CaveEditor again (beta, maybe alpha)

Jul 18, 2009 at 7:22 AM
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Gaajashin said:
Your suggestions were just faster ways of stuff that can be accomplished by CE manually.

And I also want it.

Lol isn't that the point? Editing maps can be accomplished manually with a hex editor, but being able to do things faster is better, no?

Also, I agree with Celtic Minstrel in everything he said.
 
Jul 18, 2009 at 7:43 AM
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dooey100 said:
Lol isn't that the point? Editing maps can be accomplished manually with a hex editor, but being able to do things faster is better, no?

Also, I agree with Celtic Minstrel in everything he said.

By manually in CE, I meant you use the 'pen' tool in CE and like spam everywhere.

And for the adding mass entities manually, you do it one by one.

And hex editing is hardz D:
 
Jul 18, 2009 at 2:14 PM
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shut the fuck up, everyone. I'm tired of this constant drama, and it really is non sensical beyond belief. seniority doesn't matter, but social experience and maturity does. post count doesn't matter, but how you treat other members does.

the only reasons I ever pick a fight with void is because he argues way too much and sometimes is mean to newbies. sure I'm a bit of a hypocrite but who isn't? these things apply to most senior members, the only reason perople single out void is because they don't like them. just stop arguing about this stupid topic and go back to discussing cave editor, emkay?

anyways, title screen codes:
runelancer said:
40FA41
mov [ebp-0038],0x00000000
mov [ebp-0034],0x00000030
mov [ebp-0030],0x000000F0
mov [ebp-002C],0x0000009F
410014
push 0x00
41001A
push 0x00000014
push 0x20
4100CE
push 0x00000098
4100EB
push 0x000000AC
4102E5
mov [ebp-00F4],0x00000098
4102F1
mov [ebp-00F4],0x000000AC
40FA5D
mov [ebp-0098],0x00000100
mov [ebp-0094],0x0000005E
mov [ebp-0090],0x00000140
mov [ebp-008C],0x0000009E
41002E
push 0x00
410037
push 0x00000078
push 0x000000F0
41004E
jmp 004100AE
41010B
push 0x000000D0
push 0x48
40FECA
push 0x23
that's what he did for his, I don't have time to examine it more, but it just looks like getting sprites and drawing them.
 
Jul 18, 2009 at 4:39 PM
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Wow tons and tons of replys and more than a few flame wars all in less than a week.
I haven't had anytime to work on CE since my last post but I'll be starting up again this weekend.

Ignoring the off topic flaming, here's a breakdown of some suggestions given:
DragonBoots said:
1.) Item List in Script Editor

Type: Extension of exisitng feature

Description: I'm thinking that adding support for a list of common values pop-up (weapons, maps, music, SFX etc.) into the Script Editor would both

save time when modding and allow for easier script-review.

Suggestion for implimenting: I'm sure that, apart from adding a few new external info files (CE_Items_Info.txt, CE_Music_Info.txt etc.), a

modification fo the existing CE_TSC_Info.txt to include 'tags' for the TSC commands ie. <CMU would be tagged with an 'M', and when entered into the

Script Editor, would bring up the music list. For the most part, the values that would be brought up would be the first (or 'X') value of the

command.
I could implement this without too much difficulty, I think. It will take some time since I've never created those sorts of pop-up help lists

before.
DragonBoots said:
2.) Spell-Checker and Text Box Parser

Type: Extension of exisitng feature

Description: Just a little tool to allow for easier spacing of <MSG, <MS2 and <MS3 within the text box, as well as a basic spell-check.

Suggestions for implimenting: A slight modification of the Syntax Checker would suffice for the spell check, but as for the parser, I'm drawing a

blank. Wouldn't be too hard, I don't think.
A spell checker is a wild card since it involves using pre-built packages which can be pretty hit or miss in getting them to work. I'm hesitant to work on the this right now though.
DragonBoots said:
3.) Intro Screen Editor

Type: New feature

Description: Maybe add the abillity to edit the intro screen (the one with New/Load etc.); especially the music and character displayed.

