Suche hex-editor profis? - homer - 14.01.2010 14:03
Suche hex-editor profis?
Möchte eine cfw coden !
Habe schon angefangen den updater in C/C++ zu coden brauche aber jetzt zwei oder drei hex-editor profis dir mir helfen die .prx zubearbeiten!
Wenn jemand von euch mir helfen könnte fände ich das super!
Edit:kommt nartürlich in den credits vor!
RE: Suche hex-editor profis? - Cor7eZ - 14.01.2010 14:56
Denkst du etwa das ist so leicht?
Du codest wahrscheinlich seit 1 Tag in C/C++ da wirst du es nicht so einfach schaffen.
RE: Suche hex-editor profis? - homer - 14.01.2010 15:05
Ich code schon seit 3 monaten! Barot97 daran kann es nicht liegen!
RE: Suche hex-editor profis? - Berny - 14.01.2010 15:20
mhhh ich glaube nicht das das was vernünftiges wird ...
RE: Suche hex-editor profis? - Miche2245 - 14.01.2010 15:22
wie willst du bitte nen updater machen, ohne überhaupt die files zu haben? wtf?
und mit hexeditor kannst du das nich so hexen dass die 6.20 mit gen abhaut^^ glaubs mir
RE: Suche hex-editor profis? - HomerTheKing - 14.01.2010 15:25
Ich gebe dir einen Code anfang, lern den auswendig, dann reden wir weiter .
(Der Code ist der Menü code von Labyra .)
Code:
// Kikatzus Labyra Menu code
////////////////////////////////////////////////////////////////////////
// File: menu.wdl
// Game Menue o. Programm-Menue
////////////////////////////////////////////////////////////////////////
//
//]- Mod Date: 12/20/09 DCP
//]- Changed to 4.30 format
//]-
//]- Mod Date: 01/1/10 DCP
//]- Removed "weapon_init". Overriding weapons.wdl code
//]-
//]- 01/2/10 (JCL) "weapon_init" back in place.
//]- Otherwise all weapon-less games, like adeptus, won't start anymore.
//]-
//]- Mod Date: 01/5/10 DCP
//]- Remove all 'BRANCH' commands (replace with <foo>(); return;)
//]-
//]- Mod Date: 01/9/10 DCP
//]- Replaced all SYNONYMs with pointers
//
////////////////////////////////////////////////////////////////////////
//
////////////////////////////////////////////////////////////////////////
//define old_a52;
IFNDEF MENU_DEFS;
SOUND menu_click <click.wav>; // menu select sound
DEFINE menu_font standard_font; // menu font
BMAP button_low,<black.pcx>,0,0,64,10;// menu item background
BMAP button_hi,<white.pcx>,0,0,64,10; // menu selected item background
BMAP yesno_back,<black.pcx>,0,0,64,24;// yes/no panel background
BMAP yesno_low,<black.pcx>,0,0,28,10; // yes/no button background
BMAP yesno_hi,<white.pcx>,0,0,28,10; // yes/no selected button background
BMAP arrow,<arrow.pcx>;// mouse pointer
DEFINE YES_OFFS_X,2; // offsets for yes/no buttons to panel
DEFINE NO_OFFS_X,34;
DEFINE YESNO_OFFS_Y,12;
ENDIF; // MENU_DEFS
IFNDEF MENU_DEFS2;
DEFINE CONSOLE_MODE_2; // console line don't disappear after [ENTER]
DEFINE INFO_NAME,"stat";
DEFINE SAVE_NAME,"game";
ENDIF;
//////////////////////////////////////////////////////////
var menu_pos[2] = 10, 10; // position of menu on screen
var menu_dist[2] = 4, 12; // distance between buttons
var menu_offs[2] = 2, 1; // offset text to button below
var menu_max = 7; // max items per menu
var yesno_pos[2] = 10, 10; // position of yes/no panel
var yesno_offs[2] = 2, 2; // offset text to panel
//////////////////////////////////////////////////////////
// Texts and messages appearing in the menu
STRING new_game_str,"New";
STRING load_game_str,"Load";
STRING save_game_str,"Save";
STRING quit_game_str,"Quit";
STRING options_str,"Options";
STRING help_str,"Help";
STRING resume_str,"Back";
STRING yes_str,"Yes";
STRING no_str," No";
STRING quit_yesno," Quit?";
STRING ok_str,"OK";
STRING wait_str,"Please wait...";
STRING save_error,"MALFUNCTION... can't save game";
STRING load_error,"MALFUNCTION... save before loading!";
STRING helptxt_str,
"ESC - Menu
F1 - Help
F2 - Quicksave
F3 - Quickload
F4 - Multiplayer message
F5 - Toggle resolution
F6 - Screenshot
F7 - Toggle person mode
F11 - Toggle gamma
F12 - Toggle sound/music
F10 - Exit";
//////////////////////////////////////////////////////////
// a lot of default strings, actions and pointers
// which are used for the items of the menu
var menu_cursor = 0; // determines which item is selected
// strings for the names of the five games to save and load
STRING name1_str," ";
STRING name2_str," ";
STRING name3_str," ";
STRING name4_str," ";
STRING name5_str," ";
string* mystring;
// pointers to the actions to execute for each of the 7 menu items
action* menu_do1;
action* menu_do2;
action* menu_do3;
action* menu_do4;
action* menu_do5;
action* menu_do6;
action* menu_do7;
// pointers to save and restore any actions that were
// previously assigned to menu keys
action* old_menu_esc;
action* old_help_esc;
action* old_yesno_esc;
action* old_menu_enter;
action* old_yesno_enter;
action* old_cud;
action* old_cuu;
action* old_cul;
action* old_cur;
action* old_f1;
// Actions which are really performed if clicking one of the 7 menu items.
