A few questions

Aug 22, 2009 at 3:24 PM
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....what do you mean J>R?
 
Aug 22, 2009 at 3:28 PM
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I mean that Junior Members have more posts than Regular Members. You become a senior member at 80 posts. Now get out of this thread, please. You've done nothing but try to hijack it (make your OWN thread), and you haven't done anything useful. Sorry if that's a bit harsh.
 
Aug 22, 2009 at 3:35 PM
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IM NOT HIJACKING IT. I WAS ALSO ASKING A QUESTION, FOOL. AND YES THAT WAS HARSH.
 
Aug 22, 2009 at 3:36 PM
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Sorry, but the reason there's a whole sub-forum here is so you can make your OWN threads to ask questions, or ask one in the sticky.
 
Aug 22, 2009 at 4:32 PM
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shut up.
both of you.

yes, ryuuoutan shouldn't have asked his questions here, but he had the right idea. not trying to cog up the m/h forums. and nop matter what you think, he was not trying to hijack the thread, if you want to see a real thread hijacking, go check out some of jake's or kage's posts.

whatever, ya both have the fault, but as long as you both know it, that's all that matters.
 
Aug 22, 2009 at 4:42 PM
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...Im a girl, FOOL.
 
Aug 22, 2009 at 5:18 PM
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Anyway, y'all need to use the "Quick Modding/Hacking Answers" thread for stuff like this (that's why it's stickied). And to answer your question, Ryuuoutan, Lace is right, assembly. You need to find the boss's AI in the *.exe file and edit it.
 
Aug 22, 2009 at 6:02 PM
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how the hell can I find the boss's AI?
 
Aug 22, 2009 at 6:08 PM
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...Im a girl, FOOL.
and why should I care? on the internet, he is pretty much a gender neutral term.

and boses don't really have ai, they're just scripted to attack you. before you go looking for the ai tho, you better learn assembly first. (as for finding where it is, depending on which boss, you'll prolly have to do it yourself)
 
Aug 22, 2009 at 6:13 PM
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oh and you wanted to change the sounds around, here's a little sound info courtesy runelancer:
A channel is 0x70 bytes.

Floating Point Table
246.00 00 00 00 00 | 00 00 00 00 | 00 C0 6E 40 1 000000011011 101100000000000000
21.00 00 00 00 00 | 00 00 00 00 | 00 00 35 40 1 000000001101 010000000000000000
20.00 00 00 00 00 | 00 00 00 00 | 00 00 34 40 1 000000001101 000000000000000000
10.00 00 00 00 00 | 00 00 00 00 | 00 00 24 40 1 000000001001 000000000000000000
8.00 00 00 00 00 | 00 00 00 00 | 00 00 20 40 1 000000001000 000000000000000000
6.00 00 00 00 00 | 00 00 00 00 | 00 00 18 40 1 000000000110 000000000000000000
5.00 00 00 00 00 | 00 00 00 00 | 00 00 14 40 1 000000000101 000000000000000000
4.00 00 00 00 00 | 00 00 00 00 | 00 00 10 40 1 000000000100 000000000000000000
3.00 00 00 00 00 | 00 00 00 00 | 00 00 08 40 1 000000000010 000000000000000000
2.00 00 00 00 00 | 00 00 00 00 | 00 00 00 40 1 000000000000 000000000000000000
1.00 00 00 00 00 | 00 00 00 00 | 00 00 F0 3F 0 111111111100 000000000000000000
0.70 00 00 00 00 | 66 66 66 66 | 66 66 E6 3F 0 111111111001 100110011001100110
0.60 00 00 00 00 | 66 66 66 66 | 66 66 E3 3F 0 111111111000 110110011001100110
0.50 00 00 00 00 | 00 00 00 00 | 00 00 E0 3F 0 111111111000 000000000000000000
0.00 00 00 00 00 | 00 00 00 00 | 00 00 00 00 0 000000000000 000000000000000000