Suggestions for implimenting: I'm at a loss for this one.
Lace said:
anyways, title screen codes:

<snip>
that's what he did for his, I don't have time to examine it more, but it just looks like getting sprites and drawing them.
Thanks again Lace! As always your memory and knowledge is greatly appreciated.
I'll have to really investigate this but this should be pretty high on the list since its pretty integral to create a full overhaul mod.
DragonBoots said:
4.) Icon Editor

Type: New Feature

Description: While, yes, you can easilly edit the icons with ResHacker, I think add the option to do this internally within CE would be an amazing

extension.

Suggesttions for implimentation: Again, at a loss.

5.) Illustration Editor/Importer

Type: New Feature

Description: Add support for editing/importing new/replacement illustrations for use with <SIL

Suggestions for implimentation: A simple extract/edit/replace shouldn't be too hard to come up with...
I don't plan on implementing either of these for two different reasons:
1) Any Resource Editor worth anything can do these for you
2) Just moving the resources to make room for the new maps was so much of a pain in the ass that I cannot imagine the effort required to allow importing/exporting.

DragonBoots said:
6.) Custom Grid Sizes

Type: Modification of existing feature

Description: Maybe add support for a custom grid size, as not all NPC's fit into the pre-defined spaces (namely Drolls, Bosses etc.).

Suggesttions for implimention: Just add a "Custom..." option to the grid choices with a little dialogue for X and Y.
This is an easy one to implement and somewhat useful so it'll probably make it into the next release. Does anyone actually use those image
editors? They're pretty crappy and I was thinking about scrapping them if it wasn't for the "(C)Pixel" thing some people have issues with.
DragonBoots said:
7.) Basic Script Snippets

Type: Extension of existing feature

Description: Maybe add support for a few basic scripts (doors, chests, teleports etc.) that can be added straight into a section.

Suggestions for implimentation: Again, once more, at a loss.
This seems to be in high demand and useful. I'll end up making a CE_Snippets.txt file or something that holds the data in some easy to modify
fashion. Later, I'll add the away to save such snippets inside the script editor directly.
Celtic Minstrel said:
Okay... Cave Editor is famous for being incompatible with Sue's Workshop, right? That is, after editing with Cave

Editor you can no longer edit with Sue's Workshop? The question is: would you consider fixing that?

This is a real problem and currently I can't think of any way to work around it from CaveEditor's side. The problem lies in why CE is Resource

Hacking friendly and SW isn't. In order wo make CE save the exe in a way that SW can read would require me to break its proper formating which

would lead to the Resource Hacking problem plaguing CE as well.
 
Jul 18, 2009 at 4:54 PM
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Wistil said:
Wow tons and tons of replys and more than a few flame wars all in less than a week.
I haven't had anytime to work on CE since my last post but I'll be starting up again this weekend.

Ignoring the off topic flaming, here's a breakdown of some suggestions given:

I could implement this without too much difficulty, I think. It will take some time since I've never created those sorts of pop-up help lists

before.

A spell checker is a wild card since it involves using pre-built packages which can be pretty hit or miss in getting them to work. I'm hesitant to

work on the this right now though.


Thanks again Lace! As always your memory and knowledge is greatly appreciated.

I'll have to really investigate this but this should be pretty high on the list since its pretty integral to create a full overhaul mod.

I don't plan on implementing either of these for two different reasons:
1) Any Resource Editor worth anything can do these for you
2) Just moving the resources to make room for the new maps was so much of a pain in the ass that I cannot imagine the effort required to

allow importing/exporting.


This is an easy one to implement and somewhat useful so it'll probably make it into the next release. Does anyone actually use those image

editors? They're pretty crappy and I was thinking about scrapping them if it wasn't for the "(C)Pixel" thing some people have issues with.

This seems to be in high demand and useful. I'll end up making a CE_Snippets.txt file or something that holds the data in some easy to modify

fashion. Later, I'll add the away to save such snippets insdie the script editor directly.


