That's also one of the reasons item lists change after going between artifact listing screen and item listing screens. Has most ids for artifacts and items.Īs I mentioned elsewhere before, this script is probably injecting into display code. Then click OK and the option 'RPG VX type' will be available. ![]() Mov ,eax //write the value into the address Mov ebx, //load the output address into ebx Mov ,ecx //place the integer at the 4 bytes pointed to by r8 function declared as: cdecl void ConvertBackRoutine(int i, PTR_UINT address, unsigned char *output) The convert back routine should hold a routine that converts the given integer back to a row of bytes (e.g when the user wats to write a new value) Mov eax, //place the bytes into eax so it's handled as a normal 4 byte value Mov eax, //place the address that contains the bytes into eax Mov eax, //eax now contains the bytes 'input' pointed to ![]() Note: Keep in mind that this routine can be called by multiple threads at the same time. function declared as: cdecl int ConvertRoutine(unsigned char *input, PTR_UINT address) ![]() The convert routine should hold a routine that converts the data to an integer (in eax) Code: Select all alloc(ConvertRoutine,1024)ĭb 0 //Change to 1 if this custom type should be treated as a floatĭb 1 //Remove or change to 0 for legacy call mechanism
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |