Quick Modding/Hacking Answers Thread

Jul 5, 2009 at 4:09 AM
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@Badbeholder: I saw that video you made about the hacking incedent.
It was awesome!!

@Lace: So it's probably cause the org files I imported were bigger than the replaced ones right?
 
Jul 23, 2009 at 1:21 PM
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Just had a thought. Has anyone tried to find the variable for Quote's movement speed and/or other physics like jumping and gravity? That's one big thing that's never been changed or even talked about very much.
 
Jul 23, 2009 at 2:08 PM
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I think I remember Lace saying he had found some of that stuff. Check the offsets thread maybe?
 
Jul 23, 2009 at 3:28 PM
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I have a problem, this script doesn't work:
Code:
#0999
<KEY<MSG<FAC0021At long last...<NOD<FAC0000<CLO
<HMC<FON0900:0001<FAI0004<CNP0901:0067:0000
<MSG<FAC0015lalala<NOD<FAC0000<CLO<WAI0050
<ANP0901:0013:0000
<MSG<FAC0015lalala<NOD<FAC0000<CLO<SOU0029<ANP0901:0030:0000<SMC<CMP0007:0002:0000<WAI0070<HMC<CNP0900:0150:0002<ANP0900:0010:0002
<END

By doesn't work, I mean Misery doesn't use her cast spell pose on line 5.
<ANP901:0030:0000
 
Jul 23, 2009 at 4:16 PM
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Gaajashin said:
I have a problem, this script doesn't work:
<ANP0901:0030:0000

You forgot the 0 in front of the 901.
 
Jul 23, 2009 at 4:20 PM
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Ralren said:
You forgot the 0 in front of the 901.

Bah, don't refer to that one, in the code it is 'ANP0901:0030:0000'

Also, when I use this:

Code:
#0200
<PRI<CNP0200:0000:0000
<SOU0022<FAO0004
<TRA0002:0094:0009:0018<END

code, from map #1 to map #2, the background of map #2 doesn't appear, it's just pitch black.

If you're wondering what map information both of the maps have,

Map 1: bkFog, fixed(0), size: 30x16.
Map 2: bkFog, fixed(0), size: 80x20.

And I have this

Code:
#0090
<MNA<CMU0008<FAI0000<END
#0091
<MNA<CMU0008<FAI0001<END
#0092
<MNA<CMU0008<FAI0002<END
#0093
<MNA<CMU0008<FAI0003<END
#0094
<MNA<CMU0008<FAI0004<END

piece of code for both maps.

This doesn't work too.

If I did something wrong, please tell me, and also please tell me the solution, thanks.
 
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Jul 25, 2009 at 10:59 AM
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Gaajashin said:
Bah, don't refer to that one, in the code it is 'ANP0901:0030:0000'

Also, when I use this:

Code:
#0200
<PRI<CNP0200:0000:0000
<SOU0022<FAO0004
<TRA0002:0094:0009:0018<END

code, from map #1 to map #2, the background of map #2 doesn't appear, it's just pitch black.

If you're wondering what map information both of the maps have,

Map 1: bkFog, fixed(0), size: 30x16.
Map 2: bkFog, fixed(0), size: 80x20.

And I have this

Code:
#0090
<MNA<CMU0008<FAI0000<END
#0091
<MNA<CMU0008<FAI0001<END
#0092
<MNA<CMU0008<FAI0002<END
#0093
<MNA<CMU0008<FAI0003<END
#0094
<MNA<CMU0008<FAI0004<END

piece of code for both maps.

This doesn't work too.

If I did something wrong, please tell me, and also please tell me the solution, thanks.

You seem really desperate for help!
 
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Jul 25, 2009 at 4:47 PM
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Jul 25, 2009 at 7:59 PM
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Cameras

You didn't set the background 'camera' right. {fixed[0]}
If you look back at the original Cave Story maps, like Balcony, the background Fog works with camera 7, scroll left {Layered}.
Another example would be Moon, the Outer Wall background. It uses number 6, which is the same thing as 7, except the items fall to the left. {Hearts, Missiles, EXP triangles, etc}
Referring back to the original Cave Story stuff is really helpful. {That's why I keep several copies}
bibopie said:
You seem really desperate for help!
And could you refrain from posts like this? It clutters the thread and doesn't really help at all....

EDIT:
I noticed that you've posted this problem in another thread...
This thread was created for such problems, so post here and just wait a bit. Your time zone difference means a lot of people are off when you post...
 
Jul 26, 2009 at 4:12 AM
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VoidMage_Lowell said:
You didn't set the background 'camera' right. {fixed[0]}
If you look back at the original Cave Story maps, like Balcony, the background Fog works with camera 7, scroll left {Layered}.
Another example would be Moon, the Outer Wall background. It uses number 6, which is the same thing as 7, except the items fall to the left. {Hearts, Missiles, EXP triangles, etc}
Referring back to the original Cave Story stuff is really helpful. {That's why I keep several copies}

I tried 'Scroll Layer 7' practically tried every mode and it still doesn't work :/
 
Jul 26, 2009 at 5:23 AM
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Hmmm...