This is a real problem and currently I can't think of any way to work around it from CaveEditor's side. The problem lies in why CE is Resource

Hacking friendly and SW isn't. In order wo make CE save the exe in a way that SW can read would require me to break its proper formating which

would lead to the Resource Hacking problem plaguing CE as well.

It is CE way of saving that causes incompatibility right?
Since if yo uedit with CE you can't open it with SW, and if you edit in SW you CAN ope n it in CE.

Fix for 'Doukutsu.exe is not a valid Win32 application' please.
 
Jul 18, 2009 at 5:57 PM
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Wistil said:
This seems to be in high demand and useful. I'll end up making a CE_Snippets.txt file or something that holds the data in some easy to modify

fashion. Later, I'll add the away to save such snippets insdie the script editor directly.

Thank you thank you thank you thank you thank you! I swear the one thing that makes modding so slow is copying the same door script for 29 doors.


This is a real problem and currently I can't think of any way to work around it from CaveEditor's side. The problem lies in why CE is Resource

Hacking friendly and SW isn't. In order wo make CE save the exe in a way that SW can read would require me to break its proper formating which

would lead to the Resource Hacking problem plaguing CE as well.

Is there any way to toggle the resource moving around-ness? Either have a option that can be used to simply not do it when you load the game, which would probably be easiest, or let you switch back and forth between SW usable and ResHack usable.
 
Jul 18, 2009 at 6:17 PM
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dooey100 said:
Is there any way to toggle the resource moving around-ness? Either have a option that can be used to simply not do it when you load the game, which would probably be easiest, or let you switch back and forth between SW usable and ResHack usable.

I guess this could be done... I'd rather not but there have been quite a few requests.
 
Jul 18, 2009 at 9:12 PM
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In order to avoid taking up space in this topic, I have a) enclosed my responses to SP in a spoiler tag and b) kept them as short as possible.

S. P. Gardebiter said:
That "cry" thing was a joke. But anyway, a member telling an admin that he has "no right" to do something... That's a joke too isn't it? :p
I was not joking. Your joke was a joke in bad taste. An insult is not made acceptable by calling it a joke. Plus, just because an admin has greater privileges than an average member doesn't mean they have a right to do anything they please.

S. P. Gardebiter said:
This is a community. A forum is always a social network. However if you're new, the other members and the admin have to accept you before you can call yourself one of "them".
Not really. As long as the new person is not a troll or other unpleasant character, they are automatically part of "them" just by being here.

S. P. Gardebiter said:
You have absolute no right to call yourself a senior member, even if you have a equal postnumber and activity, that's totally disrespectful to any senior member in the forums.
Oh really? Seniority is not based exclusively on time, you know. While you can't be a "senior" if you've only been here, say, a month, if you're active it makes sense to gain seniority earlier than someone who only posts occasionally.

S. P. Gardebiter said:
And showing off with your postnumber and activity and saying: "OMG I HAVE MOAR POSTS THAN SENIOR MEMBERS LOLZ, MY E-PENIS IS THE BIGGEST" is not something I will countenance. The senior members decide if you're being helpful or not and if you are one of them or not, because they ARE the community and therefor the biggest part of the forum.
(emphasis mine) No. The community is not just the senior members. The community is all the members who post here, trolls excluded.

S. P. Gardebiter said:
A forum is a service that the admins provide you, but because they provide it to you, that doesn't mean they have to.
I can't deny that, except that it's not the admins providing the service. It's whoever hosts the place (which, if I'm not mistaken, is SkyeWelse).

S. P. Gardebiter said:
If you really read all my posts I've made in the last year then you know about 1/5 of my posts.
That's not very much. And that's what I mean, if you are new you have no experience with the other members. If you would be a senior, you would know that I was the one who did enforced the new anti spamming rules. DoubleThink, Andwhyisit and I made them. You don't know how the social climber is like if you're new. And you don't know how it was like 2 years ago or so.
So I haven't read all your posts. Big deal. I'm making a judgement from the large proportion of posts of yours that I have seen. And really, the most recent posts are the most relevant, because people change over time.

