Recent content by turska

  1. turska

    Chie's Laboratory - Cave Story Editor (Sleeping)

    I could do testing for Linux.
  2. turska

    Happy new year

    That can be nothing else than a Death Note parody. :) Oh, and to stay on topic:
  3. turska

    the big list of "what can ruin your mod"

    *cough*natorandsoftmintsandturska*cough* There, fixed that for you :D Not playtesting your mod before releasing is what causes many of the problems described here. Grammar and spelling errors can also really ruin some dialogue, so it's good to at least spell check your writings.
  4. turska

    Breaking the speed limit

    Awesome :D Any hints on how to find the offsets to do this? :D
  5. turska

    Weapon Hacking

    All hail cookie for sharing the offsets :o Figured out some more maximum number of shots offsets:0x1dc15 - Snake (all levels) --- 0x1dea5 - Polar Star (all levels) --- 0x1e13c - Fireball lv1 0x1e159 - Fireball lv2 0x1e176 - Fireball lv3 --- 0x1e3e2 - Machinegun (all levels) --- 0x1e90d -...
  6. turska

    Ninjakutsu - The ninja mod

    Flying around with a jetpack doesn't really sound like something a ninja with a sword would do. :( The hermit gunsmith map is the only one you edited? Anyways, *ninja snore*" was hilarious :D Also, I think a normal 3hp run is more challenging than this mod, mainly because everything deals...
  7. turska

    Weapon Hacking

    'Fade out animation' might not be the correct word to describe it, but the image below is hopefully more clear. The fade out animation takes place when the shot reaches its maximum range while still having penetrating power (that is, the shot didn't hit a wall or an enemy).
  8. turska

    Weapon Hacking

    These are offsets in the executable that define the fade out animations of the weapons.0x4193 - Snake lv1 0x4420 - Snake lv2 and lv3 0x47e0 - Polar Star (all levels and spur lv1) 0x5ab3 - Missile Launcher (all levels) 0x4b63 - Fireball (all levels) 0x52d3 - Machinegun (all levels) 0x6074 -...
  9. turska

    Boss challenge video request topic.

    You can also use SaveEdit that can do all of the above.
  10. turska

    .pbm image colorspace problems (haruhi-story mod)

    Added that to my profile. ... To make this post more informative, I'll post the offset that defines the fade animation of Snake lv1: 0x4193.
  11. turska

    .pbm image colorspace problems (haruhi-story mod)

    0x936f0 - Nemesis lv1 0x936f4 - Nemesis lv2 0x936f8 - Nemesis lv3
  12. turska

    Editing weapon damage

    I was searching for offsets in the weapon functions, and I found the first one. I later noticed that the offset wasn't in a weapon function, instead it was a few lines before the first one :p I recall that was hard coded in the weapon code.
  13. turska

    Eternal Chaos - Chapter 5 (20/01/08)

    The value after the damage can be used to make the bullets hit multiple times (go through enemies).
  14. turska

    Eternal Chaos - Chapter 5 (20/01/08)

    The 0x6 is blade lv2 damage. Changing it to e.g. 0x9 makes its maximum damage 27.
  15. turska

    Editing weapon damage

    I managed to find some offsets in the executable using Runelancer's hints. 0x8f074 - Snake lv1 damage 0x8f0a0 - Snake lv2 damage 0x8f0cc - Snake lv3 damage 0x8f0f8 - Polar Star lv1 damage 0x8f124 - Polar Star lv2 damage 0x8f150 - Polar Star lv3 (Spur lv1) damage 0x8f17c - Fireball lv1...
Top