Jul 27, 2011 at 8:39 PM
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I don't think you use option 2, but feel free to prove me wrong.
Oh, their flag both needs to be 153 as well as their event #
 
Jul 27, 2011 at 11:14 PM
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Carrotlord said:
There is a limit - a maximum of 20480 text characters for each script in each map (including line breaks, which count as 2 characters I believe).
Um, line breaks are two characters in Windows, though... has anyone tried to see if Cave Story can handle UNIX-style line breaks? That would reduce character counts a little, which might be helpful. I know Notepad can't handle them though, so Cave Story may not be able to either.

Carrotlord said:
--Do not use Cave Editor and Sue's Workshop on the same mod. They are not compatible. Even though some people say that SW -> CE is okay but not the other way around, this is not entirely true because game settings will not be read correctly by CE after editing with SW.
This is because Sue's Workshop is a hack based on the assumption that certain things are at certain absolute locations in the file, whereas CaveEditor actually does things properly and interprets the PEF executable file format to determine where things actually are. I think it also moves some things around a bit.

In short, you really shouldn't be using Sue's Workshop at all.
 
Jul 28, 2011 at 12:12 AM
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Is there anyway to make text appear immidiately with a <MSG?
Say,
<MSGSomething<NOD<CLO<END
Is there anyway to just have the text appear right at <MSG?

2500 post :D
 
Jul 28, 2011 at 12:13 AM
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Easy, <MSG<TUR
 
Jul 28, 2011 at 12:42 AM
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LunarSoul said:
I don't think you use option 2, but feel free to prove me wrong.
Oh, their flag both needs to be 153 as well as their event #

As far as i know, option 2 makes it spawn one space lower? The problem isnt about making it work, it does work. Just the chest heeps closing itself again when you reload the area.
 
Jul 28, 2011 at 12:44 AM
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Try making their flag numbers 153.
 
Jul 28, 2011 at 12:58 AM
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Thier event numbers are both 153, which manipulates a flag 153. I had all that in the first post i made about it.
 
Jul 28, 2011 at 12:59 AM
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Hint: Entity ID actually means flag ID

The event number doesn't have to be 153
 
Jul 28, 2011 at 1:06 AM
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Oh i didnt know what entity ID was, so i never messed with it. Now thier both also at 153, and the chest outright disappears. Which is probably what actually happens in vanilla cave story. Neat, thanks.

Edit:

No thats not what happens in vanilla cave story. But i altered the CNP and now the chest opens on interaction as it should. What i didnt realise was the CNP is a temporary change on interaction and all of the disappear/reapper on flag ID stuff is permenant. That confused me. But yeah it's solved now.
 
Jul 30, 2011 at 12:58 AM
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Melee Weapons?

Is it possible to make/enable melee weapons in CS? :confused:
 
Jul 30, 2011 at 1:08 AM
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Re: Melee Weapons?

Yes!
For the record, this should be in quick Hacking Q/A, but I'm sure it'll be moved anyway.

Just set the range down real low.
 
Jul 30, 2011 at 1:20 AM
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Re: Melee Weapons?

Well, can someone tell me how? 'Cuz i can't think right o.o
 
Jul 30, 2011 at 1:25 AM
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Re: Melee Weapons?

Lace said:
Just set the range down real low.
And if you don't know how to do that, read around a bit.
 
Jul 30, 2011 at 1:26 AM
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Re: Melee Weapons?

Hmmm, this might be so tricky then...I've read some earlier but still don't know where to start! Is it in the game's assemble or else? Or can someone just give me a sample code!
 
Jul 30, 2011 at 1:37 AM
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In Cave Editor hit data and bullet data. Put the range down low for the weapon you need to be melee. I made a combat knife like this. Alot of simple things can be done in that window without assembly. Experiment.
 
