Moving Through Rooms

Apr 25, 2008 at 3:58 AM
Neophyte Member
"Fresh from the Bakery"
Join Date: Apr 25, 2008
Location:
Posts: 5
This may sound super noobish but when you make a door how do you make it go to another room?
 
Apr 25, 2008 at 7:36 AM
Justin-chan
"Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!"
Join Date: Oct 15, 2007
Location: Nowhere
Posts: 1920
Age: 31
#EVENT NUMBER (Eg. If your door is event 100, put #0100 here)
<SOU0011<ANP----:0002<TRAXXXX:YYYY:WWWW:ZZZZ

---- = Door Event (Eg. If your door is event 100, XXXX would be 0100)
XXXX = What map to be transferred to
YYYY = What event to play (Usually a mapload, either 0090, 0091, 0092, 0093 or 0094)
WWWW = Coordinates on X axis
ZZZZ = Coordinates on Y axis
 
Apr 25, 2008 at 7:51 AM
Luls
"Bleep, Bloop, Bleep, Bloop"
Join Date: Oct 6, 2007
Location: I dunnos
Posts: 1584
jcys810 said:
#EVENT NUMBER (Eg. If your door is event 100, put #0100 here)
<SOU0011<ANP----:0002<TRAXXXX:YYYY:WWWW:ZZZZ

---- = Door Event (Eg. If your door is event 100, XXXX would be 0100)
XXXX = What map to be transferred to
YYYY = What event to play (Usually a mapload, either 0090, 0091, 0092, 0093 or 0094)
WWWW = Coordinates on X axis
ZZZZ = Coordinates on Y axis

The one in bold should be <CNP----:0000:0000

Cause that changes the door NPC into a 0 sprite in the direction represented by the value 0 (actually the direction doesn't matter as the door can face any direction lol).

K lemme give you a detailed explanation on how this script works.

If:

Your door is event 100.
You want to make it go to map 2
You want to make your character appear at coords 1,1 in map 2
You want event 90 to play first when you appear in map 2...

#0100
<CNP0100:0000:0000
<SOU0011
<FAO0004
<TRA0002:0090:0001:0001

Ok...

The <CNP has already been explained above.
The <SOU command plays a sound and the sound number 0011 is the door sound.
The <FAO command makes the screen FAde Out. The fade number 0004 makes the screen fade out from/to the centre (can be 0001, 0002, 0003, 0004, each with a different direction)
Lastly, the <TRA command TRAnsfers your main character to the specified map number (in this case, map2), plays the event specified in the command (in this case, event 0090) and transfers you to coords specified (in this case, 1,1)
 
Apr 25, 2008 at 11:26 AM
Justin-chan
"Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!"
Join Date: Oct 15, 2007
Location: Nowhere
Posts: 1920
Age: 31
Hey Metalogz, you can use <ANPXXXX:0002 to open a door, it gives a door frame automatically. :/
 
Apr 25, 2008 at 2:34 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Apr 14, 2008
Location: Poland
Posts: 35
But ANP or CNP isn't very necessary when the door hasn't any sprite (like the door from Sacred Grounds B1 to B2 or from Mimiga Village to Graveyard).
 
Apr 25, 2008 at 4:22 PM
Luls
"Bleep, Bloop, Bleep, Bloop"
Join Date: Oct 6, 2007
Location: I dunnos
Posts: 1584
jcys810 said:
Hey Metalogz, you can use <ANPXXXX:0002 to open a door, it gives a door frame automatically. :/

olol k... cause I saw in Cave Story original script that they always used CNP unless the tileset doesn't have an open door tile...
 
Apr 25, 2008 at 9:41 PM
It's a Sony
"Keep on rollin'!"
Join Date: Mar 7, 2008
Location:
Posts: 460
Age: 33
Nevertheless that ANP won't work since you're missing the third parameter (it's <ANP[entity]:[type]:[direction]), it'll crash the game when it tries to read.
 
