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02-20-2016, 07:19 PM
(This post was last modified: 02-20-2016, 07:20 PM by DrakeyC.)
Well, the visor is part of the background, yes. But it's there to stay, at least with the limits of my knowledge. Any time I moved the visor around or got rid of it, the beam went with it, too. I changed the 05 and the 01 in various combinations to various effects, but nothing simply got rid of the visor.
A curious thing, though - 01 01 kept the visor and the beam, but moved them to a different spot on the screen. Weird.
In lieu of getting rid of the visor, could I perhaps move the Alexander sprite over top of it to hide it?
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Get the C1 disassembly and look an go to the offset I mentionned. You must replace the instructions and their parameters. CMP and BEQ are two bytes each in this case, meaning you should try replacing them with 4 NOP instructions (#$EA).
The animation scripts disassembly is in the hacking documents sticky thread in Hacking Discussion and was even linked in this very thread I think a few days ago. At this point you should try gathering the most useful documents, disassemblies and such.
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Okay then, fair enough.
What next can I try to get rid of the visor?
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What I would do is check which pointer is loaded for the animation script and then locate the script in the document. There's 3 spots where pointers are loaded, search for $D1EAD8 in C1 then with a debugger set a breakpoint on those 3 spots before casting your summon. This should give you the pointer value.