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Quick Modding/Hacking Answers Thread

Oct 30, 2019 at 4:04 PM
Moo~
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View attachment 5997
I have Several Questions:
1- Where those things appear? (Are they the drops of water? If so, why the color gradient to the left?)
2- Where this appear?
3- Where is this used? (Fireball?)
4- Where this exclamation mark appears?
5- Is this one of King slash thingies?
6- Where this appear? (I'm pretty sure all Spur Trails are in Bullet.bmp...?)
7- Why Those Bullets are here? (Are they for curly's machine gun on the labyrinth?)
8- What is this? (Also the lightning bolt sprite overlaps with this thing)
9- I read somewhere that there's a way to recover this effect and use it, and it was off-place by 15 pixels or something like that. Can I put it in-game?
I'm gonna try my best on this one.
1. That is never used.
2. That one is used, I think. Unless I'm being dumb.
3. That is never used. All effects for the Fireball and the Snake are under Bullet.bmp.
4. That one is never used.
5. It's probably not used. I'd like to imagine that could've been for when King strikes Balrog, but we didn't get that.
6 and 7. Those are actually used. They're trailing effects used for the Machine Gun bullets.
8. I'm not sure about that one. I'd like to say that isn't used, but I domt know.
9. That effect is already in and being used. It's supposed to be used at the beginning of the explosion effect as the actual explosion happens.

I hope I'm correct for most of these...
 
Oct 30, 2019 at 4:20 PM
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Thanks, both of you, now I can finally finish editing the effects.

If you use the question mark effect with a different mode it'll render that.
How do I do this? Assembly only?
By the way, there's some way to force a gun to never level up, but still keep the XP functional to other guns?
 
Oct 31, 2019 at 9:45 AM
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Ok, thank you for the help.
 
Nov 1, 2019 at 1:43 PM
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p371518-0-f64ypxv.png

My apologies if this has been asked before but how do I script a room/entites? I'm only asking because I've never done any of this before. If I can get this room scripted, then things will be easier.
 
Nov 1, 2019 at 4:11 PM
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p371518-0-f64ypxv.png

My apologies if this has been asked before but how do I script a room/entites? I'm only asking because I've never done any of this before. If I can get this room scripted, then things will be easier.
The script editor should be accessed through the "File" tab, seeing you're using Cave Editor. Use BL instead
 
Nov 1, 2019 at 4:14 PM
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The script editor should be accessed through the "File" tab, seeing you're using Cave Editor. Use BL instead
Actually I use Booster's Lab, should have clarified that. I know how to access the scripts/entities but not how to program them properly.
 
Nov 1, 2019 at 4:29 PM
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Just remember, the transparency isn't white, like stated in the guide.
I've downloaded the guide, so I'll go read it. Hopefully, this will allow me to make progress (can't make a game without code after all) because I do want to finish Gun.
 
Nov 1, 2019 at 5:51 PM
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In BL, the options to change tileset, npc and background prefixes don't work, it is just a placeholder?
 
Nov 1, 2019 at 9:47 PM
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(can't make a game without code after all)
I should probably clear that up, no code is required to work on the scripts for Cave Story (this isn't Game Maker, lol). Instead, you just have to use text script commands (or TSC), in order to set up event flags and actions.

However, if you want custom TSC, custom entities, HUD changes, or anything over the top, you can open up the executable through OllyDbg and apply assembly hacks in x86 (or if you're using CSE2 and you have knowledge in the C language, then you actually do have to code new files through MinGW).
 
Nov 2, 2019 at 8:48 AM
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Actually I use Booster's Lab, should have clarified that. I know how to access the scripts/entities but not how to program them properly.
To put it simply, vanilla modding is a lot of working with a bunch of pre-programmed entities and commands, entities will (often) behave the way they should when put in the map and tsc commands run whatever they are made to do when their events are called (which is usually done through setting event ids and other flags such as interactible on entities).
If you need a more detailed explanation and help getting into it feel free to ask me i guess, i like explaining this kinda stuff.
 
Nov 2, 2019 at 12:39 PM
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In BL, the options to change tileset, npc and background prefixes don't work, it is just a placeholder?
It works fine on mine, maybe yours is broken?
I should probably clear that up, no code is required to work on the scripts for Cave Story (this isn't Game Maker, lol). Instead, you just have to use text script commands (or TSC), in order to set up event flags and actions.

However, if you want custom TSC, custom entities, HUD changes, or anything over the top, you can open up the executable through OllyDbg and apply assembly hacks in x86 (or if you're using CSE2 and you have knowledge in the C language, then you actually do have to code new files through MinGW).
Problem is putting these commands in the right order, and figuring out what they actually do. I won't be using assembly hacks because I'm starting out and I don't have the skill for it yet.

To put it simply, vanilla modding is a lot of working with a bunch of pre-programmed entities and commands, entities will (often) behave the way they should when put in the map and tsc commands run whatever they are made to do when their events are called (which is usually done through setting event ids and other flags such as interactible on entities).
If you need a more detailed explanation and help getting into it feel free to ask me i guess, i like explaining this kinda stuff.
Okay, so it's not as difficult as first thought. It's just a matter of understanding what these commands/entities actually do and them implementing them. Then I also have to learn how flags work. I'd be sure to ask you Mint (and you'll even be credited in the mod's ReadMe file).
 
Nov 2, 2019 at 2:41 PM
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Nov 2, 2019 at 2:56 PM
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Those options have had dubious functionality since post-0.5.0.0. (i.e. have been broken for fucking ages) I'd suggest trying to edit them in 0.5.0.0 and seeing if they function correctly there. Also, do you really need to modify them? It might be a pain in the arse.
That said, I've never used the option myself, so it may be that you have to change the values in the exe manually ...
Essentially: Experiment to see what versions work and how they work.
Ok, I'll try not to mess with this stuff anymore, I don't need it that much.
Another thing, where the orange smoke in NpcSym is loaded? Super missiles launcher I guess?
 
Nov 2, 2019 at 2:59 PM
Moo~
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Those options have had dubious functionality since post-0.5.0.0. (i.e. have been broken for fucking ages)
Aka when will Noxid or Leo ever fix their shit? Broken tutorial guides if you're on w7, executable corruption if you delete all rooms, etc.
Another thing, where the orange smoke in NpcSym is loaded? Super missiles launcher I guess?
They're for those meteors the Undead Core spits out
 
Nov 2, 2019 at 3:01 PM
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Nov 2, 2019 at 3:08 PM
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