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Quick Modding/Hacking Answers Thread

Aug 4, 2017 at 11:13 AM
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Is there a way to make the curly a.i work in any map? Because it only works in the labyrinth, whenever I put the curly a.i in a different map she will just stand there MENACINGLY.
She needs to be ANP'd into action, should be like state 10 or 20, but you can check the first couple of events in the Labrynth map.
 
Aug 12, 2017 at 10:58 PM
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Does anyone know how to make a critter you can talk to that won't move?
Whenever I add the 2000 flag thing it still moves but it can't hurt me which is good, but I don't want it to constantly be moving around.
I did this before but I forget how??
 
Aug 12, 2017 at 11:05 PM
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you could either hack in a new/change an NPC with assembly, or just use the <ANP command on it I think, to set it to whatever makes it not move. I think.
 
Aug 12, 2017 at 11:23 PM
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Or you just put critter sprites on a npc that doesn't move.
 
Aug 13, 2017 at 12:38 AM
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Or you just put critter sprites on a npc that doesn't move.
i don't want to get rid of sprites though
any other ideas? I did it before somehow

also anyone have any idea how to get the unused music like wind fortress in?

you could either hack in a new/change an NPC with assembly, or just use the <ANP command on it I think, to set it to whatever makes it not move. I think.
what's the animation thing again?
 
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Aug 13, 2017 at 2:39 AM
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this is from the modding guide.
<ANPx:y:z Animate NPc Animate npc X with method Y in direction Z [npc type determines Y values?]
I'm not sure which animation number to use in y to make the critter stop moving, but one of them probably does that. It might be 0 or something, but you can just test it out with trail and error.
the only problem would be if it stopped that animation you set to it if you approach it. I honestly don't know.

EDIT: About adding on unused music, you'd first need an ORG (which you can find on the main site, I believe) and Resource Hacker. There's a nice thread outlining it somewhere in the search function.
 
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Aug 19, 2017 at 3:35 AM
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You can make new spritesheets, something that's very convenient for most modders!
wait how do you do that?
I also don't know how to get it to pick where it's from
 
Aug 19, 2017 at 3:50 AM
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you have to follow the naming conventions
 
Aug 19, 2017 at 2:36 PM
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you have to follow the naming conventions
what are those?
sorry these are probably beginner questions

OH ALSO
important question:
I've been really wanting to get 2 different sprite sets (so I have the sandzone bone monsters and the gaudi labyrinth characters in one area) but it just doesn't seem to be working
I've seen the NPC set 1 and 2 but I don't exactly understand how that works... when I pick both it's not working.
 
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Aug 19, 2017 at 6:45 PM
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Make sure the new spritesheets are in the name format NpcLoremIspum.bmp with LoremIpsum being any word, really, and to have those in the Npc folder.

OH ALSO
important question:
I've been really wanting to get 2 different sprite sets (so I have the sandzone bone monsters and the gaudi labyrinth characters in one area) but it just doesn't seem to be working
I've seen the NPC set 1 and 2 but I don't exactly understand how that works... when I pick both it's not working.
For this one, this is easy! Both Sand Zone and Labyrinth npcs are set to read off of Npc set 1, so all you have to do is to open up the npc.tbl file in Booster's Lab and make it so the entities seen in the NpcMaze bitmap are set to load off of Npc Set 2. And then you'll be able to use both Sand Zone and Labyrinth enemies in the same map!
 
Aug 19, 2017 at 9:00 PM
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each map draws from two (2) spritesheets. whenever you use an entity, in its data it will decide whether to draw its sprites from the first option, the second option, or something like npcsym or regu. you can change which sprite sheet (1 or 2) they draw from with booster's lab's Edit npc.tbl button. you can just make a new .bmp and name it using the same naming conventions like noxid said (each one like NpcName basically), then in the mapdata section you would change Npc Set 1 or 2 to your new file, assuming you're using booster's lab.
 
Aug 19, 2017 at 9:21 PM
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each map draws from two (2) spritesheets. whenever you use an entity, in its data it will decide whether to draw its sprites from the first option, the second option, or something like npcsym or regu. you can change which sprite sheet (1 or 2) they draw from with booster's lab's Edit npc.tbl button. you can just make a new .bmp and name it using the same naming conventions like noxid said (each one like NpcName basically), then in the mapdata section you would change Npc Set 1 or 2 to your new file, assuming you're using booster's lab.
Yeah um, exactly what I said. :V
 
Aug 19, 2017 at 9:37 PM
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i typed my post and sent it before seeing yours, sorry
EDIT: yeah I still have no clue how that happened
 
Aug 19, 2017 at 11:22 PM
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Make sure the new spritesheets are in the name format NpcLoremIspum.bmp with LoremIpsum being any word, really, and to have those in the Npc folder.


