• Hey everyone happy Christmas Eve we're aware of what's happened with the source code so to keep this simple absolutely don't post it on the site or use it to make mods with (it's not particularly preferable toward this end anyway) and tread lightly in general until we see how this settles, thanks to all and have a great holiday season -DT

Jenka's Nightmare Revived - Final release

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Jan 25, 2011 at 2:10 PM
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Re: Jenka's Nightmare Revived

LunarSoul said:
I meant under the pooh black boss fight, but that's a good idea.

Oh, that spot. Yeah, that's one of those spots where I marvelled at the lack of any object.

I can edit stuff, ya know.

Well, yeah. :p

Good luck!
 
Jan 25, 2011 at 2:35 PM
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Re: Jenka's Nightmare Revived

magic9mushroom said:
Oh, that spot. Yeah, that's one of those spots where I marvelled at the lack of any object.
Hmm? I'm talking about under the fan when you fall down to genesis sky.
magic9mushroom said:
Good luck!
Thanks! Everyone's so supportive!
 
Jan 26, 2011 at 1:25 AM
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Re: Jenka's Nightmare Revived

LunarSoul said:
Hmm? I'm talking about under the fan when you fall down to genesis sky.

I know. I marvelled at the lack of anything there.
 
Jan 26, 2011 at 2:00 AM
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Lol.

Does anyone know what's wrong with (e_Blcn)? Whenever I try and save changes in the code, it says "Error saving to file!". It even does it if I just go in and press save, without doing anything. This is annoying. I want to change it so that the map name shows up (<MNA), and then cut to the title screen earlier (quote starts walking in back space after awhile). It's probably an error with the TSC file.
 
Jan 26, 2011 at 2:01 AM
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Re: Jenka's Nightmare Revived

Is anything related to it Read-Only?
 
Jan 26, 2011 at 2:06 AM
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Re: Jenka's Nightmare Revived

Oh, um, that would be a problem. Thanks! :awesomeface:
man, I love awesome face. I think I'll replace the boring circle thing in the text with awesome face.
 
Jan 26, 2011 at 2:09 AM
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Re: Jenka's Nightmare Revived

LunarSoul said:
Oh, um, that would be a problem. Thanks! :awesomeface:
man, I love awesome face. I think I'll replace the boring circle thing in the text with awesome face.

That's not an awesome face so much as a tard face.
 
Jan 26, 2011 at 2:11 AM
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Re: Jenka's Nightmare Revived

LunarSoul said:
man, I love awesome face. I think I'll replace the boring circle thing in the text with awesome face.

Cave Story: Ruined. ;_;
 
Jan 26, 2011 at 2:12 AM
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Re: Jenka's Nightmare Revived

Aww
U guys really don't want it?
How about big grin! :awesomeface:

EDIT: meh, maybe I'll do it for a mod that isn't such a big deal.
 
Jan 26, 2011 at 2:16 AM
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Re: Jenka's Nightmare Revived

LunarSoul said:
EDIT: meh, maybe I'll do it for a mod that isn't such a big deal.

Good idea. :awesomeface:

:p

Anyway, am I right in thinking that Red Tower section 2 is the limit of the current version?
 
Jan 26, 2011 at 2:17 AM
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Re: Jenka's Nightmare Revived

Yes, a good idea, indeed. I'd get a lot of sad face by putting in awesome face.
 
Jan 26, 2011 at 2:59 AM
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Re: Jenka's Nightmare Revived

LunarSoul said:
Yes, a good idea, indeed. I'd get a lot of sad face by putting in awesome face.

More like angry face.

Also, could you post the maximum health and missile totals currently available, if you know them? I'm pretty good at finding stuff, but I want to check.
 
Jan 26, 2011 at 4:19 AM
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- All messages when you open chests with ammo to the now named Maru still say 'Snake ammo increased by #!'. Found in Mimiga Village and Pipe Room.

- You can still get to these chests even if you don't have the Maru from 'A Familiar Cave'. I recommend to have an Arms Jump flag <AMJ0001:#### (where 0001 is Maru and # is the new event to call).
  • In the original event, place <KEY, the <AMJ0001:####, then place <MSG followed by the message 'It won't open...', then put <NOD<END.
  • Put the new event number where it is going to if you have the Maru. The original code goes to the new event number.
- Mimiga Village:
Code:
#0230
<KEY<FLJ2122:0221<FL+2122<FL+0201<SOU0022<CNP0230:0021:0000
<MSGOpened the chest.<NOD<GIT0001<AM+0001:0010<CLR
<CMU0010=Snake= ammo increased by 10<WAI0160<NOD<GIT0000<CLO<RMU<END
Pipe Room:
Code:
#0200
<PRI<FLJ2124:0001<FL+2124<FL+0201<SOU0022<CNP0200:0021:0000
<MSGOpened the treasure chest.<NOD<GIT0001<AM+0001:0010<CLR
<CMU0010=Snake= ammo increased by 10.<WAI0160<NOD<RMU<END
Remove '<FL+0201', because if you get the Missile Launcher before fighting Pooh Black and lose all your weapons, you only get 5 ammo. You see a message 'Max missiles increased by 5!' instead of the 'Got the =Missile Launcher=!' message. Then, in the Head script:
Code:
#0017
<PRI<FLJ0201:0018
<LI+1000<SOU0020<AE+<MSG
Health refilled.<NOD<END
#0018
<PRI
<LI+1000<SOU0020<AE+<MSG
Health and ammo refilled.<NOD<END
Place <AMJ0001:0018 right after <FLJ0201:0018. Don't do anything else with it.