// The menu has to disappear before the action is executed
function _b1() { _menu_clear(); menu_do1(); }
function _b2() { _menu_clear(); menu_do2(); }
function _b3() { _menu_clear(); menu_do3(); }
function _b4() { _menu_clear(); menu_do4(); }
function _b5() { _menu_clear(); menu_do5(); }
function _b6() { _menu_clear(); menu_do6(); }
function _b7() { _menu_clear(); menu_do7(); }
function _buttonclick() { snd_play(menu_click,40,0); }
// Texts on the menu item buttons
TEXT menu_txt1 { LAYER 11; FONT menu_font; STRING empty_str; }
TEXT menu_txt2 { LAYER 11; FONT menu_font; STRING empty_str; }
TEXT menu_txt3 { LAYER 11; FONT menu_font; STRING empty_str; }
TEXT menu_txt4 { LAYER 11; FONT menu_font; STRING empty_str; }
TEXT menu_txt5 { LAYER 11; FONT menu_font; STRING empty_str; }
TEXT menu_txt6 { LAYER 11; FONT menu_font; STRING empty_str; }
TEXT menu_txt7 { LAYER 11; FONT menu_font; STRING empty_str; }
// The items of which the menu really consists.
// Each item is a panel with a single button.
PANEL menu_pan1
{
LAYER 10; FLAGS REFRESH,TRANSPARENT;
BUTTON 0,0,button_hi,button_low,button_hi,_b1,NULL,_buttonclick;
}
PANEL menu_pan2
{
LAYER 10; FLAGS REFRESH,TRANSPARENT;
BUTTON 0,0,button_hi,button_low,button_hi,_b2,NULL,_buttonclick;
}
PANEL menu_pan3
{
LAYER 10; FLAGS REFRESH,TRANSPARENT;
BUTTON 0,0,button_hi,button_low,button_hi,_b3,NULL,_buttonclick;
}
PANEL menu_pan4
{
LAYER 10; FLAGS REFRESH,TRANSPARENT;
BUTTON 0,0,button_hi,button_low,button_hi,_b4,NULL,_buttonclick;
}
PANEL menu_pan5
{
LAYER 10; FLAGS REFRESH,TRANSPARENT;
BUTTON 0,0,button_hi,button_low,button_hi,_b5,NULL,_buttonclick;
}
PANEL menu_pan6
{
LAYER 10; FLAGS REFRESH,TRANSPARENT;
BUTTON 0,0,button_hi,button_low,button_hi,_b6,NULL,_buttonclick;
}
PANEL menu_pan7
{
LAYER 10; FLAGS REFRESH,TRANSPARENT;
BUTTON 0,0,button_hi,button_low,button_hi,_b7,NULL,_buttonclick;
}
PANEL menu_select
{
LAYER 10.5; BMAP button_hi; FLAGS REFRESH,TRANSPARENT;
}
/////////////////////////////////////////////////////////////////////
// This action initializes the menu
// This just makes all menu items - buttons and texts above - visible on screen.
function _menu_visible()
{
if(menu_max >= 1)
{
menu_pan1.VISIBLE = ON;
menu_txt1.VISIBLE = ON;
}
if(menu_max >= 2)
{
menu_pan2.VISIBLE = ON;
menu_txt2.VISIBLE = ON;
}
if(menu_max >= 3)
{
menu_pan3.VISIBLE = ON;
menu_txt3.VISIBLE = ON;
}
if(menu_max >= 4)
{
menu_pan4.VISIBLE = ON;
menu_txt4.VISIBLE = ON;
}
if(menu_max >= 5)
{
menu_pan5.VISIBLE = ON;
menu_txt5.VISIBLE = ON;
}
if(menu_max >= 6)
{
menu_pan6.VISIBLE = ON;
menu_txt6.VISIBLE = ON;
}
if(menu_max >= 7)
{
menu_pan7.VISIBLE = ON;
menu_txt7.VISIBLE = ON;
}
FREEZE_MODE = 1; // when the menu is on screen, the game freezes
menu_cursor = 1; // place to first item
}
// This just lets all menu items disappear again
function _menu_hide()
{
menu_pan1.VISIBLE = OFF;
menu_txt1.VISIBLE = OFF;
menu_pan2.VISIBLE = OFF;
menu_txt2.VISIBLE = OFF;
menu_pan3.VISIBLE = OFF;
menu_txt3.VISIBLE = OFF;
menu_pan4.VISIBLE = OFF;
menu_txt4.VISIBLE = OFF;
menu_pan5.VISIBLE = OFF;
menu_txt5.VISIBLE = OFF;
menu_pan6.VISIBLE = OFF;
menu_txt6.VISIBLE = OFF;
menu_pan7.VISIBLE = OFF;
menu_txt7.VISIBLE = OFF;
menu_select.VISIBLE = OFF;
}
// This quits the menu, restores old key actions, and continues the game
function _menu_clear()
{
if(menu_cursor > 0)
{
_menu_hide();
ON_ESC = old_menu_esc;
ON_CUU = old_cuu;
