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Quick Modding/Hacking Answers Thread

May 23, 2020 at 5:51 PM
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The sprites that are highlighted are the ones in use.

Balrog 2 (Hover):
p373218-1-kdnu6h.png


Balrog 3 (Missile):
p373218-2-6l6vit.png
Thank you for your help, Serri. I'll also be keeping copies of these images for future reference.
 
May 23, 2020 at 6:22 PM
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I have a quick question: can I make entity sprite sets as big as I please or that just isn't possible in normal conditions?
 
May 23, 2020 at 6:28 PM
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I have a quick question: can I make entity sprite sets as big as I please or that just isn't possible in normal conditions?
Yes, but only through NpcSym or any of the bitmaps in the data folder (barring Face.bmp), and you'll need ASM to assign framerects to the much larger sheet.
 
May 24, 2020 at 11:11 PM
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how would I go about making a different sprite for falling instead of jumping?
 
May 24, 2020 at 11:30 PM
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how would I go about making a different sprite for falling instead of jumping?
Without ASM (or C, if you're using CSE2), you can't. In fact, the jumping sprites are the same as the walking sprites, lol.
 
Jun 6, 2020 at 7:37 AM
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Is there a way to have Booster's Lab check my syntax and tell me if there are any errors in the script?
 
Jun 6, 2020 at 7:56 AM
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Not currently, but if you don't wanna go through the hassle of going back and forth between Booster's Lab and Cave Editor, there is a standalone TSC editor based on the one used on CE. Do keep in mind however, if you're using custom TSC commands, they'll been seen as errors regardless if they're typed in correctly, due to them not being recognized in the syntax.

I do suggest yelling at asking @Leo40Story if you'd like the syntax checks to be implemented into Booster's Lab, though.
 
Jun 6, 2020 at 8:26 AM
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there is a standalone TSC editor based on the one used on CE.
I'll try that out, however experience taught me that I shouldn't trust Cave Editor, so I'm going to sneakily copy the mod folder.
 
Jun 6, 2020 at 3:42 PM
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I'll try that out, however experience taught me that I shouldn't trust Cave Editor, so I'm going to sneakily copy the mod folder.
It only opens the tsc files.
 
Jun 6, 2020 at 4:17 PM
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I noticed, that's why I made a copy of the entire folder.
Cave Editor is only known to give the executable some issues. Everything in the data folder is fine, however.
 
Jun 6, 2020 at 4:24 PM
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Cave Editor is only known to give the executable some issues. Everything in the data folder is fine, however.
Ah, OK. Thank you for the replies, Serri.
 
Jun 8, 2020 at 4:34 PM
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Hi, I've searched but I'm still confused as to what are Option 1 and Option 2 in the entity flags in Cave Editor. Do they control what direction the entity is facing? Do they make the trigger horizontal or vertical? I have no idea >n<
 
Jun 8, 2020 at 5:13 PM
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They do various things. In Booster's Lab they would be the called“Spawn with alt direct option”. Anyway, let's take a H/V trigger for example: it's set up to be horizontal by default, BUT if you use option 2 it'll become a vertical trigger. Very cool. By the way, the ultimate editor is Booster's Lab, so if I were you I would use that one.
 
Jun 8, 2020 at 5:16 PM
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oh, I see! What else can they do?
 
Jun 8, 2020 at 5:21 PM
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As you mentioned they can also change the direction of entities and such, but I'm pretty sure they have many, MANY other functions regarding other types of entities.
 
Jun 8, 2020 at 5:21 PM
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okay, thank you very much!
 
Jun 8, 2020 at 5:33 PM
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Yeah, Option 1 and Option 2 are dumb names.

Here's the entity flag names used in Booster's Lab for reference (I initially thought those can just be plugged into the CaveEditor.txt file for Cave Editor, but there's defines for them in there, hacking may need to be required).
Code:
0x0001 Solid (bouncy sides)
0x0002 Not Affected By Tile44
0x0004 Invulnerable
0x0008 Ignore Solid
0x0010 Bouncy Top
0x0020 Shootable
0x0040 Solid (hard sides)
0x0080 Rear and top no damage
0x0100 Run event on contact
0x0200 Run event on death
0x0400 (Unused)
0x0800 Appear once flagID set
0x1000 Spawn with alt direction
0x2000 Interactable
0x4000 No Appear if flagID set
0x8000 Show Damage #
 
Jun 8, 2020 at 5:50 PM
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ooh, ok. Thanks!
 
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