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. HLD is a great game in many ways and definitely worth playing through, although some of it´s accolades are undeserved imo.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. I would strongly suggest taking another route. Then the rest of the game was a complete cakewalk. I started out in the west area and that place and boss was tough without any upgrades. The pacing and difficulty curve can also be absoutely abhorrent. Then swing my sword again from the exact same location and then get a hit.Įnemies and projectiles would teleport in weird angles mid dash to my new location resulting in a hit. Sometimes I could stand right next to an object or enemy, swing my sword, see it go through my target and not get a hit. In a game where one mistake can result in a stunlock straight to death, that´s a cardinal sin.Īnd before people bombard me with "this isn´t a button masher" or "there´s a stamina bar", I know and it´s not about that. Multiple times I would press a button and nothing would happen. If you decide to make a Dark Souls-ey game, you must have great controls, which HLD certainly doesn´t. It also feels very unpolished in some key areas. The general exploring and combat is good and satisfying. The music fine and fitting, although I don´t get the hype some people throw at it. The graphics and artstyle is great and beautiful to look at. Just finished this yesterday after hearing it´s praises for years now. It got me with a good nostalgia reference in the flourish after difficult encounters (with a classic sega genesis game: Light Crusader). I make the Samurai Jack comparison because it often feels very meditative/considered both in the world and in combat. It feels very good to press just enough buttons to weave through combat and take out your foes. The implementation of the guns was also really fun and smooth, I really enjoyed the shotgun and the sniper. Another thing was the hitstun could be a bit bothersome and getting body blocked by enemies! Let me dodge through them god damnit! It did manage to balance enemy quantity with the tools you have available and was generally quite well put together in terms of encounters. I liked that the game demanded you be calm and not mash buttons but sometimes it felt a little too strict. In hectic moments a button tap too soon can spell doom for you because of the methodical nature of the gameplay. The combat can be a bit unforgiving in control.
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