ON_CUD = old_cud;
ON_ENTER = old_menu_enter;
FREEZE_MODE = 0;
menu_cursor = 0;
}
}
// One item up
function _menu_up()
{
menu_cursor -= 1;
_menu_set();
}
// One item down
function _menu_down()
{
menu_cursor += 1;
_menu_set();
}
// Highlights the selected menu item, onto which the menu cursor is placed
function _menu_set()
{
// cursor highlight has no effect in mouse mode
if(MOUSE_MODE >= 1) { menu_select.VISIBLE = OFF; RETURN; }
// restrict the menu cursor to valid values
if(menu_cursor < 1) { menu_cursor = menu_max; }
if(menu_cursor > menu_max) { menu_cursor = 1; }
// set the highlight panel onto the selected item, and make it visible
menu_select.POS_X = menu_pos.X + (menu_cursor-1) * menu_dist.X;
menu_select.POS_Y = menu_pos.Y + (menu_cursor-1) * menu_dist.Y;
menu_select.VISIBLE = ON;
_buttonclick();
}
// Desc: exceutes the action of the selected menu item
function _menu_exec()
{
// if alt or ctrl was pressed, don't execute the menu but the old action
if(KEY_ALT || KEY_CTRL) { old_menu_enter(); return; }
// now ececute the item action, dependent on the menu cursor position
play_sound(menu_click,60);
if(menu_cursor == 1) { _b1(); return; }
if(menu_cursor == 2) { _b2(); return; }
if(menu_cursor == 3) { _b3(); return; }
if(menu_cursor == 4) { _b4(); return; }
if(menu_cursor == 5) { _b5(); return; }
if(menu_cursor == 6) { _b6(); return; }
if(menu_cursor == 7) { _b7(); return; }
}
function menu_show()
{
_yesno_hide(); // if a yesno panel was active, hide it
// First, set all button panels to their correct positions
menu_pan1.POS_X = menu_pos.X;
menu_pan1.POS_Y = menu_pos.Y;
menu_txt1.POS_X = menu_pos.X + menu_offs.X;
menu_txt1.POS_Y = menu_pos.Y + menu_offs.Y;
menu_pan2.POS_X = menu_pan1.POS_X + menu_dist.X;
menu_pan2.POS_Y = menu_pan1.POS_Y + menu_dist.Y;
menu_txt2.POS_X = menu_txt1.POS_X + menu_dist.X;
menu_txt2.POS_Y = menu_txt1.POS_Y + menu_dist.Y;
menu_pan3.POS_X = menu_pan2.POS_X + menu_dist.X;
menu_pan3.POS_Y = menu_pan2.POS_Y + menu_dist.Y;
menu_txt3.POS_X = menu_txt2.POS_X + menu_dist.X;
menu_txt3.POS_Y = menu_txt2.POS_Y + menu_dist.Y;
menu_pan4.POS_X = menu_pan3.POS_X + menu_dist.X;
menu_pan4.POS_Y = menu_pan3.POS_Y + menu_dist.Y;
menu_txt4.POS_X = menu_txt3.POS_X + menu_dist.X;
menu_txt4.POS_Y = menu_txt3.POS_Y + menu_dist.Y;
menu_pan5.POS_X = menu_pan4.POS_X + menu_dist.X;
menu_pan5.POS_Y = menu_pan4.POS_Y + menu_dist.Y;
menu_txt5.POS_X = menu_txt4.POS_X + menu_dist.X;
menu_txt5.POS_Y = menu_txt4.POS_Y + menu_dist.Y;
menu_pan6.POS_X = menu_pan5.POS_X + menu_dist.X;
menu_pan6.POS_Y = menu_pan5.POS_Y + menu_dist.Y;
menu_txt6.POS_X = menu_txt5.POS_X + menu_dist.X;
menu_txt6.POS_Y = menu_txt5.POS_Y + menu_dist.Y;
menu_pan7.POS_X = menu_pan6.POS_X + menu_dist.X;
menu_pan7.POS_Y = menu_pan6.POS_Y + menu_dist.Y;
menu_txt7.POS_X = menu_txt6.POS_X + menu_dist.X;
menu_txt7.POS_Y = menu_txt6.POS_Y + menu_dist.Y;
// Now save the old actions of ESC, Cursor, ENTER keys into pointers
// and assign them them new actions required for the menu
old_menu_esc = ON_ESC;
ON_ESC = _menu_clear; // now ESC clears the menu
old_cuu = ON_CUU;
on_cuu = _menu_up; // CUU moves the selection cursor up
old_cud = ON_CUD;
on_cud = _menu_down; // CUD moves it down
old_menu_enter = ON_ENTER;
ON_ENTER = _menu_exec;// and ENTER ececutes the selected item
// and now place the menu cursor to the first item, and make the
// whole menu visible.
