yishbarr wrote:
Yeah, but that's an override. Unless I'm wrong.
Well, basically there are vectors for the player's "up" direction (player's rotation), and the camera's "up" (camera's rotation). I worked out that those were still functional if you change them
In the same chunk of memory (like 60 bytes away) I noticed it was writing the angle of the sticky gel you're stood on somewhere, but not doing anything with it.
So I just patched that to write it over the player's rotation, then borrowed a few bytes from speed paint immediately below to write those values over the cam's rotation too.
I guess you could call it an override yeah, I think of it as a bridge or something? The original code that does that is probably still in the game somewhere, but it'll be tough as hell to trace if it even is, because since it's not being used, I can just add a breakpoint and trace back to what's making the changes.
Quick before and after in case anyone likes a bit of assembly.
Modifications in Red
[spoiler]
[/spoiler]
yishbarr wrote:
Yeah, but that's an override. Unless I'm wrong.
Well, basically there are vectors for the player's "up" direction (player's rotation), and the camera's "up" (camera's rotation). I worked out that those were still functional if you change them
In the same chunk of memory (like 60 bytes away) I noticed it was writing the angle of the sticky gel you're stood on somewhere, but not doing anything with it.
So I just patched that to write it over the player's rotation, then borrowed a few bytes from speed paint immediately below to write those values over the cam's rotation too.
I guess you could call it an override yeah, I think of it as a bridge or something? The original code that does that is probably still in the game somewhere, but it'll be tough as hell to trace if it even is, because since it's not being used, I can just add a breakpoint and trace back to what's making the changes.
Quick before and after in case anyone likes a bit of assembly.
Modifications in Red