• Hey everyone happy Christmas Eve we're aware of what's happened with the source code so to keep this simple absolutely don't post it on the site or use it to make mods with (it's not particularly preferable toward this end anyway) and tread lightly in general until we see how this settles, thanks to all and have a great holiday season -DT

Quick Modding/Hacking Answers Thread

Jan 8, 2012 at 7:18 PM
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That's because disappear when flag is set doesn't go into effect immediately (it'll work once you leave the room and return again). In addition to doing that, you'll also need to run a <DNP in the script.
 
Jan 8, 2012 at 7:35 PM
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I <3 Porpoise Sex said:
That's because disappear when flag is set doesn't go into effect immediately (it'll work once you leave the room and return again). In addition to doing that, you'll also need to run a <DNP in the script.
What are you talking about? Pixel did that.
 
Jan 8, 2012 at 7:40 PM
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Code:
#0400
<PRI<SOU0022<DNP0400<CMU0016
<MSG<GIT1006Got a =Life Capsule=!<WAI0160<NOD<RMU<ML+0003
Max health increased by 3!<NOD<END
You sure?
I think I know more about this than you, dunc.
(in fact, dnp sets an entity's flag, so you don't even need to do <FL+. It's like magic.)
 
Jan 9, 2012 at 4:48 AM
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I <3 Porpoise Sex said:
(in fact, dnp sets an entity's flag, so you don't even need to do <FL+. It's like magic.)
This may explain some of my current entity troubles
 
Jan 12, 2012 at 3:26 AM
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How do I make an NPC say something different the second time you talk to them?
 
Jan 12, 2012 at 9:07 AM
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every time i add monsters with misa editor their skin wont load... any1 knows what to do?
 
Jan 12, 2012 at 10:46 AM
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Well step 1 is to stop using Miza immediately. It only exists for historical reasons

Step 2 is you need to set the NPC tilesets for a map properly. You can only have two sets per map.

@Huzzah use <FL+ and <FLJ
 
Jan 12, 2012 at 5:39 PM
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Any time i place My MyChar into the data folder then play the game it say something like this A-$%&$@DA% please help :(
 
Jan 12, 2012 at 6:09 PM
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You have to remove the copyright Pixel addendum at the end of the executable code.
You can do that easily in the settings menu of Cave Editor, or just as easily using a hex editor to search "Pixel" in the ASCII section of the code.
Also, if you hack a game and it breaks, that's not a glitch, that's you being bad at hacking.

In the future, please post in the "Quick Modding/Hacking Answers" thread, that is what it's for. The search bar up top should direct you there.
 
Jan 12, 2012 at 11:57 PM
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I'm badass. I'm too purist to remove the (C)Pixel check from the .exe I also have to keep the files as .pbm because Sue's Workshop needs them that way. But Paint Shop Pro needs them .bmp; so I rename file, edit file, save file, rename file, THEN ADD (C)Pixel USING A TEXT EDITOR! Isn't that the most dick-headed/awesome thing you've ever seen? No fiddly hex editing, just scroll to end and type those characters.

[Don't try this with notepad. It'll probably corrupt the file.]
 
Jan 13, 2012 at 1:22 AM
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Or how about he just does it the easy way that doesn't have any potential permanent corruption
 
Jan 13, 2012 at 7:54 AM
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I'm badass. I'm too purist to remove the ©Pixel check from the .exe I also have to keep the files as .pbm because Sue's Workshop needs them that way. But Paint Shop Pro needs them .bmp; so I rename file, edit file, save file, rename file, THEN ADD ©Pixel USING A TEXT EDITOR! Isn't that the most dick-headed/awesome thing you've ever seen? No fiddly hex editing, just scroll to end and type those characters.

[Don't try this with notepad. It'll probably corrupt the file.]

You can also use any hex editor to do that.
I did.
 
Jan 14, 2012 at 8:10 PM
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I believe that it is flag 0200 (run script on death).
Also, how does one stop your gun from moving up and down while walking?
 
Jan 14, 2012 at 8:23 PM
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I believe that would require minor hacks
like this one
Code:
0x41537F

90 90 90 90 90 90 90 90 90 90 90 90 90
 
Jan 14, 2012 at 8:42 PM
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How do I apply the hack?
(I know nothing about assembly)
 
Jan 14, 2012 at 9:11 PM
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You could get a hex editor and open up cave story, and go to address 0x1537F and overwrite as many bytes as I have 90's there. Or you could get OllyDbg, go to address 0x41537F, copy the 90s above and select a segment to binary-paste. I'm not really in a position to write a user's guide for OllyDbg, carrotlord has already done a fine job of that.
 
Jan 16, 2012 at 3:22 PM
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Any editor that can't offset the maps file properly deserves to die.
I agree that Sue's Workshop needs to die. ;)

I'm pretty sure I'm running 99d. I downloaded the latest version about a month ago. That bug drove me up the wall, so now I'm just plugging away with Sue's Workshop.

FYI, those who don't know, the bug corrupts the maps file slightly, requiring you to break out the hex editor and rejig the offsets EVERY TIME YOU CHANGE A BACKGROUND. It gets painful, fast.
You know, you could always try getting the source and fix it? :p
 
Jan 17, 2012 at 10:39 PM
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Any idea where the boss x/y coordinate information is stored? IE: where a boss appears on the map when the map is specified as having a boss. (Such as Omega)
 
Jan 17, 2012 at 10:41 PM
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Any idea where the boss x/y coordinate information is stored? IE: where a boss appears on the map when the map is specified as having a boss. (Such as Omega)

It's stored in the boss's ASM code IIRC. A boss is always active in the map it is upon the map loading, and the first thing the boss does is initializes its values.
 
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