_menu_visible();
_menu_set(); // highlight first item
}
///////////////////////////////////////////////////////////////////////
// Yes/No Panel stuff
var yesno_active = 0;
// For saving and restoring the old key actions
action* old_y;
action* old_z;
action* old_n;
// Action to execute if YES is clicked on
action* yesno_do;
function _yes_exec() { _yesno_clear(); yesno_do(); }
// The yes/no panel consists of 2 buttons, not surprisingly
PANEL yesno_pan
{
LAYER 12; BMAP yesno_back; FLAGS TRANSPARENT,REFRESH;
BUTTON YES_OFFS_X,YESNO_OFFS_Y,yesno_hi,yesno_low,yesno_hi,
_yes_exec,NULL,_buttonclick;
BUTTON NO_OFFS_X,YESNO_OFFS_Y,yesno_hi,yesno_low,yesno_hi,
_yesno_clear,NULL,_buttonclick;
}
// Texts of the panel and the two buttons
TEXT yesno_txt { LAYER 13; FONT menu_font; STRING empty_str; }
TEXT yes_txt { LAYER 13; FONT menu_font; STRING yes_str; }
TEXT no_txt { LAYER 13; FONT menu_font; STRING no_str; }
///////////////////////////////////////////////////////////////////////
// Initialzes the yesno panel
function yesno_show()
{
_menu_clear(); // in case menu was switched on before
_yesno_clear(); // remove last yesno
// set the position of yesno panels and text
yesno_pan.POS_X = yesno_pos.X;
yesno_pan.POS_Y = yesno_pos.Y;
yesno_txt.POS_X = yesno_pan.POS_X + yesno_offs.X;
yesno_txt.POS_Y = yesno_pan.POS_Y + yesno_offs.Y;
yes_txt.POS_X = yesno_txt.POS_X + YES_OFFS_X;
yes_txt.POS_Y = yesno_txt.POS_Y + YESNO_OFFS_Y;
no_txt.POS_X = yesno_txt.POS_X + NO_OFFS_X;
no_txt.POS_Y = yes_txt.POS_Y;
// let everything appear on screen
yesno_pan.VISIBLE = ON;
yesno_txt.VISIBLE = ON;
yes_txt.VISIBLE = ON;
no_txt.VISIBLE = ON;
// Save the old key actions, and set the reqired panel actions
old_yesno_esc = ON_ESC;
ON_ESC = _yesno_clear;
old_n = ON_N;
ON_N = _yesno_clear;
old_yesno_enter = ON_ENTER;
ON_ENTER = _yes_exec;
old_y = ON_Y;
ON_Y = _yes_exec;
old_z = ON_Z; // for German keyboard...
ON_Z = _yes_exec;
yesno_active = 1;
FREEZE_MODE = 1; // freeze game
}
// let the yesno panel disappear
function _yesno_hide()
{
yesno_pan.VISIBLE = OFF;
yesno_txt.VISIBLE = OFF;
yes_txt.VISIBLE = OFF;
no_txt.VISIBLE = OFF;
}
// exit the yesno panel
function _yesno_clear()
{
if (yesno_active)
{
_yesno_hide();
FREEZE_MODE = 0; // unfreeze game
// restore old key actions
ON_ESC = old_yesno_esc;
ON_N = old_n;
ON_ENTER = old_yesno_enter;
ON_Y = old_y;
ON_Z = old_z;
yesno_active = 0;
}
}
///////////////////////////////////////////////////////////////////////
// Options sliders stuff
DEFINE SLIDER_LEN,70;
BMAP slider_map = <white.pcx>,0,0,10,10;
BMAP slider_bar = <black.pcx>,0,0,SLIDER_LEN,2;
var bar_val1 = SLIDER_LEN;
var bar_val2 = SLIDER_LEN;
var bar_val3 = SLIDER_LEN;
var slider_soundvol = 80;// 0, 100;
var slider_musicvol = 50;//, 0, 100;
var slider_resolution = 3;//, 1, 8;
PANEL option_pan
{
LAYER 10; FLAGS REFRESH;
HBAR 4,8,SLIDER_LEN,slider_bar,1,bar_val1; // just to draw a black line
HSLIDER 4,4,SLIDER_LEN,slider_map,0,100,slider_soundvol;
HBAR 4,28,SLIDER_LEN,slider_bar,1,bar_val2;
HSLIDER 4,24,SLIDER_LEN,slider_map,0,100,slider_musicvol;
HBAR 4,48,SLIDER_LEN,slider_bar,1,bar_val3;
HSLIDER 4,44,SLIDER_LEN,slider_map,1,8,slider_resolution;
}
STRING optionsound_str,"- volume +";
STRING optionmusic_str,"- music +";
STRING optionres_str, "- video +";
// move the cursor one slider up
function _slider_up()
{
if(MOUSE_MODE != 0) { RETURN; }
_buttonclick();
menu_cursor -= 1;
if(menu_cursor < 1) { menu_cursor = 3; }
}
// move the cursor one slider down
function _slider_down()
{
if(MOUSE_MODE != 0) { RETURN; }
_buttonclick();
menu_cursor += 1;
if(menu_cursor > 3) { menu_cursor = 1; }
}
// move selected slider to right