S. P. Gardebiter said:
And that's why I call for example Wistil, andwhyisit or Lace rather a senior member than Void. Void maybe made some helpful posts, but I don't see any social experience, FAQ's, some new stuff, a good demo of a mod or something, instead he is going to complain about senior members having "no respect", because they posted some softcore pseudo-pornograhic images.
It's not necessary to write up a FAQ or create a mod in order to be a senior member. Simply being very helpful is good too, and Void, from what I've seen, tends to be very helpful.

S. P. Gardebiter said:
Just for calling someone a hypocrite you're a hypocrite. Because not everyone is jesus perfect.
You have no idea what you're talking about. My post was full of information; Shokobecher's was not. Some of the information in my post was even relevant.

And I know that no-one is perfect. I called him a hypocrite because he was one: that is, he made a post saying basically "don't spam!", yet with that post, he was spamming. It's not hypocrisy to call someone a hypocrite.

S. P. Gardebiter said:
That newbie would have no knowledge about the members (social experience) and would have contributed nothing to the forums.

Plus a random newbie with 25 years of hacking experience doesn't know how to hack Cave Story, before he is taking a look at it and learns about it.
To the first part: who cares. The fact is that such a hypothetical newbie is able to contribute a great deal to the forum and in deed probably will. Social experience is not a requirement, Knowledge about the members is optional. As for the second part, if he has 25 years of hacking experience, it will be pretty simple for him to hack Cave Story.

S. P. Gardebiter said:
End of story.
You have no idea how wrong you are...

As a final note, I find it telling that several people agree with me, some or all of whom are in the group you classify as "senior members".

GIRakaCHEEZER said:
1) That rectangle tool: The one that allows you to place a section of a tileset, like 3 by 3, over and over again by dragging the mouse to make a rectangle (someone PLEASE give me the proper name for this). This tool is ESSENTIAL when making maps, and saves a lot of time. I'd recommend finding a way to implement this, or even improve on it.
Proper name? Are you talking about a rectangle fill feature, or a copy/paste feature? I'd recommend adding both.

GIRakaCHEEZER said:
2) The ability to add multiple npc's: The way SW handles this is superb. Adding an npc just by clicking on a spot is freaking fantastic. And with the multiple npcs enabled, you can add 1-billion entities with ease. In CE adding great numbers of entities can be a pain. If you could include something like this, or yet again, improve on it, that would be greatly appreciated.
I would consider this to be an essential feature.

Gaajashin said:
Your suggestions were just faster ways of stuff that can be accomplished by CE manually.
Which is a good thing. By providing such shortcuts, Cave Editor will be able to reduce the amount of time spent creating a mod. It will be able to make the process of creating a mod easier.
 
Jul 18, 2009 at 9:16 PM
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(I started writing the above post quite awhile ago, then went away from the computer for awhile, and only just got back.)

Lace said:
shut the fuck up, everyone. I'm tired of this constant drama, and it really is non sensical beyond belief. seniority doesn't matter, but social experience and maturity does. post count doesn't matter, but how you treat other members does.
Quoted for truth.
 
Jul 18, 2009 at 11:16 PM
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@Celtic:

Celtic Minstrel said:
I was not joking. Your joke was a joke in bad taste. An insult is not made acceptable by calling it a joke.

Drama.
It depends on what you define as an insult, you don't define the rules, the admins do it. Even if you take it as an insult, why should I care? There are much worser things on the forums.

Celtic Minstrel said:
Plus, just because an admin has greater privileges than an average member doesn't mean they have a right to do anything they please.

You can do anything you want if you're an admin, aslong as it's happening in the forum.

Celtic Minstrel said:
Not really. As long as the new person is not a troll or other unpleasant character, they are automatically part of "them" just by being here.

They are not a part of the senior members if they just joined a while ago, the name says "senior members" not "junior members".

Celtic Minstrel said:
Oh really? Seniority is not based exclusively on time, you know. While you can't be a "senior" if you've only been here, say, a month, if you're active it makes sense to gain seniority earlier than someone who only posts occasionally.

