<!--QuoteBegin-Aurochs+May 15 2005, 08:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aurochs @ May 15 2005, 08:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Hivebrain+May 15 2005, 06:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hivebrain &#064; May 15 2005, 06:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The best way to do this would be to hack the HUD, but leave everything else alone. What I mean is: every second the HUD updates, deduct the actual time from 9:59, then display that number instead of the time. You&#39;d need to know ASM though. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--><br>That&#39;s a bit convoluted... All you need to do is find the code that initializes and updates the timer, and edit that to count down instead of up. I don&#39;t know why xenoSonic is trying to do this, but it may be an interesting experiment. =P <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--><br> No, that&#39;s not all you&#39;d need to do. If you actually change the way time works, you&#39;d need to alter other stuff, like the &quot;time over&quot; subroutine, the time bonus routines, and probably several other unforseen things. By keeping the ASM hack purely cosmetic, you avoid unexpected problems, but still achieve exactly what you want. 