function _slider_right()
{
if(MOUSE_MODE != 0) { RETURN; }
_buttonclick();
if(menu_cursor == 1)
{
slider_soundvol += 10;
if(slider_soundvol > 100) { slider_soundvol = 100; }
}
if(menu_cursor == 2)
{
slider_musicvol += 10;
if(slider_musicvol > 100) { slider_musicvol = 100; }
}
if(menu_cursor == 3)
{
slider_resolution += 1;
if(slider_resolution > 8) { slider_resolution = 8; }
}
}
// move selected slider to left
function _slider_left()
{
if(MOUSE_MODE != 0) { RETURN; }
_buttonclick();
if(menu_cursor == 1)
{
slider_soundvol -= 10;
if(slider_soundvol < 0) { slider_soundvol = 0; }
}
if(menu_cursor == 2) {
slider_musicvol -= 10;
if(slider_musicvol < 0) { slider_musicvol = 0; }
}
if(menu_cursor == 3)
{
slider_resolution -= 1;
if(slider_resolution < 1) { slider_resolution = 1; }
}
}
function options_hide()
{
if(slider_resolution != VIDEO_MODE)
{
SWITCH_VIDEO slider_resolution,0,0;
slider_resolution = VIDEO_MODE;
_show_resolution();
}
FREEZE_MODE = 0;
option_pan.VISIBLE = OFF;
menu_txt1.VISIBLE = OFF;
menu_txt2.VISIBLE = OFF;
menu_txt3.VISIBLE = OFF;
ON_ESC = old_menu_esc;
ON_CUU = old_cuu;
ON_CUD = old_cud;
ON_CUL = old_cul;
ON_CUR = old_cur;
}
// Yet to do: modularize a slider panel
function game_options()
{
EXCLUSIVE_GLOBAL;
FREEZE_MODE = 1;
option_pan.POS_X = menu_pos.X;
option_pan.POS_Y = menu_pos.Y;
menu_txt1.POS_X = menu_pos.X + 2;
menu_txt1.POS_Y = menu_pos.Y + 15;
menu_txt2.POS_X = menu_txt1.POS_X;
menu_txt2.POS_Y = menu_txt1.POS_Y + 20;
menu_txt3.POS_X = menu_txt2.POS_X;
menu_txt3.POS_Y = menu_txt2.POS_Y + 20;
option_pan.VISIBLE = ON;
menu_txt1.VISIBLE = ON;
menu_txt2.VISIBLE = ON;
menu_txt3.VISIBLE = ON;
menu_txt1.STRING = optionsound_str;
menu_txt2.STRING = optionmusic_str;
menu_txt3.STRING = optionres_str;
old_menu_esc = ON_ESC;
ON_ESC = options_hide;
old_cuu = ON_CUU;
ON_CUU = _slider_up;
old_cud = ON_CUD;
ON_CUD = _slider_down;
old_cul = ON_CUL;
ON_CUL = _slider_left;
old_cur = ON_CUR;
ON_CUR = _slider_right;
menu_cursor = 1;
slider_soundvol = SOUND_VOL;
slider_musicvol = MIDI_VOL;
slider_resolution = VIDEO_MODE;
while(option_pan.VISIBLE == ON)
{
if(MOUSE_MODE == 0)
{
if(menu_cursor == 1)
{
if(bar_val1 == 0)
{
bar_val1 = SLIDER_LEN;
}
else
{
bar_val1 = 0;
}
bar_val2 = SLIDER_LEN;
bar_val3 = SLIDER_LEN;
}
if(menu_cursor == 2)
{
if(bar_val2 == 0)
{
bar_val2 = SLIDER_LEN;
}
else
{
bar_val2 = 0;
}
bar_val1 = SLIDER_LEN;
bar_val3 = SLIDER_LEN;
}
if(menu_cursor == 3)
{
if(bar_val3 == 0)
{
bar_val3 = SLIDER_LEN;
}
else
{
bar_val3 = 0;
}
bar_val2 = SLIDER_LEN;
bar_val1 = SLIDER_LEN;
}
}
else
{
bar_val1 = SLIDER_LEN;
bar_val2 = SLIDER_LEN;
bar_val3 = SLIDER_LEN;
}
SOUND_VOL = slider_soundvol;
MIDI_VOL = slider_musicvol;
wait(1);
}
}
///////////////////////////////////////////////////////////////////////
// save/load stuff
var slot = 0; // number of last score
function _menu_save1() { slot = 1; mystring = name1_str; _game_save(); }
function _menu_save2() { slot = 2; mystring = name2_str; _game_save(); }
function _menu_save3() { slot = 3; mystring = name3_str; _game_save(); }
function _menu_save4() { slot = 4; mystring = name4_str; _game_save(); }
function _menu_save5() { slot = 5; mystring = name5_str; _game_save(); }
function _menu_save()
{
menu_txt1.STRING = name1_str;
menu_txt2.STRING = name2_str;
menu_txt3.STRING = name3_str;
menu_txt4.STRING = name4_str;
menu_txt5.STRING = name5_str;
menu_txt6.STRING = resume_str;
menu_do1 = _menu_save1;
menu_do2 = _menu_save2;
menu_do3 = _menu_save3;
menu_do4 = _menu_save4;
menu_do5 = _menu_save5;
menu_do6 = _menu_clear;
menu_max = 6;
menu_show();
}
function load_status()
{
wait(2); // don't override previous LOAD etc.
