Oct 19, 2011 at 8:32 PM
Noxid said:Mooore questions
As it stands, there are a number of changes that Cave Editor can make to the executable itself that some people might not be aware are binary changes. These include:
At least, those are the ones I can think of off the top of my head. Are things all off-limits as well? It'd be hard to make a mod without changing mapdata. Initial player stuff would be nice, but can be circumvented with TSC. Bullet data could add some variety, but most people could live without changing that.
- Changing initial player variables (starting HP, direction, event, location, etc.)
- Changing the mapdata (map names, map size, backgrounds, tilesets etc. are (were) all part of the executable)
- Changing bullet data (damage, weapon flags, range, etc. are all hardcoded things that CE can change)
These are all pretty valid. We have a system in place that can kind of read modified data, but right now, for the sake of making things work right, it doesn't have too many changes. so
- Starting HP should always be 3HP
- Direction, event and locations are part of the script (TSC files) so we can read those fine
- Changing map date and map names is fine, changing the tileset art isn't. But you can chose whatever tilesets you need. Wind Fortress, for example, uses Bushlands White and these a modified first cave and one last set
- I'd like the weapons to remain the same for now. If there's enough interest in weapon modification, maybe we can figure something out in the future.
Lace said:Oh also.
Will we have access to the curlymode main character sprites?
If so, how would we switch the images from Mr. Traveler to her?
The way we did Curly mode is to swap Mister Traveler and Curly. That's a passable one since it's necessary for the mode. But you'll need to switch her in all the places that Mister Traveler appears.