Jun 11, 2009 at 6:11 PM
Luls
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And... I HAS A QUESTION! :rolleyes:

Issit possible to start an event upon taking damage?

If so, how? I've been wanting to ask this for ages and couldn't find the right thread to do so in... and thought it'll be laem to start a whole thread just for one question and rambleramble.

(Btw I've forgotten everything about how to hax Cave Story nuuu QQ)
 
Jun 13, 2009 at 4:27 PM
Been here way too long...
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logz, not without hacking, I'm afraid.
dooey, I'm not sure, I would presume so, but I have not yet met it, and I once tried to combine all tilesets in dm.
 
Jun 14, 2009 at 2:30 PM
Justin-chan
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logz, not without hacking, I'm afraid.
Even so, how would this work?

Is it go to the current health offset [ $014BCF ] (posted by Garde) and do this?

Code:
cmp 0x014BCF,0x014BD8
jl [Event?]

The 0x014BD8 should be the max health offset (also posted by Garde).

But jl x confuses me, what am I supposed to replace with x?

Edit - Max filesize for the tileset is 256 x 256 I think. Anything else is not displayed.
 
Jun 14, 2009 at 3:04 PM
Been here way too long...
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are you sure about 014bcf and 014b28? my notes say that 0049E6D0 is the Max Health value and 0049E6CC is the Current Health Value.

anyways, you wouldn't want to use the max health value, because then the event would run even if you didn't take damage. you would want to store the current health at the end of every step, and then check to see if the current health has changed at the beginning of every step, and then you would jl into the tsc parser, and continue from there.

I know that was a little vague, but I'm not sure exactly how tsc events work within the exe, so I should probably check out drowning (0041699D if you're insterested).

oh, also:

But jl x confuses me, what am I supposed to replace with x?
huh? jl doesn't replace anything, it means, go to offset x if the previous cmp had the first parameter as less then the second one.
 
Jun 14, 2009 at 3:09 PM
Justin-chan
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Offsets according to these

And the jl x, so x should be the offset to go to if x is less than y then?

Well, anyway, my mother needs the desktop and it's rather late so I'll call it a day for my online life.
 
Jun 14, 2009 at 4:02 PM
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the use of jumps is like so:

Code:
cmp x,y
jl z

so if x is smaller then y, jump to z. you can also use jne, je, jr, etc.

also, those offsets are the health and current health at the start of the game, not throughout it.
 
Jun 14, 2009 at 4:22 PM
Been here way too long...
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okay, found where the drowning event is called to. basically, the code looks like this:

Code:
  push 0x29
call 00421990

29 is the event (41), then 00421990 must jump to that event in head.tsc

using this, you could make code:
Code:
[color=#343434]--[/color]mov eax,[49e6cc]
test eax,eax
jre A
push 40
call 00421990
A ...
which should work, but I'm not very experienced with test, so I dunno.
 
Jun 15, 2009 at 5:37 AM
Luls
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ANd.... I has RANDOM QURESTION!!

Is there a way to make horizontal/vertical triggers function through solid blocks?
You see, if you replaced the black space at the top-most left-hand corner in NpcSym with a coloured box, you'd see that the triggers are actually blank sprites that follow your x/y coordinate, depending on the type of trigger it is. The thing is, they can't pass through solid blocks. >:

Any ideas?
 
Jun 15, 2009 at 6:18 AM
Justin-chan
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always keep a row in the map blank? ._.
 
Jun 15, 2009 at 6:45 AM
Luls
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jcys810 said:
always keep a row in the map blank? ._.

And what about the column lol.

The new feature (shh...)
requires the vertical trigger to be CNP'ed into a horizontal trigger so that both the x and y coords of the character can be tracked and that the trigger would eventually end up at the character itself so that it can play the event that the trigger is supposed to play lol.
 
Jun 15, 2009 at 12:34 PM
graters gonna grate
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Well you can't CNP between vertical/horizontal trigger because CNP only changes type and direction, not flags and whether the trigger is vertical or horizontal depends on the flags not the type.

Anyway, if you make the blocks on the map "enemy only" blocks, then triggers will be able to pass through them.

Another idea is for example if you have a vertical wall that the player has to go over the top of, and you have an H-trigger that you want to work on both sides of the wall, just put a V-trigger on top of the wall the MNPs the H-trigger to the other side of the wall when the player goes over the wall.

Or you could just put two H-triggers, one on each side of the wall, with the same event number.
 
Jun 15, 2009 at 1:07 PM
Justin-chan
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Flag 1000 is direction 2 I think. :/
 
Jun 15, 2009 at 3:50 PM
Luls
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wedge of cheese said:
Well you can't CNP between vertical/horizontal trigger because CNP only changes type and direction, not flags and whether the trigger is vertical or horizontal depends on the flags not the type.

Anyway, if you make the blocks on the map "enemy only" blocks, then triggers will be able to pass through them.

Another idea is for example if you have a vertical wall that the player has to go over the top of, and you have an H-trigger that you want to work on both sides of the wall, just put a V-trigger on top of the wall the MNPs the H-trigger to the other side of the wall when the player goes over the wall.

Or you could just put two H-triggers, one on each side of the wall, with the same event number.

Ehh.... you're wrong in your first paragraph.

Lets take it that the H trigger (Horizontal trigger) is given the event label #0300

If you <CNP0300:0046:0002

Direction 0002 (Direction right, I think) makes the trigger a V trigger (Vertical trigger)

Tried and tested :confused:

And holy hell thx for telling me that enemy only blocks allow triggers to pass through. YES NEW I CAN IMPLEMENT NEW SYSTEM OF DOOM YEAHHH!!!!!!!!!!!!!!!!!!

lol :x

Edit - Err may be too lazy to implement it just yet lol.
 
Jun 15, 2009 at 3:54 PM
graters gonna grate
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Yeah that's what I meant. In the case of the trigger, setting flag 1000 makes it vertical, clearing it makes it horizontal.
 
Jun 15, 2009 at 4:29 PM
Luls
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wedge of cheese said:
Yeah that's what I meant. In the case of the trigger, setting flag 1000 makes it vertical, clearing it makes it horizontal.

Yeah well I was just pointing out to you that you can CNP between a H trigger and a V trigger lol.
 
Jun 15, 2009 at 5:44 PM
graters gonna grate
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Wait, how?

EDIT: *reads previous posts*
oh, jk
 
Jun 16, 2009 at 10:23 AM
Senior Member
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This is probably weirdly abrupt, but can I get a link for Orgmaker 1.3.4 please?
 
Jun 16, 2009 at 11:04 AM
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Thank you jcys!

Now I wonder why I never even bothered to check the downloads section...
I did check under the other works by pixel section though.
 
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