For this one, this is easy! Both Sand Zone and Labyrinth npcs are set to read off of Npc set 1, so all you have to do is to open up the npc.tbl file in Booster's Lab and make it so the entities seen in the NpcMaze bitmap are set to load off of Npc Set 2. And then you'll be able to use both Sand Zone and Labyrinth enemies in the same map!
Thanks for helping!
Just curious is there a place where it says where the npc pixels are taken out and put into the game?
So this part of the spritesheet is used to make sprite 40 and this part is used to make sprite 41 for example?


For this one, this is easy! Both Sand Zone and Labyrinth npcs are set to read off of Npc set 1, so all you have to do is to open up the npc.tbl file in Booster's Lab and make it so the entities seen in the NpcMaze bitmap are set to load off of Npc Set 2. And then you'll be able to use both Sand Zone and Labyrinth enemies in the same map![/QUOTE]
oh, by the way I'm not using boosters lab
Is there any way to do this in cave editor?
Boosters lab confused me because I couldn't get it to load

I gave up on sue's workshop, it served me well but now I found out how to change graphics and stuff (plus sue's workshop doesn't have all the fancy editors and handy stuff, AND it also messes up stuff a LOT... like i'll get some f%faopsjdpsk glitch thing)

each map draws from two (2) spritesheets. whenever you use an entity, in its data it will decide whether to draw its sprites from the first option, the second option, or something like npcsym or regu. you can change which sprite sheet (1 or 2) they draw from with booster's lab's Edit npc.tbl button. you can just make a new .bmp and name it using the same naming conventions like noxid said (each one like NpcName basically), then in the mapdata section you would change Npc Set 1 or 2 to your new file, assuming you're using booster's lab.
wait where is this npc.tbl editor?
I tried downloading boosters lab but whenever I click on a map it won't load
Am I missing something?
It still has that blue/purple title screen saying "Boosters Lab" in the middle
Whenever I click on the 4 options
Tile
Entity
Map
ScriptData
it just shows me a random picture of a cat and some buttons
 
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Aug 20, 2017 at 2:10 AM
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If you're going to make posts right after each other like that then please just edit the old one
 
Aug 20, 2017 at 2:27 AM
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If you're going to make posts right after each other like that then please just edit the old one
sorry i keep on forgetting that...
i'm always just full of questions


OK I'm EDITING THE THING NOW
Question:
I can't seem to get the fog background to show...
It just shows black anyone know why?
I try setting it to fixed, move slow, and scroll fast left but nothing works
 
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Aug 20, 2017 at 1:43 PM
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I can't seem to get the fog background to show...
It just shows black anyone know why?
I try setting it to fixed, move slow, and scroll fast left but nothing works
Try using "Parallax scroll (clouds)".
 
Aug 20, 2017 at 1:58 PM
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Are you using the bkFog bitmap? If so, is it at 320x240 resolution? The game cannot render backgrounds from any bigger size.
 
Aug 20, 2017 at 3:17 PM
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Are you using the bkFog bitmap? If so, is it at 320x240 resolution? The game cannot render backgrounds from any bigger size.
Yeah i'm using the bkFog thing
It's currently at the 640 windowed thing though (full screen doesn't work at ALL i don't know why)
should i switch to the smallest?
is there any way to allow it for bigger ones?

ALSO does anyone know how to remove max life????? I didn't find the answer anywhere
I tried adding 1001 life but... that just gave me 1001 life!


Try using "Parallax scroll (clouds)".
What's parallax scroll clouds?

I'm not editing this one in because the last post is getting kind of full plus i'm not sure if people are ignoring this because it doesn't show any new messages
please don't give me a warning or anything I just am super new to all of this fancy stuff that you guys seem to act like it's 2nd grade math

I'm honestly so confused though.
One of my other maps I can change the background EASY
But this other one seems to be IMPOSSIBLE. Nothing is changing. It just keeps showing black.
Am I doing something wrong with this map? WHY IS IT SO BROKEN!?!?
 
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