Sure, but you need time to get to know to the members and the whole forum history. A month is nothing compared to the age of a forum. You have to show your respect. Otherwise you won't be a senior member. It depends on the person really. You need to conform to the community before you can be one of the senior members.

Celtic Minstrel said:
(emphasis mine) No. The community is not just the senior members. The community is all the members who post here, trolls excluded.

The core of the community are the senior members, because they are the ones who "formed" and "modified" the community. Their influence is big.

Celtic Minstrel said:
I can't deny that, except that it's not the admins providing the service. It's whoever hosts the place (which, if I'm not mistaken, is SkyeWelse).

Admins maintain the forum, they keep everything tidy and take care of the community.
I want to see this forum when noone of the active admins is here, it will be overrun by the trolls and bots. It will be a whole chaos of threads in different sections.

Celtic Minstrel said:
So I haven't read all your posts. Big deal. I'm making a judgement from the large proportion of posts of yours that I have seen. And really, the most recent posts are the most relevant, because people change over time.

When I'm looking at my last 50 posts I only see about 5 - 10 offtopic posts.

Celtic Minstrel said:
It's not necessary to write up a FAQ or create a mod in order to be a senior member. Simply being very helpful is good too, and Void, from what I've seen, tends to be very helpful.

Yeah, he maybe is helpful but he also tends to debate about almost everything and doesn't show respect for some members here, which are clearly longer here than him and therefor they should know it better how we handle the things here. He often acts immature. I could act like: "OMG look at me I'm so active here and have got 2500 posts and I'm the developer of Sues now, and I've made so many hacking FAQ's and stuff, I'm soooo helpful" too.

Celtic Minstrel said:
You have no idea what you're talking about. My post was full of information; Shokobecher's was not. Some of the information in my post was even relevant.

And I know that no-one is perfect. I called him a hypocrite because he was one: that is, he made a post saying basically "don't spam!", yet with that post, he was spamming. It's not hypocrisy to call someone a hypocrite.

You can't call someone who is telling you that you have to stop offtopic posting a hypocrite, if you do that all of the admins would be hypocrites. Which makes no sense.

Celtic Minstrel said:
To the first part: who cares. The fact is that such a hypothetical newbie is able to contribute a great deal to the forum and in deed probably will. Social experience is not a requirement, Knowledge about the members is optional. As for the second part, if he has 25 years of hacking experience, it will be pretty simple for him to hack Cave Story.

If he has 25 years of hacking experience with the "NES" he probably doesn't even know the 80x86 assembly. You don't have any hacking experience do you? If you would have you would know that isn't true what you was just saying.

Celtic Minstrel said:
As a final note, I find it telling that several people agree with me, some or all of whom are in the group you classify as "senior members".

I don't classify them as senior members. If you think different though, tell me some names.
 
Jul 18, 2009 at 11:38 PM
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I don't really have much more to say, so this is likely to be my last reply to SP...
S. P. Gardebiter said:
Even if you take it as an insult, why should I care?
Because you're an admin. Admins are supposed to care about things such as keeping the forum a place where people actually want to come.

S. P. Gardebiter said:
You can do anything you want if you're an admin, aslong as it's happening in the forum.
This just shows that you don't understand. An admin is not God of the forum. For example, you can't ban someone for posting a mod that you don't like. That would be abusing your powers as an admin. (Note: from what I know of you I don't think you would do such a thing; it was just an example.)

S. P. Gardebiter said:
Sure, but you need time to get to know to the members and the whole forum history.
I don't agree it's necessary, but I do agree it is useful.

S. P. Gardebiter said:
You need to conform to the community before you can be one of the senior members.
No you don't. Conformance is boring. If everyone conformed to the community, there would be no point in it existing. Unless by "conform" you mean simply following rules?

S. P. Gardebiter said:
If he has 25 years of hacking experience with the "NES" he probably doesn't even know the 80x86 assembly. You don't have any hacking experience do you? If you would have you would know that isn't true what you was just saying.
When I said he had hacking experience I was assuming it was with PCs, since that's what Cave Story mainly runs on. I don't know where you got NES from.