The only time I've ever had this problem was back in version 0.95 of Cave Editor, but with the new updates it shouldn't be an issue... {Oh, are you using CE, or SW?}
Have you made sure to save the complete EXE, instead of just the map?
I can't remember it clearly, but sometimes things like the Cameras don't take affect until you save over the entire EXE...
Other than that, I'm not sure what could be causing your problem...

One thing I'd like you to try if the issue is still unsolved: take a clean version of Cave Story and try changing the backgrounds and camera of the first room or something, and see if that works....
 
Jul 26, 2009 at 5:57 AM
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VoidMage_Lowell said:
The only time I've ever had this problem was back in version 0.95 of Cave Editor, but with the new updates it shouldn't be an issue... {Oh, are you using CE, or SW?}
Have you made sure to save the complete EXE, instead of just the map?
I can't remember it clearly, but sometimes things like the Cameras don't take affect until you save over the entire EXE...
Other than that, I'm not sure what could be causing your problem...

One thing I'd like you to try if the issue is still unsolved: take a clean version of Cave Story and try changing the backgrounds and camera of the first room or something, and see if that works....

Nope o_o
It doesn't work.
 
Jul 26, 2009 at 8:48 AM
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I've got a fairly strange problem with flags being set when I'm 90% sure I never set them.

I basically have a counting script, where every time event #0051 in head.tsc is run, it adds one to the 'count' of set flags. In another script, I run an event to see what the 'count' is at and display a variety of messages. The 'count' uses flags 1-13. But, when I do not run event 51 at all, the second script still acts like flags 1 and 2 have been set. And when I run event 51 once, it acts like it has been run 3 times!

Anyone have any ideas? I swear all my scripts are fine, unless the game is calling one of my scripts outside of normal TSC usage. Is that possible?
 
Jul 26, 2009 at 3:43 PM
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I think some of the events that are in head.tsc by default use some of the low number flags. In my mod I only use flags 1000 and higher to avoid this problem. That might be the problem, or it might be that you have an NPC that is "invisible if flag 1/2 set" in which case <DNPing said NPC will set whatever flag it's bound to.
 
Jul 26, 2009 at 3:54 PM
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Hm

Gaajashin said:
Nope o_o
It doesn't work.
And you tried the clean copy?
Well, if you've tried everything I've said and still got the problem, I'm not sure what to do next...
Do you have the latest copy of CE? Wistil just released an update about 2 days ago...
 
Jul 26, 2009 at 4:01 PM
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VoidMage_Lowell said:
And you tried the clean copy?
Well, if you've tried everything I've said and still got the problem, I'm not sure what to do next...
Do you have the latest copy of CE? Wistil just released an update about 2 days ago...

I just downloaded it recently, I'm using it right now.
 
Jul 26, 2009 at 4:06 PM
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..Hm...

Gaajashin said:
I just downloaded it recently, I'm using it right now.
Well, I just downloaded the recent version and tried it on a clean CS and the backgrounds worked fine....
Unless you're doing something wrong, I dunno what the problem could be, besides your computer not liking CE and causing this one problem for some very odd reason....
 
Jul 26, 2009 at 4:09 PM
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VoidMage_Lowell said:
Well, I just downloaded the recent version and tried it on a clean CS and the backgrounds worked fine....
Unless you're doing something wrong, I dunno what the problem could be, besides your computer not liking CE and causing this one problem for some very odd reason....

I did a defragment, disk clean, CCleaner, and it worked, but only on the original copy though. Now, is there a way to save the maps existing from my current .exe and have the maps on another .exe?

Like copy-pasting maps from a an .exe to another .exe.
 
Jul 26, 2009 at 4:11 PM
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dooey100 said:
I've got a fairly strange problem with flags being set when I'm 90% sure I never set them.

I basically have a counting script, where every time event #0051 in head.tsc is run, it adds one to the 'count' of set flags. In another script, I run an event to see what the 'count' is at and display a variety of messages. The 'count' uses flags 1-13. But, when I do not run event 51 at all, the second script still acts like flags 1 and 2 have been set. And when I run event 51 once, it acts like it has been run 3 times!

Anyone have any ideas? I swear all my scripts are fine, unless the game is calling one of my scripts outside of normal TSC usage. Is that possible?

Same thing happened to me, in the Main Guard map in my mod X_x.

Btw I'm using Sue's Workshop0.3C
 
Jul 26, 2009 at 4:16 PM
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Eh...

Gaajashin said:
I did a defragment, disk clean, CCleaner, and it worked, but only on the original copy though. Now, is there a way to save the maps existing from my current .exe and have the maps on another .exe?

Like copy-pasting maps from a an .exe to another .exe.
That sounds a bit extreme....
Anyways, the only real way to transfer maps from one EXE to another is to save the data files of the maps and slowly do the new EXE like the old one. {As in, rename all the maps, re-set all of the properties, backgrounds, NPC maps, etc}
I've never heard of another way, or I might've actually used SW....
Metalogz said:
Same thing happened to me, in the Main Guard map in my mod X_x.

Btw I'm using Sue's Workshop0.3C
Just do what cheese said, stick to flags over 1000 and make sure you're not deleting NPCs with the same flag, or it'll set them.
I remember fighting my flags over a similar problem....
 
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