Permenant Map(Tile) Change?? <Sue's Workshop>

Sep 18, 2008 at 8:43 AM
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I am using Sue's workshop to do some light modding,
such as Toroko bumped into King, knocking him all the way down to the lower grounds (Arthur's House), trivial things...

Here is the question...
The CMP command will change some tiles into another,
but the effect is not permenant...
all the changes will disappear once I leave the room/game.

So, is there a way to change it premenantly?
Do I need to modify the assembly codes for this?

If I trigger that CMP every time I go into the room,
I will see some smoke/dust (though it lasts only for an instant) every time.
(It's not a problem, but I want to aviod this if possible)

Any help/suggestions will be appreciated ~~!!
 
Sep 18, 2008 at 9:11 AM
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I'm not sure if there's a true permanent way to change the tile other than the way that you mentioned. However, you could try using a <WAI#### (Wait until # of game 'ticks' have passed) command before <FAI (Fade in effect).
Ionescel said:
If I trigger that CMP every time I go into the room,
I will see some smoke/dust (though it lasts only for an instant) every time.
(It's not a problem, but I want to aviod this if possible)
Alternatively, there's <SMP which doesn't have the smoke poof, but I haven't quite understood how it works, yet...

I'm not sure how much help I can be if you want a save point in that area with the tile changes, though...
 
Sep 18, 2008 at 11:53 AM
Justin-chan
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Use an <FLJ in the mapload to <SMP into that tile if you're spawning near the tile to be changed so that there won't be smoke. Otherwise, it's safe to use <CMP.
Alternatively, there's <SMP which doesn't have the smoke poof, but I haven't quite understood how it works, yet...
Let's say I want tile tile 3 to become tile 2, I use <SMP. It takes the tile to the left of it and places it there.
 
Sep 18, 2008 at 2:41 PM
Luls
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Smoke dissipates after <WAI0020 (20 ticks) if I'm not wrong.
 
Sep 18, 2008 at 3:05 PM
Justin-chan
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Smoke dissipates after <WAI0020 (20 ticks) if I'm not wrong.
You've are usually wrong so I 'unno
I think it takes longer than that. Maybe a <WAI0050
 
Sep 18, 2008 at 8:14 PM
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jcys810 said:
Use an <FLJ in the mapload to <SMP into that tile if you're spawning near the tile to be changed so that there won't be smoke. Otherwise, it's safe to use <CMP.

Let's say I want tile tile 3 to become tile 2, I use <SMP. It takes the tile to the left of it and places it there.

Explicitly, the tile to the left of the current tile in the tileset for the level.

Generally, you only use <SMP for doors, and temporary "leg-up" blocks, as you have to edit the tileset to do so. However, if you do use <SMP in the event that loads when you load the map, it'll appear with no smoke.

Example:
#0100
<KEY<FLJZZZZ:0101[Remainder of the map load script]
#0101
<KEY<SMPXXXX:YYYY[Remainder of the map load script]

So, if flag ZZZZ is set, the game will change the tile at XXXX:YYYY to the tile in the tileset left. That's about as close as you can do to permanent tile changes, without making a new map.

Additionally, smoke takes 5 ticks per frame, and there are 6 frames, so 30 ticks is my guess.
 
Sep 19, 2008 at 2:51 AM
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I don't mind if I have to change the tile everytime I enter that room,
as long as there is no smoke

Thanks everyone, I will try that out

(Planning to have the motor-bike crashed into Santa's house instead of just far outside @@)
(though I am not very confident O.o)
 
Sep 19, 2008 at 11:40 AM
Justin-chan
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Generally, you only use <SMP for doors
No. You <CNP doors. Doors are entities, not tiles.
 
Sep 19, 2008 at 12:25 PM
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Aren't they kind of both?
 
Sep 19, 2008 at 1:00 PM
Justin-chan
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I don't think so.

The door sprite is found in NpcSym.pbm, not any of the Prt files.

Some entities are based off map tiles though. Like the horizontal and vertical blocks. They are based off tiles 1, 2, 17 and 18 if I'm not wrong. And the shutters in the Core place, they are also based off tiles. The blocked doorway too.
 
Sep 19, 2008 at 5:43 PM
Luls
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I think what DB is saying is that you can use <SMP for doors rather than waste sprites and events making the door NPC on a map.

However, it isn't the convention here >_>|||
Seems more troublesome to include a door in every tileset you create or edit o_0;;
 
Sep 19, 2008 at 6:38 PM
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I was referring to the fact that you generally place doorway tiles for a door...
 
Sep 20, 2008 at 3:30 AM
Justin-chan
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Doorframes?

The doorframes are tiles, but the door itself is an entity (0018).
 
Sep 20, 2008 at 4:14 AM
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And you put the two together to make a door. So doors have aspects of both.
 
Sep 20, 2008 at 4:43 AM
Justin-chan
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Now I'm confused of what this discussion is about
 
Sep 20, 2008 at 4:53 AM
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*sigh* Never mind...
 
Sep 20, 2008 at 8:35 AM
Luls
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jcys810 said:
Now I'm confused of what this discussion is about

Too bad your brain can't take it.

Look at the title plix.

If you still don't get it, we're talking about map tile changing.
 
Sep 20, 2008 at 11:45 AM
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Metalogz said:
Too bad your brain can't take it.

Look at the title plix.

If you still don't get it, we're talking about map tile changing.

<off-topic>

I am also surprised that
this topic turned into a deep / somewhat-advanced discussion
about doors O.o

--------------------------------------------

By the way,
I suddenly noticed something ...

My mod (not released yet) is based on Cave Story (CHINESE VERSION) @@!!
If I release it here I seriously doubt how many of us can understand

-------------------------------------------

*sigh*
 
Sep 21, 2008 at 11:38 AM
Justin-chan
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Me and Metalogz can. We're Chinese.
Too bad your brain can't take it.

Look at the title plix.

If you still don't get it, we're talking about map tile changing.
Never mind.
 
Sep 21, 2008 at 1:22 PM
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You mean you can translate :>
 
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