S. P. Gardebiter said:
I don't classify them as senior members. If you think different though, tell me some names.
I distinctly recall you mentioning Lace as a senior member, at least. Also I thought you considered Dooey a senior member, though I don't remember where I got that from; perhaps I was imagining it.

And because I feel a little guilty creating a post just to hold this spoiler tag, I have thought of something Cave Editor-related.

dooey100 said:
Is there any way to toggle the resource moving around-ness? Either have a option that can be used to simply not do it when you load the game, which would probably be easiest, or let you switch back and forth between SW usable and ResHack usable.
I question whether this would be worth the work it would likely take. I think it would require re-writing all the "save" code to be compatible with Sue's Workshop (while retaining the original save code, of course).

It also strikes me that Cave Editor may not be the best place for this – it seems like it should be Sue's Workshop that should be fixed to avoid the resource hacker incompatibility.
 
Jul 18, 2009 at 11:38 PM
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Have frame rects, frame position and hit area editing for sprites been implemented yet?
 
Jul 19, 2009 at 12:30 AM
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andwhyisit said:
Have frame rects, frame position and hit area editing for sprites been implemented yet?

Well you can edit the hit and display rect in the npc.tbl but editing the actual sprite rectangles is a lot more complicated.
The actual location of where the sprite is in the .pbm file is located entirely inside the assembly code and it will require parsing the actual entity AI logic to pull out those values to be edited. There are some signs to locate those values (from the entities I have looked at) but the way they're written isn't necessarily the same every time. That'll be the biggest challenge to overcome in all of the editing tools on my to do list.
 
Jul 19, 2009 at 12:38 AM
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Wistil said:
Well you can edit the hit and display rect in the npc.tbl but editing the actual sprite rectangles is a lot more complicated.
The actual location of where the sprite is in the .pbm file is located entirely inside the assembly code and it will require parsing the actual entity AI logic to pull out those values to be edited. There are some signs to locate those values (from the entities I have looked at) but the way they're written isn't necessarily the same every time. That'll be the biggest challenge to overcome in all of the editing tools on my to do list.

IMO this could be done last, if at all.
But, uh...
Yeah.
Another idea hit me: Physics Editor. Something that could allow you to change the physics ie. your inertia, maximum speed, acceleration etc.

This might be handy for an alternate-universe of physics.
Also, maybe a water-countdown modifier.

EDIT: I realize that editing the physics is basically changing the heart and soul of the CS engine, but it would be useful.
 
Jul 19, 2009 at 1:12 AM
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Why don't you people just wait for the new version of SW? :)
If the new version comes there is no reason anymore why to use the old one.
Plus I'm sure Cave Editor won't be compatible with the new version anyway.
Well but maybe there is a way. If Wistil likes he can team up with me after I finished 0.6 to write a conversion program to convert between "Sue's Workshop 0.3 and lower", "Cave Editor" and "Sue's Workshop 0.6 and higher".

@Celtic:

Celtic Minstrel said:
Because you're an admin. Admins are supposed to care about things such as keeping the forum a place where people actually want to come.

Yeah but the majority of the community is even using worse swearing.
And you know that I didn't meant that seriously. I think you're taking this a bit too seriously :p

Celtic Minstrel said:
This just shows that you don't understand. An admin is not God of the forum.

I never said that actually.

What I said was:
As an admin users can't forbid you anything. "You hare no right to do that!" isn't valid here.

Celtic Minstrel said:
For example, you can't ban someone for posting a mod that you don't like.

I can, even if I wouldn't do that I could do it.
Because noone can stop you from doing that as an admin.

Celtic Minstrel said:
I don't agree it's necessary, but I do agree it is useful.

To hitting off with the community you should know about the members.

Celtic Minstrel said:
No you don't. Conformance is boring. If everyone conformed to the community, there would be no point in it existing. Unless by "conform" you mean simply following rules?

I don't mean conformance as in totally giving up your whole individuality. You not only should follow the rules. To get "accepted" by the community you should adjust yourself to them a bit, otherwise it's likely you will be an total outsider. And then there is maybe no point anymore to be in that community.

