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  1. Dubby

    Community Project Dev Thread [DONE]

    Oh, how I wish we were...
  2. Dubby

    Quick Modding/Hacking Answers Thread

    NPC's all spawn facing left by default, option 2 (flag x1000) makes them spawn facing right. Enemies that are vertical use this by changing 0 to 1 (left to up), and 2 to 3 (right to down). Option 1 (flag x100) makes an NPC's Event # (TSC script) run whenever the player touches that npc. The...
  3. Dubby

    Quick Modding/Hacking Answers Thread

    Well, afaik HP is stored as a doubleword, so the highest possible value would be 2,147,483,647. The damage counter though, only goes up to -9,999 if i recall correctly. The XP is also a doubleword, so the same limit would apply there too. However large XP numbers get divided into crystals, and...
  4. Dubby

    Cave Story - Redesign v0.50.6

    Alrighty... One - The grappling hook could be modified to stick to any solid block, but that was never the intention. It's nothing like the grappling hook in Terraria. Two - The reason the chain looks the way it does is because rendering a circle is a lot easier than rendering a chain made up...
  5. Dubby

    Quick Modding/Hacking Answers Thread

    You'll have to use assembly. Foreground tiles render ontop of NPCs and the player. Smoke effect is actually an NPC. So, yeah.
  6. Dubby

    Quick Modding/Hacking Answers Thread

    Do not lengthen maps wider than 320 tiles, they will not be able to display properly with the map tool if they are any wider. I forget what the height limit is. There is also an area limit, maps that are simply too large (even if they still fit on the maptool's screen display) will cause the...
  7. Dubby

    Cave Story - Redesign v0.50.6

    Update: I've gotten the Grappling Hook working now. The physics seem to be stable, and the swinging motion is very smooth and fluid. Quote does do a funny little dance if you stop swinging and just let him dangle, though. Not really sure why. The update will come when Chaba's little side...
  8. Dubby

    Quick Modding/Hacking Answers Thread

    NPC: Kazuma, ID= 200 #0200 <FLJ5001:0202 <FLJ5000:0201 <FL+5000 <KEY<MSGHey there Quote.<NOD<END #0201 <FL+5001 <KEY<MSGWhat's that? You want to show me a magic trick?<NOD<END #0202 <KEY<MSGAh! H-hey! Give me back my nose!<NOD<END
  9. Dubby

    Weapon Hacking

    *chuckles* Right, silly me.
  10. Dubby

    Cave Story - Redesign v0.50.6

    Actually I plan to completely replace the Nemesis with a Lightning Gun that has two shooting modes. One, shoots bolts that arc a bit randomly, but shoot in the direction you point (it'll have a conical area of effect, but will only strike one target- increased weapon levels add additional...
  11. Dubby

    Weapon Hacking

    Actually, you can add as many weapons as you want. You just have to know how to handle the projectiles, because the weapons are not stored as a list of weapons, but rather as a list of bullets - each attributed to a level of a weapon. The function that handles weapon selection doesn't have a set...
  12. Dubby

    Quick Modding/Hacking Answers Thread

    You can also open up OllyDbg, and go to the NPC in question. Here's how to tell if you can use <ANP on that npc, and what the frame values are: (I'll be using Moving Block (horizontal) for this example, it'll be different than yours as I've modified it to have additional behaviors) Firstly...
  13. Dubby

    Quick Modding/Hacking Answers Thread

    Actually I think you have to set the music to CMU0000 after the FMU bit (like, after a WAI so it has time to fade out), which seems to reset the FMU quirk, then RMU works normally. And I have a question for anyone knowledgeable enough to help. I've gotten my mod's grappling hook working (yes...
  14. Dubby

    Diffculty pack

    *knows how to make more bosses... but hasn't reached a point where it is needed* .... what?
  15. Dubby

    Cave Story - Redesign v0.50.6

    Alright, this is how to do it:
  16. Dubby

    Cave Story - Redesign v0.50.6

    For the first area in the Labyrinth, you need to fire down while in the air and holding the jump button. You should have at least two sparkler shots available by the time you get to the Labyrinth. I've tried to make sure that it's possible to get out of the hole with only one shot available...
  17. Dubby

    Cave Story - Redesign v0.50.6

    Updated for the first installment of the Labyrinth. Be sure and look through the version notes, quite a lot was done this patch. The widowmaker's lair is now inaccessable, but it was the room in the graveyard that was high up off the ground. Inside is a one on one showdown against (iirc) six...
  18. Dubby

    Cave Story: Bad Ending

    I don't see this as being successful because: A: Curly is dead. B: Sue is [probably] dead. :T
  19. Dubby

    Cave Story - No cutscenes

    Sexplosive, if I could +1 you for that comment, I would.
  20. Dubby

    Curly's Adventure!

    Even for an alpha this is... um, yeah. No comment.
  21. Dubby

    Cave Story - Redesign v0.50.6

    It's fixed this version, despite the readme not saying so. Sorry, I forgot to put it in there. January 28th, 2012 - v0.39.7 release. - Added the missing puppy. (Sorry, my bad) - Moved sparkler chest so it's no longer possible to 'accidently not find it before completing jenka's puppy quest'. -...
  22. Dubby

    Cave Story - Redesign v0.50.6

    The fireball got rewritten to use ammo instead of a projectile check. So, since the earlier versions of the fireball have no ammo, it won't fire. Also, updated the file again: January 24th, 2012 - v0.38.6 release. - Rewrote engine code for Autogun; supports following: *(Turbocharge upgrade -...
  23. Dubby

    Cave Story - Redesign v0.50.6

    Updated for v0.38.0 release January 22nd, 2012 - v0.38.0 release. - Added Curly encounter to Sand Zone. - Split Sand Zone into two respective regions: Western Sands & Low Barrens. - Added two additional Sand Zone areas. - Fixed bug in Grasstown Teleporter room /w Kazuma. - Slight change to...
  24. Dubby

    Quick Modding/Hacking Answers Thread

    Here you go: CPU Disasm Address Hex dump Command Comments 00419B03 |. 0FBF05 CCE649 MOVSX EAX,WORD PTR DS:[49E6CC] 00419B0A |. 85C0 TEST EAX,EAX 00419B0C |. 7F 05 JG SHORT 00419B13 00419B0E |. E9 5D9E0700 JMP 00493970 CPU Disasm Address Hex dump Command...
  25. Dubby

    Quick Modding/Hacking Answers Thread

    I had thought you wanted something like that. Guess I was right. I already have done that for my own game. Although this is, hrm, kind of embarrassing... as it's been almost a year since I worked on that function, I do not recall where in the exe it was located. It did require some assembly...
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