Pointer Table

ID 0x01 [1 channel(s)]: 0x00907b0
ID 0x02 [1 channel(s)]: 0x00909e0
ID 0x03 [1 channel(s)]: 0x00934c0
ID 0x04 [1 channel(s)]: 0x0090890
ID 0x05 [1 channel(s)]: 0x0090660
ID 0x06 [1 channel(s)]: 0x0093530
ID 0x07 [1 channel(s)]: 0x00935a0
ID 0x0b [1 channel(s)]: 0x0090740
ID 0x0c [2 channel(s)]: 0x0090c80
ID 0x0e [1 channel(s)]: 0x0090a50
ID 0x0f [1 channel(s)]: 0x008fbe0
ID 0x10 [2 channel(s)]: 0x0090350
ID 0x11 [3 channel(s)]: 0x0090430
ID 0x12 [1 channel(s)]: 0x0090820
ID 0x14 [2 channel(s)]: 0x0090900
ID 0x15 [1 channel(s)]: 0x0090c10
ID 0x16 [1 channel(s)]: 0x00906d0
ID 0x17 [1 channel(s)]: 0x008fcc0
ID 0x18 [1 channel(s)]: 0x008fc50
ID 0x19 [2 channel(s)]: 0x0090d60
ID 0x1a [2 channel(s)]: 0x0090b30
ID 0x1b [1 channel(s)]: 0x0090e40
ID 0x1c [2 channel(s)]: 0x00910e0
ID 0x1d [1 channel(s)]: 0x00911c0
ID 0x1e [1 channel(s)]: 0x0091ee0
ID 0x1f [1 channel(s)]: 0x0091310
ID 0x20 [2 channel(s)]: 0x008f940
ID 0x21 [2 channel(s)]: 0x008fa20
ID 0x22 [2 channel(s)]: 0x008fb00
ID 0x23 [3 channel(s)]: 0x0090eb0
ID 0x25 [2 channel(s)]: 0x0092810
ID 0x26 [2 channel(s)]: 0x0091230
ID 0x27 [3 channel(s)]: 0x0091000
ID 0x28 [2 channel(s)]: 0x0092730
ID 0x29 [2 channel(s)]: 0x0092730
ID 0x2a [1 channel(s)]: 0x0091380
ID 0x2b [1 channel(s)]: 0x00913f0
ID 0x2c [3 channel(s)]: 0x0091460
ID 0x2d [1 channel(s)]: 0x00915b0
ID 0x2e [1 channel(s)]: 0x0091620
ID 0x2f [1 channel(s)]: 0x0091700
ID 0x30 [1 channel(s)]: 0x0091770
ID 0x31 [2 channel(s)]: 0x00917e0
ID 0x32 [2 channel(s)]: 0x008fd30
ID 0x33 [2 channel(s)]: 0x008fe10
ID 0x34 [2 channel(s)]: 0x008fef0
ID 0x35 [2 channel(s)]: 0x0090580
ID 0x36 [2 channel(s)]: 0x0091a80
ID 0x37 [2 channel(s)]: 0x0092ea0
ID 0x38 [2 channel(s)]: 0x0092650
ID 0x39 [2 channel(s)]: 0x00928f0
ID 0x3a [2 channel(s)]: 0x0092dc0
ID 0x3b [1 channel(s)]: 0x0093060
ID 0x3c [1 channel(s)]: 0x00930d0
ID 0x3d [1 channel(s)]: 0x0093140
ID 0x3e [2 channel(s)]: 0x00931b0
ID 0x3f [2 channel(s)]: 0x0093290
ID 0x40 [2 channel(s)]: 0x0093370
ID 0x41 [1 channel(s)]: 0x0093450
ID 0x46 [2 channel(s)]: 0x008ffd0
ID 0x47 [2 channel(s)]: 0x00900b0
ID 0x48 [2 channel(s)]: 0x0090190
ID 0x64 [1 channel(s)]: 0x00918c0
ID 0x65 [3 channel(s)]: 0x0091930
ID 0x66 [2 channel(s)]: 0x0091b60
ID 0x67 [2 channel(s)]: 0x0091c40
ID 0x68 [1 channel(s)]: 0x0091cb0
ID 0x68 [1 channel(s)]: 0x0092c00
ID 0x69 [1 channel(s)]: 0x0091d20
ID 0x6a [2 channel(s)]: 0x0091d90
ID 0x6b [1 channel(s)]: 0x0091e70
ID 0x6c [1 channel(s)]: 0x0091f50
ID 0x6d [1 channel(s)]: 0x0091fc0
ID 0x6e [1 channel(s)]: 0x0092030
ID 0x6f [1 channel(s)]: 0x00920a0
ID 0x70 [1 channel(s)]: 0x0092110
ID 0x71 [1 channel(s)]: 0x0092180
ID 0x72 [2 channel(s)]: 0x00921f0
ID 0x73 [3 channel(s)]: 0x0092ab0
ID 0x74 [3 channel(s)]: 0x0092c70
ID 0x75 [2 channel(s)]: 0x0092f80
ID 0x96 [2 channel(s)]: 0x00922d0
ID 0x97 [2 channel(s)]: 0x00923b0
ID 0x98 [1 channel(s)]: 0x0092490
ID 0x99 [1 channel(s)]: 0x0092500
ID 0x9a [2 channel(s)]: 0x0092570
ID 0x9b [2 channel(s)]: 0x00929d0

