![]() ![]() 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. The rarity of bits is determined by your ability to discover hidden areas, though they never become plentiful enough that you will be fully upgraded in a short amount of time.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. These are used to access upgrades, and most will cost two to three bits. Gearbits are the way you access upgrades, and four of them must be combined before you have a usable piece of currency. They are found only after defeating a certain set of enemies or by discovering hidden areas slightly off-screen. Scattered throughout the land are gold chests that contain gearbits, this world's form of currency. It acts as a visual bookmark and reminder of your end goal. In the center of town is the marker for your progression, a diamond that will light up slowly as you activate modules and the pillars from each area. In the central town is a home that you are brought to after the introduction, a teleport pad, and shops to upgrade your character's abilities, guns, and health packs. The map is better for general direction than specific pathways, here is the zoomed out version The actual act of teleporting has a great animation. Your drifter enters some keys into a holographic display, kneels, and the screen shakes a bit as you gather energy before vanishing upwards in a beam of light. This means if you have already made a lot of progression beyond the teleport pad, you might want to hold off on traveling to save time. They are useful as quick checkpoints to bypass backtracking to the town for upgrades, but are generally located in the middle of a major area. These allow you to travel instantly from anywhere in the world to one of the predetermined points. Teleportation pads can be found in each major area. Each door will be marked with how many modules are needed, and drawing close to the door brings up an image that shows how far along you currently are. Other doors only require one or three modules. ![]() There are more than four modules in each area, and while not all are required to complete the game, certain doors will only open if you have found all eight. Modules make up a majority of the end goal requirements Since the end goal is simple and clear, you are free to focus on the smaller things you will encounter along the way. ![]() While this layout of objectives is simple, the execution and journey along the way to completing it is what makes it worthwhile. Once completed you are then able to utilize the main pillar for that area. Each section requires four modules to be activated before you can access and fight the main boss. It is clear early on that your main objective is to find and activate modules throughout each of the four surrounding areas. A large portion of what you could call story is interpretive, giving you visual clues in the form of imagery, environments, ruins, and scattered visions. The tutorial section, as well as the central town you make your home, give little bits of information about the world, its past, and its current state. A dog-like being with a glowing head leads you out and into the world. You begin the game after a vision of fantastical settings, giant humanoids lumber in the distance, corpses pile in a red sea, black tendrils reach out to consume you, and a light appears to promise respite from all of it.
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