ifdef old_a52;
LOAD_INFO INFO_NAME,0;
ifelse;
game_load(app_name,0);
endif;
}
function _game_save()
{
_menu_visible(); // was hidden before
INKEY mystring;
if(RESULT != 13) { _menu_clear(); return; }
_menu_clear();
save_status(); // save global skills & strings
ON_LOAD = load_status; // to automatically reload them
// msg.STRING = wait_str;
// show_message();
save(SAVE_NAME,slot); // save game
if(RESULT < 0)
{ // Error?
msg.STRING = save_error;
}
else
{
msg.STRING = ok_str;
}
show_message();
}
// after re-loading a game, reload all global parameters
function save_status()
{
ifdef old_a52;
save_info(INFO_NAME,0);
ifelse;
game_save(app_name,0,SV_INFO+SV_STRINGS+SV_BMAPS);
endif;
}
///////////////////////////////////////////////////////////////////////
function help_hide()
{
FREEZE_MODE = 0;
msg.VISIBLE = OFF;
ON_ESC = old_help_esc;
ON_F1 = old_f1;
}
function game_help()
{
FREEZE_MODE = 1;
msg.STRING = helptxt_str;
msg.VISIBLE = ON;
old_help_esc = ON_ESC;
ON_ESC = help_hide;
old_f1 = ON_F1;
ON_F1 = help_hide;
}
///////////////////////////////////////////////////////////////////////
// menu actions for a standard game
function _menu_load1() { slot = 1; _game_load(); }
function _menu_load2() { slot = 2; _game_load(); }
function _menu_load3() { slot = 3; _game_load(); }
function _menu_load4() { slot = 4; _game_load(); }
function _menu_load5() { slot = 5; _game_load(); }
function _menu_load()
{
menu_txt1.STRING = name1_str;
menu_txt2.STRING = name2_str;
menu_txt3.STRING = name3_str;
menu_txt4.STRING = name4_str;
menu_txt5.STRING = name5_str;
menu_txt6.STRING = resume_str;
menu_do1 = _menu_load1;
menu_do2 = _menu_load2;
menu_do3 = _menu_load3;
menu_do4 = _menu_load4;
menu_do5 = _menu_load5;
menu_do6 = _menu_clear;
menu_max = 6;
menu_show();
}
function game_exit()
{
save_status(); // save global skills & strings
EXIT "3D GameStudio (c) conitec 2002\n";
}
function exit_yesno()
{
yesno_txt.STRING = quit_yesno;
yesno_do = game_exit;
yesno_show();
}
// Desc: default action, to be replaced by a game-adapted action
function game_init()
{
key_init();
weapon_init();
main();
}
// dummy actions, if weapons.wdl or doors.wdl are not included
function weapon_init() { return; }
function key_init() { return; }
function menu_main()
{
menu_txt1.STRING = new_game_str;
menu_txt2.STRING = load_game_str;
menu_txt3.STRING = save_game_str;
menu_txt4.STRING = quit_game_str;
menu_txt5.STRING = options_str;
menu_txt6.STRING = help_str;
menu_txt7.STRING = resume_str;
menu_do1 = game_init; // normally an action which resets all
menu_do2 = _menu_load;
menu_do3 = _menu_save;
menu_do4 = exit_yesno;
menu_do5 = game_options;
menu_do6 = game_help;
menu_do7 = _menu_clear;
menu_max = 7;
menu_show();
}
VAR_INFO _entry = 0;
function game_entry()
{ // mark the score to re-enter the game (yet to do)
if(_entry == 0)
{
_entry = 1;
}
}
///////////////////////////////////////////////////////////////////////
function _game_load()
{
msg.STRING = wait_str;
show_message();
wait(1); // to display wait message before loading
load(SAVE_NAME,slot);
msg.STRING = load_error; // failed!
show_message();
}
///////////////////////////////////////////////////////////////////////////////////
// Desc: switches the mouse on and off
function mouse_toggle()
{
MOUSE_MODE += 2;
if(MOUSE_MODE > 2)
{ // was it already on?
MOUSE_MODE = 0; // mouse off
}
else
{
mouse_on();
}
}
// Desc: switches the mouse on
function mouse_on()
{
menu_select.VISIBLE = OFF; // menu now handled by mouse
MOUSE_MAP = arrow;
while(MOUSE_MODE > 0)
{
MOUSE_POS.X = POINTER.X;
MOUSE_POS.Y = POINTER.Y;
wait(1); // now move it over the screen
}
}
// Desc: switches the mouse off
function mouse_off()
{
MOUSE_MODE = 0;
}
//var MOUSE_SPOT[2] = 5,5;
////////////////////////////////////////////////////////////////////////////
// For debugging purposes, use the EXECUTE instruction
// to type in WDL instructions during gameplay, like at a console.
