object list, which is good
because a 2xxx position (they both use them) missing a
pointer will crash the stage. Although you don't need
two stops, you will need to create one when you start
adding objects back in.
This most likely confused the living piss out of
you, so just go ahead and ask away...
-Zoinkity
respawns:
Preset #0
Preset #1
Preset #2
Preset #3
Preset #4
1 of image 14D = flag [08]
(08) (Preset #003C)
2 of Image 73 = body armour [15]
(15) (Preset #000F)
(15) (Preset #0010)
weapon 1
(08) (Preset #0005)
(14) (Preset #0011)
(14) (Preset #0012)
weapon 1
(08) (Preset #0006)
(14) (Preset #0013)
(14) (Preset #0014)
weapon 2
(08) (Preset #0008)
(14) (Preset #0017)
(14) (Preset #0018)
weapon 2
(08) (Preset #000A)
(14) (Preset #001B)
(14) (Preset #001C)
weapon 3
(08) (Preset #0007)
(14) (Preset #0015)
(14) (Preset #0016)
weapon 4
(08) (Preset #0009)
(14) (Preset #0019)
(14) (Preset #001A)
weapon 5
(08) (Preset #000C)
(14) (Preset #001F)
(14) (Preset #0020)
weapon 7
(08) (Preset #000B)
(14) (Preset #001D)
(14) (Preset #001E)
weapon 7
(08) (Preset #000D)
(14) (Preset #0021)
(14) (Preset #0022)
weapon 8
(08) (Preset #000E)
(14) (Preset #0023)
(14) (Preset #0024)
12 of Image 68 = window glass [2A & 2F]
(2A) (Preset #2710)
(2A) (Preset #2711)
(2A) (Preset #2712)
(2A) (Preset #2713)
(2A) (Preset #2714)
(2A) (Preset #2715)
(2A) (Preset #2716)
(2A) (Preset #2717)
(2A) (Preset #2718)
(2A) (Preset #2719)
(2A) (Preset #271A)
(2A) (Preset #271B)
8 of Image 12A = moving walls (archives)
(01) (Preset #271C)
(01) (Preset #271D)
(01) (Preset #271E)
(01) (Preset #271F)
(01) (Preset #2720)
(01) (Preset #2721)
(01) (Preset #2722)
(01) (Preset #2723)
2 of Image B6 = Stack/Basement Gate [01]
(01) (Preset #2724)
(01) (Preset #2725)
unused presets: (you can set things to these without a problem)
0025 0026 0027 0028 0029 002a 002b 002c 002d 002e 002f 0030 0031 0032 0033 0034
0035 0036 0037 0038 0039 003a 003b 003c 003d
stacks of many crates always had potential. Could put
a bunch of cars for cover iin streets. Guess that's
why nobody ever tinkered with it.
Oh, yeah, you *can't* use presets for other stages
and expect them to work. In fact, unless you are
really really lucky they will never work. The
addresses are always different when you load a
different stage, as each stage's background file is a
different length.
To get the preset addresses, you need to use the
setup mod for the level and when it tries to load (the
music will be going on in the background) enter code
generator. If you still have the doc I sent you on
8007 addresses, copy down the address for the 0xxx
presets. The first preset (0000) is that address, and
the next is 0x2C above that, etc. I can't find all of
those right now (very busy) but it really isn't that
hard so you'll do fine.
Now, jump to the address for the objects. The
objects always use the same preset NUMBER, although
the preset will be at a different memory address. I
attached a chart for the preset numbers each object
uses in stack's setup. If you know where the 0xxx
presets start you can figure it out easily.
However, you need to find the first 2A type object -
0100002A and copy down the address for the 2A. Also,
look ahead and find the address of the first 01000001
in memory. That is your first door, so get the
address for its type modifier as well.
In order to load the stage you'll need to set both
to 30. This stops the object list, which is good
because a 2xxx position (they both use them) missing a
pointer will crash the stage. Although you don't need
two stops, you will need to create one when you start
adding objects back in.
This most likely confused the living piss out of
you, so just go ahead and ask away...
-Zoinkity
respawns:
Preset #0
Preset #1
Preset #2
Preset #3
Preset #4
1 of image 14D = flag [08]
(08) (Preset #003C)
2 of Image 73 = body armour [15]
(15) (Preset #000F)
(15) (Preset #0010)
weapon 1
(08) (Preset #0005)
(14) (Preset #0011)
(14) (Preset #0012)
weapon 1
(08) (Preset #0006)
(14) (Preset #0013)
(14) (Preset #0014)
weapon 2
(08) (Preset #0008)
(14) (Preset #0017)
(14) (Preset #0018)
weapon 2
(08) (Preset #000A)
(14) (Preset #001B)
(14) (Preset #001C)
weapon 3
(08) (Preset #0007)
(14) (Preset #0015)
(14) (Preset #0016)
weapon 4
(08) (Preset #0009)
(14) (Preset #0019)
(14) (Preset #001A)
weapon 5
(08) (Preset #000C)
(14) (Preset #001F)
(14) (Preset #0020)
weapon 7
(08) (Preset #000B)
(14) (Preset #001D)
(14) (Preset #001E)
weapon 7
(08) (Preset #000D)
(14) (Preset #0021)
(14) (Preset #0022)
weapon 8
(08) (Preset #000E)
(14) (Preset #0023)
(14) (Preset #0024)
12 of Image 68 = window glass [2A & 2F]
(2A) (Preset #2710)
(2A) (Preset #2711)
(2A) (Preset #2712)
(2A) (Preset #2713)
(2A) (Preset #2714)
(2A) (Preset #2715)
(2A) (Preset #2716)
(2A) (Preset #2717)
(2A) (Preset #2718)
(2A) (Preset #2719)
(2A) (Preset #271A)
(2A) (Preset #271B)
8 of Image 12A = moving walls (archives)
(01) (Preset #271C)
(01) (Preset #271D)
(01) (Preset #271E)
(01) (Preset #271F)
(01) (Preset #2720)
(01) (Preset #2721)
(01) (Preset #2722)
(01) (Preset #2723)
2 of Image B6 = Stack/Basement Gate [01]
(01) (Preset #2724)
(01) (Preset #2725)
unused presets: (you can set things to these without a problem)
0025 0026 0027 0028 0029 002a 002b 002c 002d 002e 002f 0030 0031 0032 0033 0034
0035 0036 0037 0038 0039 003a 003b 003c 003d