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Quick Modding/Hacking Answers Thread

Jun 9, 2016 at 5:17 AM
Soup Man
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the only answer I can think of is "modding isn't perfect". But to be honest, I don't really know. its happened to my mods before and in every cave story guide they say to make backup upon backup upon backup to prevent redoing everything. if there is some other solution, its probably much more arduous and much more difficult than just keeping previous versions of your mod on hand in case anything goes wrong
Does it have to do with adding maps? Because it happened after I added a map.
 
Jun 9, 2016 at 5:20 AM
Professional Whatever
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Too many maps makes the executable break. I'm not sure what the maximum is, but deleting excess maps until you're under the limit will fix it.
 
Jun 9, 2016 at 5:21 AM
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Does it have to do with adding maps? Because it happened after I added a map.
adding maps in cave editor creates a bunch of problems from corrupting other maps, to corrupting the game. if you have done this I would advise you to replace the exe with one where you didn't do this. if you want to add a map simply copy another map and clean it of tiles and entities to start with a new slate
 
Jun 9, 2016 at 5:21 AM
Professional Whatever
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Try my method before you throw out your executable.
 
Jun 9, 2016 at 5:21 AM
Soup Man
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Too many maps makes the executable break. I'm not sure what the maximum is, but deleting excess maps until you're under the limit will fix it.
I got to 110. But I think I know why it broke the game. Cave Story is just very tricky.
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Jun 9, 2016 at 5:23 AM
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Too many maps makes the executable break. I'm not sure what the maximum is, but deleting excess maps until you're under the limit will fix it.
from what I remember, you could have something like over 180 maps with cave editor and like thousands with boosters lab (I remember noxid saying this somewhere, but I can't remember where).
 
Jun 9, 2016 at 5:24 AM
Professional Whatever
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My previous mods would say otherwise.
 
Jun 9, 2016 at 5:27 AM
Moo~
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CSTSF Mod couldn't go beyond 98 maps. So I guess it really depends on what you did with the mod in the first place.
 
Jun 9, 2016 at 7:15 AM
Professional Whatever
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Goerge I was responding to you, not virtual boy :V
 
Jun 9, 2016 at 2:17 PM
Soup Man
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How do you get the <FLA command and whatnot to work on u (Kings)?
 
Jun 9, 2016 at 2:43 PM
Soup Man
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Jun 9, 2016 at 3:22 PM
Soup Man
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I asked 2 questions and ... err.... your response baffles me. It's not an answer to either question, nor did I make a statement that you could be accepting. What does this mean, exactly?
I meant it's fine that I can't use the <FLA command on u (Kings) and will find an alternative.
 
Jun 9, 2016 at 4:13 PM
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He was asking if you can't, he didn't actually know. Since you haven't loaded a save file yet, I can't imagine it would work. Skip flags work though.
 
Jun 9, 2016 at 4:21 PM
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What's the known limit for the size of a map?
 
Jun 9, 2016 at 4:41 PM
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Well, it's over 128x100, so you shouldn't worry too much about it.
Actually, I plan on using maps of large size, and it's probably gonna have to be larger than that.
(Also, pretty sure that 128x100 isn't even close to the limit considering Sand Zone has a width of 200 iirc)
 
Jun 9, 2016 at 5:26 PM
Soup Man
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How do you make computer's screens turn on?
 
Jun 9, 2016 at 6:08 PM
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How do you make computer's screens turn on?
If you mean via TSC, then either <ANPxxxx:0000:0000 or <ANPxxxx:0000:0002 works.
xxxx is the event ID of the computer; 0000 switches it off while 0002 switches it on.

Actually, I plan on using maps of large size, and it's probably gonna have to be larger than that.
(Also, pretty sure that 128x100 isn't even close to the limit considering Sand Zone has a width of 200 iirc)
I think it can be larger than 200×200, but I'm not sure if there's a size limit.
However, at a certain height, tiles are also treated as water (regardless of tile type). What that height is, however, I don't know. (I only know about it since I was bored enough to jump off an unfinished map in Lunar Shadow and ended up drowning off-screen.)

In addition, maps that are too large will end up breaking the Map System. (Not sure what the width or height would have to be in order to break it; but if I remember correctly there's one map in Jenka's Nightmare where the Map System doesn't display a map?)
 
Jun 9, 2016 at 6:20 PM
Moo~
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Given the size of the game window, the largest a map can be before crashing the Map System may as well be 320x240. But even then the Map System starts off like it won't work, and then it loads the map for you.
 
Jun 9, 2016 at 6:40 PM
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In addition, maps that are too large will end up breaking the Map System. (Not sure what the width or height would have to be in order to break it; but if I remember correctly there's one map in Jenka's Nightmare where the Map System doesn't display a map?)
the largest a map can be before crashing the Map System may as well be 320x240. But even then the Map System starts off like it won't work, and then it loads the map for you.
The map system won't be a problem (considering I'm not planning to use it anyway), but it looks like i'll be able to make large enough maps, thanks.
 
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