Posts: 6,004
Original Join Date: May 6 2011
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Post by ThatGayModder™ on Feb 7, 2015 5:03:14 GMT 10
i would love a chris or barry partner for jill :3
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,564
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on Feb 7, 2015 6:47:42 GMT 10
the spawns are not different for chris and jill. so chris would then also get that extra chris or barry. also you'd need to modify EVERY single room. which i will definitely not be doing. i might make a mod to make the game a "tad" more difficult. but certainly not going to do EVERY room
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Post by sirtyler on Feb 7, 2015 7:20:48 GMT 10
So like, place the em09 files into the r202 folder then repack the arc file?
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,564
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on Feb 7, 2015 7:26:14 GMT 10
place the em09 extracted arc in the NativePC folder of the game
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Get away from him Jill, he's insane!
Posts: 236
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Post by GigaSnake on Feb 7, 2015 8:00:12 GMT 10
Time to place Terrible Demons in EVERY ROOM of the mansion! (Even the Spencer Room )
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Post by GreatKazooMan on Feb 7, 2015 12:15:43 GMT 10
So in theory, it would be possible with this to disable enemy spawns (just for the option, not permanent) with the editing? Sometimes I think it would be scarier with no enemies in the mansion, and then they spawn later...
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Deleted
Deleted Member
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Post by Deleted on Feb 7, 2015 12:28:54 GMT 10
Is it possible to make the friendly AI follow you and perhaps help you kill things?
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,564
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on Feb 7, 2015 20:55:54 GMT 10
Is it possible to make the friendly AI follow you and perhaps help you kill things? the friendly AI is ONLY in the room you spawn them in. in that room they will follow you and kill stuff... if you'd want a partner throughout the entire game you'd need to modify every room in the game. So in theory, it would be possible with this to disable enemy spawns (just for the option, not permanent) with the editing? Sometimes I think it would be scarier with no enemies in the mansion, and then they spawn later... i doubt this is possible. what you could do is have every enemy be in the room but fake dead on the floor and then they'll get up when you are near them.
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Posts: 7
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Post by sirtyler on Feb 8, 2015 0:37:53 GMT 10
Will they always get up each time you enter the room or do you activate them and they stay up for the remainder of the game? I'm only curious because I kind of want to swap enemies in certain tight rooms to make it a tad more possible XD
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,564
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on Feb 8, 2015 0:57:33 GMT 10
Will they always get up each time you enter the room or do you activate them and they stay up for the remainder of the game? I'm only curious because I kind of want to swap enemies in certain tight rooms to make it a tad more possible XD i'm not sure how the game handles them after you've made them active before... i haven't looked too much into it to be honest
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Feb 8, 2015 3:05:54 GMT 10
JTeghius Kittius> does your ems file is embeded in an xfs ? i also got reversed data ?
seems the gamedata is ported from xbox version
xfs is little edian but they contain bigedian files like ems and aev so data need to be readed in bigedian mode
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,564
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on Feb 8, 2015 21:36:56 GMT 10
JTeghius Kittius> does your ems file is embeded in an xfs ? i also got reversed data ?
seems the gamedata is ported from xbox version
xfs is little edian but they contain bigedian files like ems and aev so data need to be readed in bigedian mode the file in the ems folder is indeed an xfs file, which contains the ems values. i'm not entirely sure what you mean with reversed data though...
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Feb 8, 2015 21:45:31 GMT 10
i mean bigedian instead of little edian
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Post by sirtyler on Feb 9, 2015 2:58:26 GMT 10
He could be referring to what I was talking about before that someone else had brought up, like. Since I'm not sure if anyone viewed the photos I had posted then I will try to explain it to the best of my abilities. In the photo on your post that's copied off of kaoyon's post about gcn enemy swapping the line of code that is shown in the first photo of your tutorial is "45, 4D, 53, 00, 00, 05, 00, 1C, 00, 20, 00, 0C, 00, 1C, 00, 07" That's the first line. Now since it was taken from kaoyon's tutorial that is the same first line of code demonstrated from the r106.bat file from the gamecube version. If you look at the PC version of the same file a.k.a the r106.ems, the first line of code that I gave above is completely reversed. So like "45, 4D, 53" is completely reversed so you get something like "53, 4D, 45" and most of the numbers on that same line are either missing or different values. So you get a bunch of 00's and 01's rather then any of the numbers within the 2 lines in the first picture you posted. So basically in short, the PC version has different values and arranges them different from the GCN version which is why it was a bit confusing for me and I'm assuming a few others to follow the values because there different. Compare your PC file to the photo on this tutorial and you'll see what I mean. If you already knew this and you we're wondering about something else to the person above me who asked a question about it. Then I am sincerely sorry. If not then I hope I explained it a bit more therally then I had previously.
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Post by zeroth on Feb 9, 2015 7:02:18 GMT 10
He could be referring to what I was talking about before that someone else had brought up, like. Since I'm not sure if anyone viewed the photos I had posted then I will try to explain it to the best of my abilities. In the photo on your post that's copied off of kaoyon's post about gcn enemy swapping the line of code that is shown in the first photo of your tutorial is "45, 4D, 53, 00, 00, 05, 00, 1C, 00, 20, 00, 0C, 00, 1C, 00, 07" That's the first line. Now since it was taken from kaoyon's tutorial that is the same first line of code demonstrated from the r106.bat file from the gamecube version. If you look at the PC version of the same file a.k.a the r106.ems, the first line of code that I gave above is completely reversed. So like "45, 4D, 53" is completely reversed so you get something like "53, 4D, 45" and most of the numbers on that same line are either missing or different values. So you get a bunch of 00's and 01's rather then any of the numbers within the 2 lines in the first picture you posted. So basically in short, the PC version has different values and arranges them different from the GCN version which is why it was a bit confusing for me and I'm assuming a few others to follow the values because there different. Compare your PC file to the photo on this tutorial and you'll see what I mean. If you already knew this and you we're wondering about something else to the person above me who asked a question about it. Then I am sincerely sorry. If not then I hope I explained it a bit more therally then I had previously. It's certainly confusing me. I've also tried converting the whole file from big endian to little endian (and vice versa) as codeman suggested, but I still can't get it to match the screenshots of r106.ems in the original post. So far I've managed to change a single zombie from one type to another, but I can't go any further than that because I can't work out what the other values signify.
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