and here's an example sound
Code:
01 00 00 00 10 27 00 00 00 05 00 00 00 00 00 00
00 00 00 00 00 00 24 40 05 00 00 00 00 00 00 00
01 00 00 00 00 00 00 00 00 00 00 00 00 00 E0 3F
28 00 00 00 AF 00 00 00 01 00 00 00 00 00 00 00
00 00 00 00 00 00 00 40 1E 00 00 00 BE 00 00 00
3F 00 00 00 26 00 00 00 3F 00 00 00 68 00 00 00
3F 00 00 00 FF 00 00 00 00 00 00 00 00 00 00 00

good luck.

ps, punx, do you have any more qs or is it all right if we keep usin this thread for another purpose?
 
Aug 22, 2009 at 7:07 PM
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How the hell should I know which sound belongs to Curly though?
 
Aug 22, 2009 at 7:18 PM
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experimentation. if you're too lazy to do it yourself, then you don't deserve to have it done.
sorry if that came off a bit mean, but people really need to learn to do stuff themselves.
 
Aug 22, 2009 at 11:57 PM
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Yeah, I just have two more (for now) questions:

Is there any way to make CE autodetect and clip so all the words are on their own lines? I'm using a ridiculous amount of <NOD and <CLR and <WAI0040 because I can't make it fit. There IS a facepic, and I know the amount of characters per line is 27.

Also, I made a Cthulu (something else in my mod) and after you talk to it once, I want it to give you a health capsule, and say something different the time after that. These are both very appreciated, especially if you can re-format the code (as opposed to telling me to put <NOD here and <CLR here and to do something else with a setflag)

Actually DOES contain massive spoilers for my mod
Code:
#0090
<MNA<CMU0014<FAI0000<END
#0091
<MNA<CMU0014<FAI0001<END
#0092
<MNA<CMU0014<FAI0002<END
#0093
<MNA<CMU0014<FAI0003<END
#0094
<MNA<CMU0014<FAI0004<END

