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theharber

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  1. I haven't tried it myself, but I'm pretty sure Lenny's Simple Trainer has that listed as the first feature.
  2. Just finished the tutorials & successfully added unlimited lives to Space Cadet Pinball 3D; thanks for the recommendations, that's definitely kickstarted a new hobby! edit. and froze player health in Enter the Gungeon; I'm giddy like a kid
  3. Beautiful work; to think this time last week I was griping about how Rockstar would never add this feature, and how I would just need to get used to it. You've helped a great deal at this point, so once I've used up your goodwill & patience, kindly say the word and I'll stop bugging you & try to find some youtube videos to point me in the right direction, but until that point... I'm not sure if it's related to memory patching per se, but I'm getting flashbacks of using the debug feature on my N64's gameshark (fire a shot, check for changes, highlight differences, rinse & repeat); sometimes I wouldn't even know what I was trying to change, I was just exploring how certain values effected the game. I'd love to rediscover that feeling on PC. I'm interested in picking away at some older games for practice, but can you suggest a basic toolkit? Is it just your flavor of IDE + whatever tool is needed for the game's archive (.pak, .dat, .etc)?
  4. That's awesome, appreciated! At the risk of sounding spoon-fed, do you have any suggestions on what sort of stuff a beginner could work on? I love seeing how games/computers work on a practical level, and I have almost as much fun digging around in OpenIV as I do playing the actual games; I'd love to contribute to the modding scene, just not sure where to get started. Just out of curiosity, are you affiliated with OpenIV?
  5. If it's no trouble, I'd absolutely love a version of the mod that disabled the reticle changes altogether. As for the x64 assembly, I appreciate your offer for pointers and I'll be sure to take you up on it once I'm more knowledgeable on the subject, but as a high-level programmer I'm absolutely mortified at the concept of assembly :P I'd love to learn, and I'm sure some of the fundamentals would carry between high to low level programming, but would you consider the coding involved in this mod to be reasonable for an amateur-enthusiast, or do you really need to grok the whole architecture before you can make sense of anything?
  6. Seems to work great! I'm fascinated by how this works, by the way; is there any posts or reading material you can suggest if I wanted to take a deeper look into subject / methods you might have used? I'd love to tinker around & try to prevent the reticle from turning red when aiming at an enemy. At first I thought preventing that might be a more complicated process, but it might be handled the same way the color change for the hitmarker was handled.
  7. The white hitmarker also appears at... RDR2 > data_0.rpf > data > cdimages > scaleform_generic.rpf > 0xE3E0C0B9.gfx ... as DefineShape4(7), DefineSprite (8), and DefineSprite (25).
  8. RDR2 > update.rpf > x64 > patch > data > cdimages > scaleform_generic.rpf > 0xE3E0C0B9.gfx I've opened the file in JPEX's Free Flash Decompiler & found the white hitmarker saved as DefineShape4(8), DefineSprite (9) and DefineSprite (29). I haven't located the red version of the hitmarker, but there's a solid red image that they might combine with the white hitmarker. The .gfx file also seems to have animation data related to hitmarkers, eg. DefineSprite (12: hitmarkers). I appreciate someone else taking a look at this; I'd love to hear your thought process on how something like this works if it leads to anything tangible.
  9. I recognize that once OpenIV released edit mode support for RDR2 I'll be able to accomplish this easily; I'm just wondering if it's possible to achieve beforehand.
  10. Hey everyone, I'm very new to modding, so forgive me if I'm going about this in a hamfisted way. Taking inspiration from a similar GTA5 mod, I was able to locate the sprite images for the X-hitmarker using OpenIV and a Flash decompiler. In the GTA5 mod, the author simply replaced the hitmarker sprite with a transparent image. However, unlike GTA5's OpenIV support, RDR2 doesn't have edit mode, so even though I'm able to extract the .gfx file and edit it, I have no means of reinserting it into the .rpf. Is there any way to accomplish this? Worst case, if I copied every file contained within the .rpf and replaced the original .gfx with the edited file, would I be able to recompile all of them back into an .rpf that RDR2 would recognize as legitimate?
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