Apr 26, 2008 at 10:09 AM
Justin-chan
"Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!"
Join Date: Oct 15, 2007
Location: Nowhere
Posts: 1920
Age: 31
Oh right. And I forgot the <FAO too.

#EVENT NUMBER (Eg. If your door is event 100, put #0100 here)
<SOU0011<ANP----:0002:0000<FAO!!!!<TRAXXXX:YYYY:WWWW:ZZZZ

---- = Door Event (Eg. If your door is event 100, XXXX would be 0100)
XXXX = What map to be transferred to
YYYY = What event to play (Usually a mapload, either 0090, 0091, 0092, 0093 or 0094)
WWWW = Coordinates on X axis
ZZZZ = Coordinates on Y axis
!!!! = Which direction to fade out
0000 for Left, 0001 for Up, 0002 for Right, 0003 for Down, 0004 for Center.
 
Apr 28, 2008 at 6:32 AM
Neophyte Member
"Fresh from the Bakery"
Join Date: Apr 25, 2008
Location:
Posts: 5
wait how do u noe which map number ur on? like im modding the original cavestory game rite now and the first door(starting cave) isl ike 92 or 93 yet i do not noe where the map number is. I'm sorry if this is a stupid question.
 
Apr 30, 2008 at 1:50 AM
In front of a computer
"Man, if only I had an apple..."
Join Date: Mar 1, 2008
Location: Grasstown
Posts: 1435
GAH! Grammar!
 
Apr 30, 2008 at 2:57 AM
It's a Sony
"Keep on rollin'!"
Join Date: Mar 7, 2008
Location:
Posts: 460
Age: 33
Yeah aside from just proper grammar being nice, it would really make it much clearer what you're trying to say since I haven't a clue so far what you're trying to get across.
 
Apr 30, 2008 at 5:36 AM
Neophyte Member
"Fresh from the Bakery"
Join Date: Apr 25, 2008
Location:
Posts: 5
I do not know where the room number is. I'm modding the original cavestory and I do not know where to find the room number to transfer between maps.
 
Apr 30, 2008 at 7:35 AM
Administrator
Forum Administrator
"Life begins and ends with Nu."
Join Date: Jul 15, 2007
Location: Australia
Posts: 6224
Age: 39
Pronouns: he/him
aznmonk said:
I do not know where the room number is. I'm modding the original cavestory and I do not know where to find the room number to transfer between maps.
That is much better.

This is what you are after:

http://lotlot.net/misc/doukutsu/tsc.txt

0000 0 Credits
0001 Pens1 Arthur's House - normal
0002 Eggs Egg Corridor
0003 EggX Egg No. 00 - normal
0004 Egg6 Egg No. 06
0005 EggR Egg Observation Room
0006 Weed Grasstown
0007 Santa Santa's House
0008 Chako Chaco's House
0009 MazeI Labyrinth I (vertical starting room)
0010 Sand Sand Zone - normal
0011 Mimi Mimiga Village
0012 Cave First Cave
0013 Start Start Point
0014 Barr Shack (Mimiga Village)
0015 Pool Reservoir
0016 Cemet Graveyard
0017 Plant Yamashita Farm
0018 Shelt Shelter (Grasstown)
0019 Comu Assembly Hall (Mimiga Village)
0020 MiBox Save Point (Mimiga Village)
0021 EgEnd1 Side Room (Egg Corridor)
0022 Cthu Cthulhu's Abode (Egg Corridor)
0023 Egg1 Egg No. 01
0024 Pens2 Arthur's House - Sue on computer
0025 Malco Power Room (Grasstown)
0026 WeedS Save Point (Grasstown)
0027 WeedD Execution Chamber (Grasstown)
0028 Frog Gum (Grasstown)
0029 Curly Sand Zone Residence
0030 WeedB Grasstown Hut
0031 Stream Main Artery (Waterway)
0032 CurlyS Small Room (Sand Zone)
0033 Jenka1 Jenka's House - normal
0034 Dark Deserted House (Sand Zone)
0035 Gard Sand Zone Storehouse
0036 Jenka2 Jenka's House - after Balrog attacks
0037 SandE Sand Zone - after boss fight
0038 MazeH Labyrinth H (sliding block room)
0039 MazeW Labyrinth W (main area w/shop, camp)
0040 MazeO Camp (Labyrinth)
0041 MazeD Clinic Ruins (Labyrinth)
0042 MazeA Labyrinth Shop
0043 MazeB Labyrinth B (booster)
0044 MazeS Boulder Chamber (Labyrinth)
0045 MazeM Labyrinth M (gaudi eggs)
0046 Drain Dark Place (Labyrinth)
0047 Almond Core (Labyrinth)
0048 River Waterway
0049 Eggs2 Egg Corridor?
0050 Cthu2 Cthulhu's Abode? (Egg Corridor?)
0051 EggR2 Egg Observation Room?
0052 EggX2 Egg No. 00 - hatched
0053 Oside Outer Wall
0054 EgEnd2 Side Room (Egg Corridor?)
0055 Itoh Storehouse (Outer Wall)
0056 Cent Plantation
0057 Jail1 Jail No. 1 (Plantation)
0058 Momo Hideout (Plantation)
0059 Lounge Rest Area (Plantation)
0060 CentW Teleporter (Plantation)
0061 Jail2 Jail No. 2 (Plantation)
0062 Blcny1 Balcony - normal
0063 Priso1 Last Cave
0064 Ring1 Throne Room (Balcony)
0065 Ring2 The King's Table (Balcony)
0066 Prefa1 Prefab House (Balcony) - normal
0067 Priso2 Last Cave Hidden
0068 Ring3 Black Space (Balcony)
0069 Little Little House (Outer Wall)
0070 Blcny2 Balcony - after boss fights
0071 Fall Ending
0072 Kings Intro
0073 Pixel Waterway Cabin
0074 e_Maze Credits - Labyrinth
0075 e_Jenk Credits - Jenka's House
0076 e_Malc Credits - Power Room
0077 e_Ceme Credits - Graveyard
0078 e_Sky Credits - Sky
0079 Prefa2 Prefab House (Balcony) - entrance to hell
0080 Hell1 Sacred Ground B1
0081 Hell2 Sacred Ground B2
0082 Hell3 Sacred Ground B3
0083 Mapi Storage (Graveyard)
0084 Hell4 Passage? - normal
0085 Hell42 Passage? - from Sacred Ground B3
0086 Statue Statue Chamber (Plantation/Sacred Grounds)
0087 Ballo1 Seal Chamber (Sacred Grounds) - normal
0088 Ostep Corridor (Sacred Grounds)
0089 e_Labo Credits - Laboratory
0090 Pole Hermit Gunsmith
0091 Island [map is totally blank - TSC is called right before good/best endings]
0092 Ballo2 Seal Chamber (Sacred Grounds) - after boss fight
0093 e_Blcn Credits - Balcony
0094 Clock Clock Room (Outer Wall)
 
Apr 30, 2008 at 12:38 PM
Hoxtilicious
"Life begins and ends with Nu."
Join Date: Dec 30, 2005
Location: Germany
Posts: 3218
Age: 33
Pronouns: No homie
Why do you link to the old version? :/
 
May 6, 2008 at 12:26 AM
Neophyte Member
"Fresh from the Bakery"
Join Date: Apr 25, 2008
Location:
Posts: 5
ahhh..thank you very much! Now if I were to make my own games, how would I know which room is which?
 
May 6, 2008 at 12:59 AM
Junior Member
"Wow! The more I drink of this magical beverage, the more games I can play! Wheee!"
Join Date: Mar 8, 2008
Location:
Posts: 28
You ARE using Sue's Workshop, right? When you select a map, look next to it, the number should be there.
 
May 6, 2008 at 6:29 AM
Neophyte Member
"Fresh from the Bakery"
Join Date: Apr 25, 2008
Location:
Posts: 5
yes I am, thank you very much. This community is so helpful!
 
Back
Top