Jul 15, 2011 at 3:18 AM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
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Orange said:
Well, Balfrog is listed under the special boss scripts thing in Map Properties and the original Balfrog fight had the exact same <BSL and <BOA functions, so I kept them untouched. As far as <CLO goes, the original didn't have that either, and when I test the fight, it indeed closes itself. The boss just doesn't appear. The message box closes, the Boss health at the bottom appears, but the boss just doesn't exist; not interactive or visible.

Check out what entities are in the original map. Make sure they have the same event numbers and flags to be sure.
 
Jul 15, 2011 at 3:33 AM
Been here way too long...
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LunarSoul said:
Special bosses appear at a certain place on the map.
And you call yourself a hacker.
 
Jul 15, 2011 at 3:47 AM
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Why do you mock my ignorance so, lace?

EDIT: That was a fancy way of saying "what do you mean?".
 
Jul 15, 2011 at 4:22 AM
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Same script, different problem.

Here's my script:
Code:
#0200
<KEY<CMU0027<MYD0000<FAI0004
<ANP0500:0042:0002<BOA0020<WAI0100
<DNP0500<BOA0010
<MSG<TURParlez-vous français?!<NOD<BOA0100<BSL0000<END

#0500
<KEY<BOA0130<DNA0110<DNA0104
<MSG
Completed First Trial!<NOD<FL+0009
<FAO0004<TRA0102:0200:0005:0011

Here's the Gum room's original script:
Code:
#0200
<KEY<FLJ0501:0001<FL+0501<SOU0022<CNP0200:0021:0000
<MSGOpened the treasure chest.<NOD<GIT1011<IT+0011<CLR
<CMU0010Got the =Gum Base=!<WAI0160<NOD<CMU0000<GIT0000<CLO
<CNP0500:0067:0002<WAI0010<MYD0000<WAI0090
<MSG<FAC0000<FAC0015Oh?<NOD<FAC0000<CLO
<ANP0500:0013:0002<WAI0050<ANP1000:0008:0000
<MSG<FAC0015We meet again.<NOD
Do you remember me?<NOD<CLRIndeed, in the Mimiga
village...<NOD<CLRI hadn't noticed before,
but...<NOD<CLRAren't you a soldier
from the surface?<NOD<CLRI wasn't aware there
were any left.<NOD<FAC0000<CLO
<CNP0201:0009:0002<WAI0088<MYD0000<WAI0050<CMU0011
<CNP0201:0012:0002<ANP0201:0000:0002
<MSG<FAC0005Misery!<NOD<CLRWatch out, that one's
a fighter!<NOD<CLRStronger than a Mimiga,
even!<NOD<CLR<FAC0015You don't say.<NOD<FAC0000<CLO
<WAI0020<ANP0500:0025:0000<WAI0050<ANP0201:0040:0002<MSG
<FAC0023!!!<NOD<CLR<FAC0015Soldiers are YOUR duty.<NOD
<ANP0500:0020:0000<WAI0030Come back when this
one's in pieces.<NOD<FAC0000<CLO
<ANP0201:0042:0002<BOA0020<WAI0100
<DNP0201<BOA0010
<MSGGeghrooakk!<NOD<BOA0100<BSL0000<CMU0007<FL+0500<END

#0201

#0500

#1000
<KEY<BOA0130<DNA0110<DNA0104<WAI0420<CMU0015
<MSG
Fought off Balrog!<WAI0140<NOD
<CMU0008<FL-0500<END

Now, the boss spawns and the fight works (more or less), but when it loses the last of its health, it doesn't die. Instead, it keeps acting out the boss script, and for some reason, a message from the previous map plays.
Whyyyy?! D:

EDIT: Some things of note... Balfrog is event 201 in the original and 500 in mine. He is tagged to run script on death on neither. The <TRA at the end of mine is to my first map; it's not even the map that the message is appearing from, so how that got into the equation I have no idea.
 
Jul 15, 2011 at 4:51 AM
I don't anymore.
"I'm sorry Mario, but your princess is in another castle."
Join Date: Aug 9, 2010
Location: Greener Pastures
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Age: 30
The run on death event has to be 1000. It is that way for all special bosses.
 
Jul 15, 2011 at 4:53 AM
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HyMyNameIsMatt said:
The run on death event has to be 1000. It is that way for all special bosses.

Oh, okay great. Thank you, thank you. ;)
 
Jul 15, 2011 at 5:02 AM
LSD
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Pigaro said:
OK, I finally figured out how to edit sprites, but ever since I have, in the Doukutsu I edited them in, all of the 'nothing' entities have been showing up as that sprite (a blue quote ._.)
How can I fix this?

Anyone know why this is happening?
 
Jul 15, 2011 at 6:03 AM
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You probably added the quote sprite in an occupied blank spot or something. Did you put it over top of an existing sprite?
 
Jul 15, 2011 at 11:52 AM
Been here way too long...
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@ Lune I was just saying that although it's hardcoded, it's no harder to change thane a few values, and a lot easier to change than others.
 
Jul 15, 2011 at 1:15 PM
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Ah, I gotcha. I just meant you had to put it at its spot if you don't know x86.
 
Jul 15, 2011 at 2:59 PM
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LunarSoul said:
You probably added the quote sprite in an occupied blank spot or something. Did you put it over top of an existing sprite?

I just edited the sprite itself.
 
Jul 15, 2011 at 3:02 PM
Professional Whatever
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Could you post the image? Maybe we can see by looking.
You could just convert it from .pbm to .bmp if you wanna post it.
 
Jul 15, 2011 at 3:07 PM
LSD
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This should be it.
Tell me if it works.
I'm not extremely familiar with this.
 
Jul 15, 2011 at 3:12 PM
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Ah, it was mychar.
Hmm...seems fine. The only thing that would screw it up would be if you did something funky with assembly or a hex editor. Try it on a fresh copy of CS.
 
Jul 15, 2011 at 3:13 PM
LSD
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I've already tried, but then it says I have no permission to save the file.
 
Jul 15, 2011 at 3:16 PM
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That's an easy fix, just right click > cave story folder properties, and uncheck "read-only".
 
Jul 15, 2011 at 3:19 PM
LSD
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Oh.
Still, how can I fix that problem?
Here's the picture again.
I really don't wanna keep it up.
Tell me when I can take it down.

EDIT
I believe it's the first one on the left, 2nd row.
 
Jul 15, 2011 at 3:36 PM
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You can take it down now.
So, it works on my game (misery story) and I haven't screwed with any framerects yet. I think it's a problem with your mod.
 
Jul 15, 2011 at 3:39 PM
LSD
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Probably.
Well, thanks for you help Lunar.
 
Jul 15, 2011 at 3:40 PM
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No problem, always happy to help!

EDIT: Does anyone know how to run code when a key is pressed? I know there's a "key pressed" offset or something, and a table with the different keys, but are there certain things you need to do, like JMP to an offset (like JMPing to the beginning of the TSC parser after a command)? I want to add a gimmick to the "C" key. I think we're doing it for the deity project as well.
 
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