// You can examine skill values through "TO_STRING look,skill;"
STRING exec_buffer[128];
STRING look " "; // to see skills via TO_STRING;
TEXT console_txt
{
POS_X 4;
LAYER 10;
FONT standard_font;
STRINGS 3;
IFDEF CONSOLE_MODE_2;
STRING "Enter instructions below, abort with [ESC]:";
IFELSE;
STRING "Enter instructions below:";
ENDIF;
STRING exec_buffer;
STRING look;
}
function console()
{
if(console_txt.VISIBLE == ON) { RETURN; } //already running
console_txt.POS_Y = SCREEN_SIZE.Y - 60;
console_txt.VISIBLE = ON;
while(console_txt.VISIBLE == ON)
{
INKEY exec_buffer;
if(RESULT == 13)
{
EXECUTE exec_buffer;
IFDEF CONSOLE_MODE_2;
}
else
{
console_txt.VISIBLE = OFF;
}
IFelse;
}
console_txt.VISIBLE = OFF;
ENDIF;
}
}
// Implementing a scrolling console, instead of a 1-line one,
// is left as an exercise to the reader...
//////////////////////////////////////////////////////////////
// screen resolution display
//////////////////////////////////////////////////////////////////////
STRING resolution_str," ";
STRING screen_str,"Video ";
STRING x_str,"x";
// Mod Date: 11/1/00 DCP
// Replaced to_string, add_string, and set_string with
// str_for_num, str_cat, and str_cpy
function _show_resolution()
{
// compose the resolution string from strings and numbers
str_cpy(resolution_str,screen_str);
// now it reads "Video "
str_for_num(temp_str,SCREEN_SIZE.X);
str_cat(resolution_str,temp_str);
// now it reads "Video hhhh" (hhhh is the hor resolution)
str_cat(resolution_str,x_str);
// now it reads "Video hhhhx"
str_for_num(temp_str,SCREEN_SIZE.Y);
str_cat(resolution_str,temp_str);
// now it reads "Video hhhhxvvvv"
str_cat(resolution_str,x_str);
// now it reads "Video hhhhxvvvvx"
str_for_num(temp_str,VIDEO_DEPTH);
str_cat(resolution_str,temp_str);
// and now it reads "Video hhhhxvvvvxdd"
msg.STRING = resolution_str;
show_message();
}
function game_resolution()
{
_toggle_video();
_show_resolution();
}
//////////////////////////////////////////////////////////////////////
// Default key assignements to control the game
ON_ESC menu_main;
ON_F1 game_help;
ON_F5 game_resolution;
ON_F10 exit_yesno;
ON_TAB console;
ON_MOUSE_RIGHT mouse_toggle;
RE: Suche hex-editor profis? - Master_Jens - 14.01.2010 15:29
@HTK: Dein Code ist fürn Arsch xD Hat mit der PSP absolut nix zu tun.
RE: Suche hex-editor profis? - HomerTheKing - 14.01.2010 15:37
Ich weiß der soll aber mal C lernen, homer fragt mich nämlich immer per PN: "Wo kann ich C lernen".
Jo Update FAKEN^^ Mach doch gleich Spoofer.
@homer du brauchst eine SQL-Daten Bank, da das Update, ja die Daten per DB läd^^
RE: Suche hex-editor profis? - homer - 14.01.2010 15:40
Das war C/C++ für computer was ich aber jetzt kann!
RE: Suche hex-editor profis? - HomerTheKing - 14.01.2010 15:47
Du musst das für PSP können .
//
//include <local.topic = spam> // ironie Code
//include "Verarschst du uns.wdl"
/////////////////////////////////////
lol
RE: Suche hex-editor profis? - D!S - 14.01.2010 18:46
Du musst das für PSP können .
//
//include <local.topic = spam> // ironie Code
//include "Verarschst du uns.wdl"
/////////////////////////////////////
lol
Du schreibst auch nur Scheiße,sorry aber es ist so.Wenn du keine Ahnung hast einfach mal die Klappe halten,oder nicht posten!
Homer hat vernünftig gefragt und die schreibst nur Scheiß!
BTT:Wie könnte man dann die PRX Dateien auf die 6.20 einstellen,Miche2245?
lg D!S
RE: Suche hex-editor profis? - staj - 14.01.2010 19:02
homer, nach 3 monaten wird das sicher noch nichts mit einer vernüftigen cfw, ausserdem können die über 5.50 ja noch gar nicht geproggt werden sonst hätten es doch die wahren profis schon gemacht und nicht immer nur 5.50-mods rausgebracht
RE: Suche hex-editor profis? - D!S - 14.01.2010 19:42
Aber er versucht es zu mindest.
Nicht so wie Gen,die gleich aufgeben haben!
RE: Suche hex-editor profis? - pspbricker - 14.01.2010 19:45
Mit dem Hex Editor Edierst du keine PRX von einer CFW edieren.
Ausser vllt. den Firmware Namen ändern etc.
Wenn man die das Professionell machen willst, brauchst du den PRX Decrypter, den Source Code der dieser dir gibt musst du dann edieren und wieder kompillieren.
RE: Suche hex-editor profis? - xFlow ONE - 14.01.2010 19:53
gut das einer ihm hilft (pspbricker).
lasst ihn doch einfach sein ding durchziehen.
ich find das nee gute idee ob was raus wir ist was andere , aber wenigstens hat er ideen.
RE: Suche hex-editor profis? - Miche2245 - 14.01.2010 20:06
Mit dem Hex Editor Edierst du keine PRX von einer CFW edieren.
Ausser vllt. den Firmware Namen ändern etc.
Wenn man die das Professionell machen willst, brauchst du den PRX Decrypter, den Source Code der dieser dir gibt musst du dann edieren und wieder kompillieren.
faaalsch
der decryptet es nur.. keinerlei source code
@homer:um an den source zu kommen musst du reversen also reverse engineering dazu musst du wirklich was können..
