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  1. Dubby

    Cave Story - Redesign v0.50.6

    Re: Cave Story - Redesign Don't test v0.10.2, test v0.10.4.
  2. Dubby

    Quick Modding/Hacking Answers Thread

    Have you tried the bullet functions then? According to Noxid's List: -=Bullets=- 004029B0 - Bullet Tile Collison, Solid [08_X | 0C_Y | 10_???] 00402B30 - <Odd; after the main Tile collision runs, it does this check which returns which side of a tile it's hitting I think> 00402F50 - Generate...
  3. Dubby

    Cave Story - Redesign v0.50.6

    Re: Cave Story - Redesign Well I just fixed the two big issues and uploaded 0.10.4, so please download that and play it. Try not to use any existing save files if you can, as some flags have been added/changed between version 0.10.2 and 0.10.4 :o
  4. Dubby

    Cave Story - Redesign v0.50.6

    I could'a sworn I'd fixed that, cause I found that issue too. Hrm. Thanks for letting me know. Edit: Shit found another serious bug. Will be uploading 0.10.4 sometime very soon in order to fix these two issues. >_<
  5. Dubby

    The Physics of Cave Story

    Well, I don't know about you, but I would *love* conditional sticky blocks in the original cave story. Because, well, wall jumping is sweet.
  6. Dubby

    Cave Story - Redesign v0.50.6

    Re: Cave Story - Redesign Also, updated for v0.10.3 release. Lotta bug fixes and stuff.
  7. Dubby

    Quick Modding/Hacking Answers Thread

    I'm quite aware of that, but I don't fully trust label systems. Also, question: Are the little bats that hover around Orangebell independent of Orangebell, or are they part of the same function? Reason is, I need bats that will attack/chase the player but don't drop exp (and there's no room...
  8. Dubby

    Quick Modding/Hacking Answers Thread

    Entity 0200 is the chest (closed), and entity 0201 is the chest (open). You'll want to setup a flag so only one appears at a time. #0200 <PRI<SOU0022<CNP0200:0021:0000 <MSGOpened the treasure chest.<NOD<GIT1015<IT+0015<CLR <CMU0010Got a =Life Pot=!<WAI0160<NOD<RMU<END #0201 <EVE0001<END...
  9. Dubby

    Great! Thank you Lace.

    Great! Thank you Lace.
  10. Dubby

    The Physics of Cave Story

    Reply. Seriously though, STICKY blocks? Like... wall jumping maybe?
  11. Dubby

    Quick Modding/Hacking Answers Thread

    Well, if you say so. Still, I could -really- use some sort of generator npc that can spawn another npc by an ID specified through CE (like, setting the ent ID of the thing. though, I know generators already use ent ID and event # as an interval frequency and an offset. this generator would have...
  12. Dubby

    Quick Modding/Hacking Answers Thread

    Eep, are you sure?
  13. Dubby

    Quick Modding/Hacking Answers Thread

    How do you disable Quote's invulnerability when TSC scripts are running?
  14. Dubby

    Cave Story - Redesign v0.50.6

    Yeah, I found that bug too. It's been fixed for the next version already. Actually no. Most maps use 32, as it provides smoother movement. There are a few places where 64 might of gotten stuck, but they've all been fixed (that I've found) to 32. There are a few 'faster' areas, where the rate...
  15. Dubby

    Cave Story ~ The Lost Mage and Pirate

    Is it? Guess I was mistaken then. Still, 32 does do very smooth movement without lagging behind.
  16. Dubby

    Cave Story ~ The Lost Mage and Pirate

    Check where you've used <FOM. It'll persist through <TRA and can become very nauseous if it's at too low a value. The default is 32, which does a fairly good job of smooth gameplay. If you just need to move the camera quick to the player, do a lower number first, then 32 at the end. That first...
  17. Dubby

    Quick Modding/Hacking Answers Thread

    I just fixed my missile launcher so the lv 3 doesnt fire 3 missiles. And... BOY you weren't kidding! There was a case for it for each direction (which I expected, but it tripled the size of each part of the function) and there was another entire set for the super missile launcher, which confuses...
  18. Dubby

    Quick Modding/Hacking Answers Thread

    How would one do that? Cause that sounds useful. What would the map limit be then?
  19. Dubby

    Quick Modding/Hacking Answers Thread

    Ouch. So what's a "safe" limit on the number of maps one can possibly have? I haven't gone past 127 maps. (Well, actually I did, which probably explains why my new game broke. I removed the maps shortly after, though. It was done to "swap" a pair of maps to fix a background problem in one)
  20. Dubby

    Quick Modding/Hacking Answers Thread

    It's screwing around with the TSC parser i think. I'm experiencing bizarre problems in the graveyard in my mod atm, where <SNP fails to work in one instance, but DOES work in another instance. Similar problems with <SMC and <HMC. And for some reason, it's reading #0301 as #0391 Edit 1: Also...
  21. Dubby

    Quick Modding/Hacking Answers Thread

    Bah, so I just had to cut out two of them huh D: Also, is there any way to fix that "can't new-game" bug? I've got it now too. I know Ollie's TheShow has it also.
  22. Dubby

    Quick Modding/Hacking Answers Thread

    In the Missile Launcher function at 0041E7B0, where is the portion of the code that makes the weapon fire three missiles simultaneously when the weapon is at level 3?
  23. Dubby

    Cave Story - Redesign v0.50.6

    Re: Cave Story - Redesign Mmm yes, bugs. I know~ I've been busy today fixing most of the minor bugs yall have already posted, as well as working on the ASM for the missile launcher. (Weapon exp level will double the number of missiles you can have "active" [think onscreen, or flying already]...
  24. Dubby

    Cave Story - Redesign v0.50.6

    Re: Cave Story - Redesign Haha! Actually I'm working on fleshing out the critter variety more, and trying to get mini-critters going. Already have a jumbo critter that doesn't fly (but still have the flying one). These staple enemies are re-usable later, because of a hack that modifies an npc...
  25. Dubby

    CaveEditor again (beta, maybe alpha)

    Probably a windows thing then. Go into the data folder, select everything, and force read-only to off. Then change the setting in the CE options. It should work then.
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