![]() At that point, there's one section of crystals. The wall is safe up until right before the opening. Finally, the last section has a safe wall at the bottom with one big exception. For the third section, the bottom of the wall at the very top is also a safe section. The first and second spike sections both have walls at the bottom that you can rest against and heal. Another technique to getting through relies on walls that you can hug at the bottom and not trigger spikes. This shortens the amount of dashing you have to do and makes this room much easier. You can then walk over them for a few seconds before they regenerate. Another hint: if you roll a Special Grenade into the spikes, they will trigger. Hit "sit" right after a dash chain and you'll stop instead of sliding. ![]() Hint: after a dash chain you will slide, potentially overshooting rest areas. One piece of advice would be to avoid drifting into the traps when you reach one of the small islands for resting and recharging your stamina. All I can really say is "good luck" if you can make it through, you'll be hard-pressed to miss this set. Shortly inside the area, there's a doorway on the north side of the map that leads to an area full of crystal floor traps and enemies. The 8 Module door is located directly south of the West zone teleporter. Return Path.GetDirectoryName(path) + Path.DirectorySeparatorChar Īwait Task.Run(() => Parallel.ForEach(Data.Effect Increases the rate you recover health when using a Med Kit Location The Crystal Forest (West Zone). UpdateProgressBar(null, "Sprites", progress++, ) ScriptMessage("Export Complete.\n\nLocation: " + texFolder) TextureWorker worker = new TextureWorker() ![]() String texFolder = GetFolder(FilePath) + "Export_Textures" + Path.DirectorySeparatorChar Make sure the window looks like this, with your beginning and ending offset entered, before you click "OK": Click the "Edit" tab, and click "Select block". It's a lot of code to select, so to speed things up HxD has a select option to automatically select the block of code you want, using the beginning and ending offsets. ![]() Highlight offest 0 to 3A6F3 and delete it using backspace. If you highlight more than one byte HxD will show the first and last offest you've selected at the bottom of the window, under a "Block" label.įirst we are going to delete the unnecessary code at the beginning of the file. By default it automatically highlights offset 0 when you first open a file, the very first byte in the file. In HxD's case, it's in the bottom left corner. Usually hex-editing programs show somewhere the offset (the "location" in the file) of the byte you've highlighted. We are going to delete the extra data this part is tricky so read carefully. Because of this extra data it's unreadable by dedicated Game Maker-ripping programs (one of which we are going to use in a bit).įor this step you're going to need a hex editor (I am using HxD ). Remember our ".data" file? That's actually a data.win file wrapped in extra lines of data. Hyper Light Drifter was made with Game Maker, and generally games made with this engine have their data stored in a "data.win" file. If you don't care about them not being organized, then you don't have to read any further if you don't want to because I'm gonna cover the harder way next. ![]()
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