Dec 7, 2011 at 10:09 PM
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Noxid said:
512 is the hard limit of entities at any specific point in time, I can't remember if the function that loads entities from file starts at 0 or 256 though.

I believe nox says that there is room for either 512 entities or 256 entities, he couldn't remember. My guess is 256, so try bringing it down to that.
Do you really need 375 entities though?
 
Dec 7, 2011 at 10:16 PM
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MagicDoors said:
I believe nox says that there is room for either 512 entities or 256 entities, he couldn't remember. My guess is 256, so try bringing it down to that.
Do you really need 375 entities though?

I need many spikes, yes! :o
I guess I'd have to remove some of my area, since the spikes can't really be replaced.
 
Dec 7, 2011 at 10:17 PM
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There should be a spike tile in your tileset, if there's not then make one. They won't take up your needed entity space.
Alternatively use more than one room.
 
Dec 11, 2011 at 12:43 AM
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Sorry for the double post, but it's been like, three days and I have a question. Well, two.

I've finally broken down, and I need help.
First of all - what the heck is function 40AC90 (create animated effect) doing in 419910 (take damage function)? I tested the exe without the call to that function in it, but nothing happens.

I've also found this:
Code:
Address    Command
00419A9B  MOVSX EAX,WORD PTR DS:[49E6CC]
00419AA2  TEST EAX,EAX
00419AA4  JLE SHORT 00419AD1
From what I gather this checks if the player's current health is at or below 0 (and some overflow crap as well), and if so jumps to 419ad1, but it just seems to JMP a couple times and repeat some of the "take damage" code. I'm wondering what it thinks it's doing, because I'm trying to find the part of the code where the player dies.
Nevermind that part, found it.
Code:
CPU Disasm
Address   Hex dump          Command                                  Comments
00419B0E  |.  6A 01         PUSH 1                                   ; /Arg2 = 1
00419B10  |.  6A 11         PUSH 11                                  ; |Arg1 = 11
00419B12  |.  E8 296B0000   CALL 00420640                            ; \Doukutsu.00420640
00419B17  |.  83C4 08       ADD ESP,8
00419B1A  |.  C605 38E64900 MOV BYTE PTR DS:[49E638],0
00419B21  |.  6A 40         PUSH 40                                  ; /Arg4 = 40
00419B23  |.  68 00140000   PUSH 1400                                ; |Arg3 = 1400
00419B28  |.  8B0D 58E64900 MOV ECX,DWORD PTR DS:[49E658]            ; |
00419B2E  |.  51            PUSH ECX                                 ; |Arg2 => [49E658] = 0
00419B2F  |.  8B15 54E64900 MOV EDX,DWORD PTR DS:[49E654]            ; |
00419B35  |.  52            PUSH EDX                                 ; |Arg1 => [49E654] = 0
00419B36  |.  E8 15560500   CALL 0046F150                            ; \Doukutsu.0046F150
00419B3B  |.  83C4 10       ADD ESP,10
00419B3E  |.  6A 28         PUSH 28                                  ; /Arg1 = 28
00419B40  |.  E8 4B7E0000   CALL 00421990                            ; \Doukutsu.00421990
00419B45  |.  83C4 04       ADD ESP,4
 
Dec 11, 2011 at 2:35 AM
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MagicDoors said:
Sorry for the double post, but it's been like, three days and I have a question. Well, two.

I've finally broken down, and I need help.
First of all - what the heck is function 40AC90 (create animated effect) doing in 419910 (take damage function)? I tested the exe without the call to that function in it, but nothing happens.

I know nothing of ASM, but I would assume that would be the invincibility-flicker thing for when you take damage. You know, how you flicker in and out of existence for a short while after taking damage, being invincible during that period of time?
 
Dec 11, 2011 at 2:44 AM
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40ac90 is never called in 419910. The only calls are to playSound, runTSC, and makeSmoke. You are clearly crazy.
And you seem to have solved your other problem.

@Dunc that isn't an effect. The player simply doesn't render if he is being flickery and some other condition.
 
Dec 11, 2011 at 3:07 AM
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Lace said:
40ac90 is never called in 419910. The only calls are to playSound, runTSC, and makeSmoke. You are clearly crazy.
And you seem to have solved your other problem.

But...But...it's in the function! Before all the stack "recalibration" stuff! I swear I'm not lying!
And yeah sorta, I guess. I still need to actually bend it to my will.
 
Dec 11, 2011 at 7:18 PM
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I was looking over the commands on that website you gave me noxid, but I couldn't find the numbers for the song Starry Night.
 
Dec 11, 2011 at 7:24 PM
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linkruler said:
I was looking over the commands on that website you gave me noxid, but I couldn't find the numbers for the song Starry Night.

Wouldn't that be because Starry Night isn't a song that appears in Cave Story?
 
Dec 11, 2011 at 7:25 PM
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Are you talking about Moonsong? Because that's song number 25 (or <CMU0025).
 
Dec 11, 2011 at 7:32 PM
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Well, I looked in ORGview for songs I wanted in my mod, and I found the song called starry night. I looked at the link Noxid gave me to see the number to input on CMU and it wasn't there. So that confused me since it was in the ORGview
 
Dec 11, 2011 at 7:33 PM
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@LUNARSOLD
Oh I see. olly wasn't recognizing it for whatever reason.
Yeah it appears to be the level down effect. A curiosity it is not.
 
Dec 11, 2011 at 7:39 PM
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What version of OrgView are you using? The AGTP version still says Moonsong, and I don't know any other version that says "Starry Night."
 
Dec 11, 2011 at 7:43 PM
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oops. I said the name wrong, but it's probably no different. It's called Starry SKY
 
Dec 11, 2011 at 9:04 PM
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There is no song named starry sky.
Do you remember if and where you heard it in the original CS?
 
Dec 11, 2011 at 10:23 PM
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I think he means Balcony.
Also, how would one change the title screen music?
 
Dec 11, 2011 at 10:51 PM
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linkruler said:
oops. I said the name wrong, but it's probably no different. It's called Starry SKY

Starry sky is my org. Used in MS? Get out of there, use a fresh copy of CS.

EDIT: How do I set invincibility? I need to set it up for a 419910 hack.
Nevermind I found it.
And guess what? It was 40AC90.
The AnimatedEffect function.


No it's not, give me a minute.
 
Dec 12, 2011 at 1:59 AM
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Oh. That explains it. I must've mixed up my orgviewers. I don't know how, but lol:o
 
Dec 12, 2011 at 2:40 AM
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CommanderJersey said:
Also, how would one change the title screen music?
0x00fecb is the songid of the title screen (in hex) just use xvi32 (or equivalent editor) to change it.



MagicDoors said:
How do I set invincibility? I need to set it up for a 419910 hack.
invincibility appears to be [49e6c8]
Code:
00419951      MOV BYTE PTR DS:[49E6C8],80
also in case you didn't see my previous post
Me! said:
Yeah it appears to be the level down effect.
 
Dec 12, 2011 at 2:48 AM
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How do you start a boss battle scriptwise? I apologize for being such a noob right now.:critter:
 
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