[On Indefinite Hiatus] The CSTSF Mod Collab

Feb 25, 2014 at 3:38 AM
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Bombchu Link said:
It will affect all the rooms.

But with my handy dandy optimizing I can do it without consuming an existing NPC/ using a dud one.
What do you mean by a "dud" one?

"Broken" npcs (the ones that crash cave story when you put them on a map) are often not actually "broken" so much as they are child npcs that are spawned by parents/more complex entities, so I wouldn't touch these if I were you unless you were absolutely sure what they are. Child entities crash on their own because they'll try to dereference their parent pointer, which results in a segmentation fault if they don't have a parent.
 
Feb 25, 2014 at 3:45 AM
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I know about the child entities that crash on their own.

I just need to find space.
 
Feb 25, 2014 at 3:50 AM
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Bombchu Link said:
I know about the child entities that crash on their own.

I just need to find space.
You still didn't answer my question though.

What do you mean by "dud" npcs? As far as I'm aware, none of them are actually duds.
 
Feb 25, 2014 at 4:15 AM
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PolarStarGames said:
I didn't even notice that the OP wasn't correct, but dibs aren't a thing. Just edit any level within the guidelines and post the .pxa, .pxe, .pxm and .tsc of your levels in a zip file.
They should post the exe as well, since that contains embedded mapdata.
 
Feb 25, 2014 at 4:21 AM
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andwhyisit said:
They should post the exe as well, since that contains embedded mapdata.
True, but Tilesets and Backgrounds and such can be modified when they're all stitched together.
 
Feb 25, 2014 at 4:28 AM
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PolarStarGames said:
True, but Tilesets and Backgrounds and such can be modified when they're all stitched together.
So should they, like, add a screenshot to their supplied files of what it's supposed to look like?

Cause there's a pretty big hole in your plan if this doesn't get addressed.
 
Feb 25, 2014 at 4:32 AM
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Maybe there should be a dibs list.
 
Feb 25, 2014 at 5:09 AM
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EnlightenedOne said:
So should they, like, add a screenshot to their supplied files of what it's supposed to look like?

Cause there's a pretty big hole in your plan if this doesn't get addressed.
Ah shit I guess you're right, updating the OP.
TLincoln said:
Maybe there should be a dibs list.
I feel like with just the map files and the provided map information a dibs list shouldn't be necessary.

Also, I'm unsure about the current map dimension limits. Should they be changed/removed? They DO feel a little small...
 
Feb 25, 2014 at 5:27 AM
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Though the OP addresses health and weapons, it's of note that Flags should be reset as well, incase people share the same ones.

And that they should supply a <TRA so that the player enters their map in the right place, and tell you where to insert the one for the next room so that you know where it ends.

And you should probably read the guidelines for Take 8 submissions cause there is likely still a problem overlooked.
These things ain't the easiest to handle.
 
Feb 25, 2014 at 5:36 AM
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Though the OP addresses health and weapons, it's of note that Flags should be reset as well, incase people share the same ones.

And that they should supply a <TRA so that the player enters their map in the right place, and tell you where to insert the one for the next room so that you know where it ends.

And you should probably read the guidelines for Take 8 submissions cause there is likely still a problem overlooked.
These things ain't the easiest to handle.
I...will probably use the Take 8 guidelines as a base for my guidelines, then. I'll revise the OP 'til I think it addresses the issues addressed in the Take 8 Guidelines Thread.

Also, I'm allowing everyone to set their own room size, provided they keep it reasonable.
 
Feb 25, 2014 at 6:47 AM
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I could get into this, I really like designing maps in Cave Editor. (I've had some success, just nothing finished enough that I wanted to post it here yet). Could someone maybe direct me to an explanation of how to separate out the files needed, for when I want to actually submit them?
 
Feb 25, 2014 at 12:20 PM
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PolarStarGames said:
I...will probably use the Take 8 guidelines as a base for my guidelines, then. I'll revise the OP 'til I think it addresses the issues addressed in the Take 8 Guidelines Thread.

Also, I'm allowing everyone to set their own room size, provided they keep it reasonable.
Sounds good, I'll be sure to be participating.
 
Feb 25, 2014 at 4:35 PM
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GIRakaCHEEZER said:
You still didn't answer my question though.
What do you mean by "dud" npcs? As far as I'm aware, none of them are actually duds.
You may be right, but what about replacing stuff like monster X or the core (as long as no-ine else cares) or I just merge NPC's like the save disk and health refill.


PolarStarGames said:
True, but Tilesets and Backgrounds and such can be modified when they're all stitched together.
What about ASM edits and hex patching?

I think it would be good to have an exe in the download.
 
Feb 25, 2014 at 4:56 PM
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Can we copy any map instead of editing the maps in order?
 
Feb 25, 2014 at 5:08 PM
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PolarStar, maybe you should make a list on which room is already modified, so there will be no confusion on who has what room?
 
Feb 25, 2014 at 5:27 PM
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TLincoln said:
PolarStar, maybe you should make a list on which room is already modified, so there will be no confusion on who has what room?
Correct me if I'm wrong, but you can just rename the map files to replace any room, can you not?
jj4226 said:
Can we copy any map instead of editing the maps in order?
If you're just posting the map files anyway, it doesn't matter which map you edit.
 
Feb 25, 2014 at 8:21 PM
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But bombchu you DON'T NEED to hack
Your mods will be better if you get better at all aspects of modding, not if you try to hide your incompetence with assembly hacks
 
Feb 25, 2014 at 8:52 PM
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Dibs on the yamashita farm.
 
Feb 25, 2014 at 9:17 PM
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Parkraft123 said:
Dibs on the yamashita farm.
Again, dibs aren't neccessary and although you can create a Yamashita Farm area, there's no "Yamashita Farm" as is.
 
Feb 25, 2014 at 9:20 PM
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Coffee said:
But bombchu you DON'T NEED to hack
Your mods will be better if you get better at all aspects of modding, not if you try to hide your incompetence with assembly hacks
I know...

I'm just whining at this point.

"will to try...."
 
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