![]() This is an example of where it accesses the Red Heart statistic. You're asking where exactly I got the offsets for the specific statistics the answer is from the disassembled assembly code where Isaac itself accesses them. This is a quick diagram of isaac-ng's memory layout so you have a better idea of what MHUD2 does when it "follows the memory chain": ![]() You'll see in this file the important x86 Assembly command patterns that MHUD2 searches for: It's basically just a "nicer" way than using the 5 static offsets you used in your code. MHUD2 follows the different dynamic memory allocations that Isaac makes until it gets to the C++ class it wants (the Player class). The "complicated pointers, addresses" aspect, as you say, is where MHUD2 differs. Missing HUD 2 actually works in pretty much the same way that your code does once it gets the pointer to the Player object (but internally, rather than using ReadProcessMemory). Official IRC Channel: #themoddingofisaac on Please post all mod requests in the official mod request thread. FAQ You can see the current AB+ Documentation HEREĪ subreddit dedicated to the discussion of modding in The Binding of Isaac: Rebirth.
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