- Original glitch that Schmitz did not notice, in the 'Power Room'. The flag 2502 tells that the power to the fans are on. The first time you turn on, this "Power flow" NPC above you is present, but when you leave and come back, or resume from a save point, you don't see the "Power flow" anymore. Create a new entity with type 102 for "Power flow" with Entity ID (Flag ID) 2502 and set 0x0800 (Appears once FlagID is set). Place over the entity that is on the flow screen.
 
Jan 26, 2011 at 4:33 AM
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Fluff8836 said:
- You can still get to these chests even if you don't have the Maru from 'A Familiar Cave'. I recommend to have an Arms Jump flag <AMJ0001:#### (where 0001 is Maru and # is the new event to call).
  • In the original event, place <KEY, the <AMJ0001:####, then place <MSG followed by the message 'It won't open...', then put <NOD<END.
  • Put the new event number where it is going to if you have the Maru. The original code goes to the new event number.

Eh, it was good enough for Cave Story. Remember how if you don't pick up the original Missile Launcher, the Missile Expansions give you the Missile Launcher?

I mean, you can quite easily rationalise it as taking the clip or magazine from the other copies of the same weapon that you find.

- In Grasstown, before the fight with Pooh Black and the point where you lose all your weapons, you can still reach the chest in the lower alcove by strategically shooting star blocks. Once opened, you get the Missile Launcher too early, and because there is a flag already set, you get 5 ammo. This must not happen, the original creator Schmitz, might not know this. Here is how you can remedy this: EDITING...

No, this was very much intended. Jack tells you about it if you talk to him a second time in Grasstown Tower.
 
Jan 26, 2011 at 5:17 AM
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Re: Jenka's Nightmare Revived

Fluff8836 said:
I didn't know that. Just talked to Jack. Positive. Solution changed. Check Post 153.

I meant that it was intended that you can get the Missile Launcher then.

Also, why do you go back and edit posts like that? It's confusing.

Also, did you mean you're positive that it wasn't or was intended? You have to talk to Jack a second time for him to tell you about it.



EDIT: Just found another glitch. You can fall off the edge of the Balcony without triggering the "Wait! Don't do it!" or the warp to the Chimney if you trigger the "Hey! What do you think you're doing!" while having leftward momentum. The "Hey! What do you think you're doing!" should pause the game.

EDIT2: You can fight Toroko a second time, with unchanged dialogue, if you go back into Genesis: Spirit. Also, the door between Chimney and Yamashita Farm doesn't make a door noise or show the door-opening animation despite being a door and not a doorway.
 
Jan 26, 2011 at 12:20 PM
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Re: Jenka's Nightmare Revived

Thanks a bunch.
And the max health I think is 59. I'm not sure about the missiles, but I think it might be 30 including the one from grasstown.
 
Jan 26, 2011 at 12:45 PM
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Re: Jenka's Nightmare Revived

LunarSoul said:
Thanks a bunch.
And the max heath I think is 59. I'm not sure about the missiles, but I think it might be 30 including the one from grasstown.

Hmm. I've only got 57 health. I got 30 missiles, though.

Did I miss a 2 HP capsule, or did you miscount?

Life Capsules I've found:

A Familiar Cave (4 HP)
2 in First Cave (both 4 HP)
2 in Mimiga Town (one 3 HP and one 2 HP)
1 in Grasstown (the one with the invisible block puzzle) (5 HP)
1 in Genesis: Sky (4 HP)
2 in Sand Zone (each 4 HP)
1 in Labyrinth H (4 HP)
1 in Labyrinth W (4 HP)
1 in Genesis: Spirit (4 HP)
1 in Genesis: Earth (in the Malco room) (3 HP)
1 in Chimney (5 HP)
 
Jan 26, 2011 at 12:48 PM
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Re: Jenka's Nightmare Revived

I got it. You missed the one on the platform over the exit from first cave to mimiga village.
And I didn't miscount; my save has exactly 59 health.
 
Jan 26, 2011 at 12:55 PM
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Re: Jenka's Nightmare Revived

LunarSoul said:
I got it. You missed the one on the platform over the exit from first cave to mimiga village.

Grah! *goes to check*

No, I got the one above the exit to First Cave (I said I got the 2 in First Cave), and there is no Life Capsule above the entrance to Mimiga Village.

:awesomeface:

*holds head in hands*
 
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