#0100
<PRI<CNP0100:0000:0000
<SOU0011<FAO0001
<TRA0013:0091:0019:0008

#0200
<KEY<MSGI was wondering when you'd show up, Reclaimer.<NOD<CLR<FAC0030
I'm Defensive Bias, the<CLRoperator of Installation 13.<NOD<CLR
The facility was built<WAI0040<CLR
104,467<WAI0025<CLR
years ago, and studied<WAI0040<CLR
sentience.<NOD<CLR
The planet flourished fast.<NOD<CLR
That isn't important.<NOD<CLR
I'm scanning your armor<WAI0080.<WAI0080.<WAI0080.<NOD<CLR
TYPE: MJOLNIR MARK IV<WAI0080<CLR
ORIGIN: CHI CETI SYSTEM<WAI0080<CLR
YEAR: 2531<WAI0080<CLR
BASE: REACH<WAI0080<CLR
ACTIVE DUTY: SPIRIT OF FIRE  <WAI0080<CLR
PHOENIX CLASS  CFV-88<WAI0080<CLR
RATING:<WAI0080<CLR
Level 8 ARMOR (POST-EMP).<NOD<CLR
RECCOMMEND:<WAI0080<CLR
UPGRADE TO AT LEAST<CLR
Level 12.<NOD<CLR
Reach.  This facility is<NOD<CLR
8,537 parsecs from it.<NOD<CLR
Huh.  You are 389 years<NOD<CLR
early.  I can only surmise<CLR
that escape pods from your<CLR
vessel were fired through a<CLR
Slipspace anomaly of sorts.<NOD<CLR
Enough chat, Reclaimer!<NOD<CLR
You  must cleanse<WAI0025<CLR
this facility of those<WAI0025<CLR
who would abuse it!<FL+0210<NOD<END

#0210
<KEY<MSGOh yes, you may want this<NOD<CLR<SOU0022<CMU0014<GIT1006Got a =Life Capsule=!<WAI0160<NOD<RMU<ML+0005
Max health increased by 5!<FL+0220<NOD<GIT0000<END

#0220
<KEY<MSGNow do what needs to be done, Reclaimer!<NOD<END
Cthulu(/Bias) and door are the only entities in the room.
 
Aug 23, 2009 at 12:15 AM
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PunxsatownyPhil said:
Is there any way to make CE autodetect and clip so all the words are on their own lines? I'm using a ridiculous amount of <NOD and <CLR and <WAI0040 because I can't make it fit. There IS a facepic, and I know the amount of characters per line is 27.
Nothing much to do except lots of trial and error... {My cutscenes always take forever :D;}
Though, that's a good idea to ask Wistil to add into CE, an auto-clip for portrait-ed messages...
PunxsatownyPhil said:
Also, I made a Cthulu (something else in my mod) and after you talk to it once, I want it to give you a health capsule, and say something different the time after that. These are both very appreciated, especially if you can re-format the code (as opposed to telling me to put <NOD here and <CLR here and to do something else with a setflag)
What? Are you asking for someone to do all that for you?
But you wouldn't learn from that! :(

It's not that complicated, flag jumps aren't too hard. {Have you been checking around the original script? That's a good way to learn all the stuff.}
I see you added in <FL+ commands, but no jumps...
Just stick a <FLJ0210:0210 at the very beginning of event 0200, so the game knows to jump to event 0210 after the player talks to him once. {Because flag 0210 gets set at the end of the event}
Do the same thing with event 0210, except with flag 0220 and event 0220.
 
Aug 23, 2009 at 12:28 AM
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Im not a good editor, you know. I cant even draw good cave story sprites.
 
Aug 23, 2009 at 1:17 AM
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No one cares.
Hang yourself.
Besides that:
drawing doesn't have much to do with editing, and the only way you can get better is practice.
 
Aug 23, 2009 at 1:26 AM
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drawing doesn't have much to do with editing, and the only way you can get better is practice.
 
Aug 23, 2009 at 1:54 PM
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Schoko, will you get the fuck out of this thread?

AND SO WHAT IF NO ONE CARES? I care! You need to stfu!
 
Aug 23, 2009 at 3:00 PM
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Thanks, Lowell. One final (I believe) thing. Is there a way (like in bullet edit in CE, under the options menu) to change where in Bullet.pbm the Snake gets its data from? ecause I want it to shoot something different than the fireball (some unused rectangles at the bottom of the sheet).
 
Aug 23, 2009 at 3:17 PM
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also how do I make the unused Cave story sprites usable?
 
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