Jul 30, 2011 at 1:48 AM
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A question about the mimiga mask hack. I'm posting it here because it'll probably be noticed more.
(Bold text is what is changed from a clean copy)
Code:
CPU Disasm
Address   Hex dump          Command                                  Comments
0041549E  |.  A1 A0E64900   MOV EAX,DWORD PTR DS:[49E6A0]
004154A3  |.  8945 F4       MOV DWORD PTR SS:[LOCAL.3],EAX
004154A6  |.  8B0D A4E64900 MOV ECX,DWORD PTR DS:[49E6A4]
004154AC  |.  894D F8       MOV DWORD PTR SS:[LOCAL.2],ECX
004154AF  |.  8B15 A8E64900 MOV EDX,DWORD PTR DS:[49E6A8]
004154B5  |.  8955 FC       MOV DWORD PTR SS:[LOCAL.1],EDX
[B]004154B8      A1 84E14900   MOV EAX,DWORD PTR DS:[49E184]
004154BD      C1E0 05       SHL EAX,5
004154C0      0145 F4       ADD DWORD PTR SS:[EBP-0C],EAX
004154C3      0145 FC       ADD DWORD PTR SS:[EBP-4],EAX
004154C6      EB 0C         JMP SHORT 004154D4
[/B]004154C8  |.  894D F4       MOV DWORD PTR SS:[LOCAL.3],ECX
004154CB  |.  8B55 FC       MOV EDX,DWORD PTR SS:[LOCAL.1]
004154CE  |.  83C2 20       ADD EDX,20
004154D1  |.  8955 FC       MOV DWORD PTR SS:[LOCAL.1],EDX
004154D4  |>  6A 10         PUSH 10                                  ; /Arg5 = 10
004154D6  |.  8D45 F0       LEA EAX,[LOCAL.4]                        ; |
004154D9  |.  50            PUSH EAX                                 ; |Arg4 => OFFSET LOCAL.4

Code:
CPU Disasm
Address   Hex dump          Command                                  Comments
00422C93  |> \8B15 D85A4A00 MOV EDX,DWORD PTR DS:[4A5AD8]
00422C99  |.  0315 E05A4A00 ADD EDX,DWORD PTR DS:[4A5AE0]
00422C9F  |.  0FBE42 01     MOVSX EAX,BYTE PTR DS:[EDX+1]
[B]00422CA3  |.  83F8 4D       CMP EAX,4D[/B]
00422CA6  |.  75 5E         JNE SHORT 00422D06
00422CA8  |.  8B0D D85A4A00 MOV ECX,DWORD PTR DS:[4A5AD8]
00422CAE  |.  030D E05A4A00 ADD ECX,DWORD PTR DS:[4A5AE0]
00422CB4  |.  0FBE51 02     MOVSX EDX,BYTE PTR DS:[ECX+2]
[B]00422CB8  |.  83FA 49       CMP EDX,49[/B]
00422CBB  |.  75 49         JNE SHORT 00422D06
00422CBD  |.  A1 D85A4A00   MOV EAX,DWORD PTR DS:[4A5AD8]
00422CC2  |.  0305 E05A4A00 ADD EAX,DWORD PTR DS:[4A5AE0]
00422CC8  |.  0FBE48 03     MOVSX ECX,BYTE PTR DS:[EAX+3]
[B]00422CCC  |.  83F9 4D       CMP ECX,4D[/B]
00422CCF  |.  75 35         JNE SHORT 00422D06
00422CD1  |.  8B15 E05A4A00 MOV EDX,DWORD PTR DS:[4A5AE0]
00422CD7  |.  83C2 04       ADD EDX,4
00422CDA  |.  52            PUSH EDX                                 ; /Arg1
00422CDB  |.  E8 20ECFFFF   CALL 00421900                            ; \Misery2.00421900
00422CE0  |.  83C4 04       ADD ESP,4
[B]00422CE3      A3 84E14900   MOV DWORD PTR DS:[49E184],EAX
00422CE8      8305 E05A4A00 ADD DWORD PTR DS:[4A5AE0],8[/B]
00422D01  |.^ E9 A1250000   JMP 004252A7

This should change the <UNI event to the <MIMXXXX event, which sets the MyChar sprites used. But when you load the game your character is invisible, and when you set <MIM it works, but only until you enter another map.
It also seems to reset some flags.
 
Jul 30, 2011 at 2:06 AM
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Hmmmm.
Posting just to say I've noticed. Imma go figure out what's wrong nao.

Edit:
I want you to use [4bba00] instead of [49E184].
Don't use curly ai and this won't save, but tell me if it fixes your problem.
(this is just troubleshooting, no guarantees)
 
Jul 30, 2011 at 2:35 AM
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It does work, but only until you enter a new room.
The original MyChar is still there though, instead of invisible. And no flags are reset.
=Progress=. :confused:
 
Jul 30, 2011 at 3:13 AM
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In a mod I'm (very slowly) making, I've hacked the blade to be a melee weapon that you swing over your head instead of throw. It's pretty fun to use, and I could send you the sprites and the code to patch over, Gamefreak, if you don't mind using an assembly-hacker.
 
Jul 30, 2011 at 3:41 AM
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lune, what happens when you enter a new room?
 
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