I rarely dabbled in ASM and never touched an EXE, so don't really expect me to even attempt to code in anything like that. I've just been sticking to cracking the file formats and writing tools for them. It's kinda amazing though how much this game can do without any code tampering though, but it could be a bit better regarding object definitions.
Only EXE hacks I would like to see are:
- Load files directly instead of using the CPKs. I'm not sure if this is even built in already! There's a work folder that was used in Unleashed for overriding files with the DLC, and I've seen reports of people sometimes crashing when there's some weird shit in the disk folder apart from the 3 Main cpks. This would likely be the best modification because it would reduce testing time to 0 instead of 2-3 minutes each time you modify something. Would also be bitchin' for mod distribution.
- Level Slot injection. Given they seem to use internal IDs, I'd imagine there's just a switch/case statement somewhere that checks the StageID and appends the level string(ghz, cpz). With the right definitions in the Archive XMLs, this would allow to put more levels in than replace the current ones.
This post has been edited by Dario FF: 14 April 2012 - 09:30 AM