Celtic Minstrel said:
When I said he had hacking experience I was assuming it was with PCs, since that's what Cave Story mainly runs on.

There are a lot of different PC Chipsets too and alot of different assembly languages.

Celtic Minstrel said:
I don't know where you got NES from.

Eh? The biggest hacking scene is the rom hacking scene. You never thought about why the term "rom hacking" is so popular do you? :p

Celtic Minstrel said:
I distinctly recall you mentioning Lace as a senior member, at least.

But Lace was neither agreeing with you nor with me.

Celtic Minstrel said:
Also I thought you considered Dooey a senior member, though I don't remember where I got that from; perhaps I was imagining it.

I never mentioned him :)
 
Jul 19, 2009 at 1:23 AM
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I realize that editing the physics is basically changing the heart and soul of the CS engine, but it would be useful.
*facepalm* oh my god boots, it's not that hard, I've even given you a hack with alternate physics. ye gods....
(oh if you wanna do it wistil, spoilertagged below.)
sshigsi said:
004156D7 8B 0D 3C E6 49 00 mov ecx,[0049E63C] ;mov ecx[0049e650]
004156DD 81 E1 00 01 00 00 and ecx,00000100 ;and ecx,00100000
004156E3 74 3A je 0041571F
004156E5 C7 45 EC 96 01 00 00 mov [ebp-0014],00000196 ; WATER (261)
004156EC C7 45 F4 FF 02 00 00 mov [ebp-000C],000002FF (200)
004156F3 C7 45 E4 28 00 00 00 mov [ebp-001C],00000028 (1e)
004156FA C7 45 F0 10 00 00 00 mov [ebp-0010],00000010
00415701 C7 45 D8 80 02 00 00 mov [ebp-0028],00000280
00415708 C7 45 DC 2A 00 00 00 mov [ebp-0024],0000002A
0041570F C7 45 E8 10 00 00 00 mov [ebp-0018],00000010
00415716 C7 45 E0 19 00 00 00 mov [ebp-0020],00000019
0041571D EB 38 jmp 00415757
0041571F C7 45 EC 2C 03 00 00 mov [ebp-0014],0000032C ; NORMAL
00415726 C7 45 F4 FF 05 00 00 mov [ebp-000C],000005FF
0041572D C7 45 E4 50 00 00 00 mov [ebp-001C],00000050
00415734 C7 45 F0 20 00 00 00 mov [ebp-0010],00000020
0041573B C7 45 D8 00 05 00 00 mov [ebp-0028],00000500
00415742 C7 45 DC 55 00 00 00 mov [ebp-0024],00000055
00415749 C7 45 E8 20 00 00 00 mov [ebp-0018],00000020
00415750 C7 45 E0 33 00 00 00 mov [ebp-0020],00000033

change what it checks for to cause different agility.

and for explanation...

(normal physics)
p.walkspeed = 0x032c; average water and norm
p.fallspeed = 0x5ff; 2/3 water

p.fallaccel = 0x50; 2/3 water
p.jumpfallaccel = 0x20; 2/3 water

p.walkaccel = 0x55; average water and norm
p.jumpwalkaccel = 0x20; average water and norm

p.decelspeed = 0x33; 2/3 norm
p.jumpvelocity = 0x500; 2/3 norm


(thanks sshsigi)
The "walkspeeds" and "fallspeeds" are the maximum velocity you can have. The "accel" speeds are how quickly you will reach that velocity (are added to your current speed every frame up until you get to maxspeed). decelspeed is your friction constant when you are on the ground. jumpvelocity is subtracted from your Y inertia when you first push jump.

I also have written here that the "effective" walk speed is actually only 0x30e, I didn't figure out exactly why but it may have to do with the order of application of the constants or something.

The deceleration constant p.decelspeed is applied at all times when you are touching the ground, so if you are walking this is in addition to the walk accel. Thus effectively your walkaccel is only 0x22 (It does +0x55, then -0x33). *1

Jump gravity p.jumpfallspeed is applied instead of fallspeed anytime the Jump key is down and you are moving upwards (it does not check whether you are actually jumping). *2

These constants of course are all bit-shifted by the coordinate scale factor of 9, and applied once per tick at 50fps. Thus a value of 512 means you will move 50 pixels per second.