@DIS: man kann keine prx per hex editor an ne fw anpassen wird nix^^
RE: Suche hex-editor profis? - Torky - 14.01.2010 20:27
homer, nach 3 monaten wird das sicher noch nichts mit einer vernüftigen cfw, ausserdem können die über 5.50 ja noch gar nicht geproggt werden sonst hätten es doch die wahren profis schon gemacht und nicht immer nur 5.50-mods rausgebracht
Stimmt 3 Monate in C zu coden ist überhaupt nicht ausreichend und selbst wenn er perfekt coden könnte nach der zeit fehlt noch einiges an wissen um die decryptete firmware so weit zu verstehen das er ne eigene cfw coden könnte.
Eine CFW 6.20 wäre jedoch sehr wohl möglich nur muss man GEN auch verstehen warum die mühe machen wenn man seine alte cfw nur mit neuen patches versehen muss was ja sony im grunde auch nicht anders macht (ein paar patches hier und da, mal eine neue funktion und fertig ist ne neue firmware).
RE: Suche hex-editor profis? - homer - 14.01.2010 20:32
@torky:Sowelche beiträge helfen mir nicht!
@all wiederholt euch nicht mit euren antworten dass ich das nicht schafen kann!
RE: Suche hex-editor profis? - ChaosNinja - 14.01.2010 20:41
Wie kann man nen Updater coden? Ich hab n paar Files und die möchte ich direkt ohne Umweg über den PC auf die PSP bringen. Könnt ihr mir nen Code geben, indem ich dann die Namen der Files eintragen kann. Complieren kann ich auch nicht.
Ich will jetzt nich noobig klingen... Es wär auch ne Alternative über LUA möglich. Aber ich will im Flash0 Dateien ersetzten, kenn aber den Code dazu nicht.
mfg CN
RE: Suche hex-editor profis? - 1887 - 14.01.2010 20:43
@HTK: Glaubst du eine neue CFW wird DIR jetzt in den händen gespielt ? Nein
auser Jemand hilft homer so wie er höflich gefragt hat oder schreibt gar nicht rein!
jetzt ist im Moment niemand an einer CFW ausser homer der es versucht!
HTK du kannst nicht warten das dir alles in den Händen gespielt wird oder besser gesagt für dich zu machen!!
D!S hat auch schon super sachen gecoded das hätest DU sicher nie geschaft!
also lass den Unsinn oder hilf im !!
PS: wenn du jetzt schreibst: pah... und was kannst du ?
ich kann derzeit nicht coden wegen dem Gymnasium!!
RE: Suche hex-editor profis? - Miche2245 - 14.01.2010 20:44
wiederholt euch nicht mit euren antworten dass ich das nicht schafen kann!
hast du schon ergebnisse? du "codest" ja schon ne weile was ich so mitbekommen habe^^ und alle glauben zurecht, dass du es nicht schaffen kannst, weil du noob-threads aufmachst.. hast "updater" schon geschrieben, obwohl du noch keine prx und sonst was fertig hast achja? dann schick mal kurz 3 zeilen(is ja nich viel) per pm kann dir auch bissl helfen falls du fehler hast, wenn was kommt
und wenn du fragst wegen prx mit dem hex editor machen, dann kann das nur noob sein, WEIL das jeder weiß dass das nich geht
sony im grunde auch nicht anders macht (ein paar patches hier und da, mal eine neue funktion und fertig ist ne neue firmware).
ne.. haben nen neuen kernel
@über mir: wenn du als coden lua meinst.. ich finde lua als noobig kann doch jeder.. und du hast grenzen .. wegen interpreter -.-
homer hat noch gar keine ergebnisse.. also kannst du nicht wissen, ob er was macht.
RE: Suche hex-editor profis? - ChaosNinja - 14.01.2010 20:53
Ja aber hast du den Code. Ich hab nur ein paar Dateien fürs XMB. Icons, etc.
Möchte sie aber nicht immer über den PC draufschieben nachdem ich geflasht habe. Ich kann nur LUA. Und das nicht gerade gut, aber Übung macht den Meister. Und es gibt auch viele Homebrews oder HB Games in LUA.
RE: Suche hex-editor profis? - HomerTheKing - 14.01.2010 21:33
Sorry,
homer könnte dir helfen, wenn es klappt freue ich mich, aber du brauchst glaube noch einige Daten auser PRX.
.
RE: Suche hex-editor profis? - 1887 - 14.01.2010 22:11
Super HTK hat es auch kapiert!!
Applaus!!
RE: Suche hex-editor profis? - HomerTheKing - 14.01.2010 22:14
Klar ,
homer, wie willst du das den in die Flashs verpacken/exportieren?
Oder soll es eine externe sein?
RE: Suche hex-editor profis? - D!S - 15.01.2010 15:15
@DIS: man kann keine prx per hex editor an ne fw anpassen wird nix^^
Ich hab doch davon gar nichts gesagt das das damit geht.=D
Ich habe dich nur gefragt wie es sonst möglich wäre...
Warum codest du nicht mal was,so wie ich deinen Posts entnehmen konnte,hast du ziemlich viel Ahnung!
lg D!S
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