*1 This is a good thing to know during the first Core battle in Almond. When he tries to blow you against the wall, he pushes against your X inertia with a accelerative force of 0x20. This is less than the p.decelspeed of 0x33, and exactly equal to the p.jumpwalkaccel of 0x20. Therefore, if you stay on the ground, he cannot push you at all because because you have friction against the ground of 0x33. But if you jump eg to avoid one of the shots, you will lose the 0x33 deceleration, and be pushed with 0x20. If you push full against the current, you can cancel it out from pushing you faster, but you will not gain any ground against whatever speed it's already got on you.

*2 This is how the fans work in e.g. Grasstown. You can ride them higher by pushing Jump because when you push the jump key it activates jump gravity, and then you are only falling into them with 0x20 instead of 0x55. You can also see an odd effect here if you find some other way to be moving upwards without jumping. For example, the "hurt hop" when you get hit by an enemy. If you press JUMP right after getting hit, you will fly a lot higher than you're supposed to.
 
Jul 19, 2009 at 1:26 AM
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Lace said:
*facepalm* oh my god boots, it's not that hard, I've even given you a hack with alternate physics. ye gods....

Yeah, I know that Lace, it's why I'm suggesting it.
Not everyone has the natural gift for assembly/hex editing that you posess.
I'm suggesting it as an option to level the field.
 
Jul 19, 2009 at 1:33 AM
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oh, okay. I just thought you were saying since it's the heart and soul of doukutsu, it would be impossible to change. no offense to you meant, sorry if i gave any.
 
Jul 19, 2009 at 1:39 AM
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Wistil said:
Well you can edit the hit and display rect in the npc.tbl but editing the actual sprite rectangles is a lot more complicated.
The actual location of where the sprite is in the .pbm file is located entirely inside the assembly code and it will require parsing the actual entity AI logic to pull out those values to be edited. There are some signs to locate those values (from the entities I have looked at) but the way they're written isn't necessarily the same every time. That'll be the biggest challenge to overcome in all of the editing tools on my to do list.

I haven't actually looked at NPC's much, but if its anything like weapons, it should be a series of commands:

MOV [EBP-40],<frame 1 left bound>
MOV [EBP-3C],<frame 1 top bound>
MOV [EBP-38],<frame 1 right bound>
MOV [EBP-34],<frame 1 bottom bound>
MOV [EBP-30],<frame 2 left bound>
etc.

Which in hex would be (with a semi-regex type syntax)

C7(85<4 bytes detemining offset from EBP>|45<1 byte determining offset from EBP>)<4 bytes determining frame rect>

If I were doing this, I wouldn't search through all 350 or so entities manually, but since the location of the NPC code is all known, start searching for a pattern similar to the one I posted (making sure, of course, that the pattern holds for NPC's as well as weapons) then have some sort of parser to read the values when the pattern is found. As a bonus, it would even be assembly hacking friendly, because if you decided to move the frame rect instructions, it could still be edited by CE.

Also, I have yet to encounter and MOV [EBP-x],constant instructions outside of the frame rects, but that doesn't mean they aren't their. Could possibly be the source of a nasty bug.





Also, I've said it before, and I'll say it again: I think the entire concept of seniority is stupid, at the very least seniority based on reg date or post count. If I were an admin, I would hide those stats completely. If you feel there is a need for seniority of some sort, it should be based ONLY on contribution to the community. In which case, Void would be very much a senior member.
 
Jul 19, 2009 at 1:40 AM
Cold Agony of Resolute Vacuum
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Lace said:
oh, okay. I just thought you were saying since it's the heart and soul of doukutsu, it would be impossible to change. no offense to you meant, sorry if i gave any.

None taken.
What I meant by 'heart and soul' is one of those endearing features of the game that people come to love.
I am FULLY aware they can be changed, but it is one of those things that makes the game so great.
 
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