• 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

Feb 2, 2012 at 6:18 AM
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Sorry if this is already a thread but I seriously have looked all over. So I know you have to use hex editor and I know a little bit but just to make sure I understand, would somebody tell me how to edit the booster and guns in cave story from the beginning. Preferably the physics :debug:
 
Feb 2, 2012 at 9:19 AM
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Huh, I'm sure this used to be stickied. Anyway, merged.
 
Feb 2, 2012 at 11:46 AM
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But now it is in the Idea section
Was that on purpose?
 
Feb 2, 2012 at 5:37 PM
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As you guys probably know, I'm about to release a new version of an old incomplete mod.

Before I do though, I was wondering if I could make the enemies in the "final battle" harder by giving them some more hit points (they are "regular enemies", not an actual boss, no health bar or anything like that. They only appear that one time though).

Is this something I can do with Cave Editor? Or does it require ASM hacking?
 
Feb 2, 2012 at 9:08 PM
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MagicDoors said:
<BSL0000? Is Balfrog special boss set in the map's properties?
Ojhwaiyt you probably need to <BOA it as well, gimme a sec I'll look it up.
EDIT: I see <BOA0020, <BOA0010 and <BOA0100. Fumble around with those three and see how it goes. (It's in the order 20, 10, 100.)

If I understand correctly, to make a person talk use <FACXXXX<MSY~Text~<CLO<END
XXXX is the faceset value, Y is "G", "2" or "3" depending on which textbox you're using.

Misery: 67, 82, 247, 248, 249, 250, 251, 358
Barlog: 9, 10, 11, 12, 19, 33, 36, 68, 169, 306
Look up these numbers in CE's NPC list or SW's equivalent for details on each.


Also if you can make a mod for a science fair project then I want to go to your school.
Thanks! for the answer for the Barlog boss question
2.I know that im aasking how to make a NPC move in a Event
3. Thanks!
4. Um i gots antoher problem:When ever i test my mod and goto an event in the same map as the starting event is on, it repeats the starting event (I'm now using CE)
 
Feb 2, 2012 at 9:54 PM
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As you guys probably know, I'm about to release a new version of an old incomplete mod.

Before I do though, I was wondering if I could make the enemies in the "final battle" harder by giving them some more hit points (they are "regular enemies", not an actual boss, no health bar or anything like that. They only appear that one time though).

Is this something I can do with Cave Editor? Or does it require ASM hacking?
No offense but it wouldn't hurt to maybe take a peek at CE before asking questions.. There's a button right on the main window that says "Edit NPC table" and pressing that should make it fairly clear that it is possible to edit NPC health and other such properties.
 
Feb 2, 2012 at 10:06 PM
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None taken, you're right, I should have paid more attention.
Is there an easy way to find the NPC type I'm looking for? Or should I just browse the 360 types hoping that Kaeso labeled the one I'm looking for "Assassin"? (I tried checking their entity boxes, but they are "nothings")

Also (absolutely final question before I finalize the mod) I presume I can't make the amount of hit points depend on whether the player has a determined item or not, can I?
 
Feb 2, 2012 at 10:09 PM
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Entity base health can't be changed at runtime
And if you look at the entity in the level editor it should have the entity number right next to the name of it, like Type [0 - <nothing>] would be 0, etc.
 
Feb 2, 2012 at 10:28 PM
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Noxid said:
if you look at the entity in the level editor it should have the entity number right next to the name of it, like Type [0 - <nothing>] would be 0, etc.
So Kaeso really did set them up as type 0? the one that shows up the moment I click on the Edit NPC Table button? That's convenient for me! I thought something tricky was going on with them appearing as 0 nothing while transforming into something else as the battle started.

Guess I'll try changing the HP of type 0 then, thanks! :)
 
Feb 2, 2012 at 10:33 PM
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WAITWAITWAITWAITWAITWAITWAITWAIT

Entity Number 0 is the invisible entity that does nothing. Don't messs with it. In the script I can almost guarantee you there will be a <CNP command. Click on it in CE and it will tell you what entity it becomes.
 
Feb 3, 2012 at 12:41 AM
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I'm really new here, but...

I noticed that this section says "Ideas". So, I have an idea.

Nicalis isn't planning on updating the Mac App Store version of Cave Story+ like they did the Steam version, and I don't want to have to pay for the + version twice. Is it possible for someone to make a mod version of the update that will never come?

I really want the stuff like Nemesis Challenge and the Remastered soundtrack...
 
Feb 3, 2012 at 1:09 AM
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Seeing as nobody is even able to mod the mac version of anything, that seems pretty unlikely.
 
Feb 3, 2012 at 1:19 AM
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Ok i have a problem, If i put flag 2000 on a event this happens, it repeats the starting event of the map. how do i fix that?
 
Feb 3, 2012 at 2:28 AM
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Seeing as nobody is even able to mod the mac version of anything, that seems pretty unlikely.

I don't think the App Store version of Cave Story+ is that different from the Steam version. It even has mods.txt.

Mod listing -- EDIT ONLY WITH GREAT CARE OR THE GAME WILL BREAK
Format:
[mod ID, nonnegative integer]
[space]
[optional: requirement code, followed by space]
[optional: ordering value, defaults to 1000, followed by space]
[foreslash followed by directory name with trailing slash]
(always use foreslashes, even on Windows)
NO TRAILING SPACES! Spaces in path OK.
[new line; \r\n, \r or \n acceptable]
Requirement codes
R+ = unlocked [unnecessary, but keeps lines looking neat]
R- = locked [only unlockable by editing this file]
RI## = Requires item number X
RG = requires best ending
Ordering values are P with a nonnegative integer appended
example: "P13"
=MOD LIST START=
01 RG P10 /TimeTrial/mod/
02 RG P15 /boss/mod/
03 RI35 P05 /CurlyStory/mod/
04 RG P20 /Kaze/mod/

I don't know much about modding but to me it seems like adding the Nemesis challenge would be as simple as adding this line from the Steam version:

05 RA12 P25 /Nemesis/mod/

and then putting the /Nemesis/ folder from the Steam version into /Contents/Resources/data/. Remember that the Steam version is for the Mac as well, so if mods.txt is the same then I'd think the rest is, too.

Also, I would settle for just replacing the "New" soundtrack with the remastered one, because I don't like it.
 
Feb 3, 2012 at 3:02 AM
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The only problem with the last part is that the "New" oggs in CS+ are one track per song. The remastered tracks have two per song: one at the beginning of the song and another to be looped after the beginning is played. I'm not sure how that would be accomplished without making it sound a bit awkward (1st part plays, loop plays once, and awkwardly goes back to the beginning of the track) or taking a lot of space (by looping the songs over and over again).
 
Feb 3, 2012 at 3:17 AM
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I have discovered that the Mac Steam version of Cave Story+ is the exact same as the Mac App Store version with the difference being the MAS receipt.
 
Feb 3, 2012 at 3:49 AM
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Hey, I just thought I'd like to share a bit of advice with all other modders regarding PSP portable mods.

Cave Story supports Face.pbm files as long as you can make them. (Not sure if there's a technical limit.) However, the maximum panels the PSP can run is about 60. This means that if you exceed this with your mod, porting it becomes complex.

The PSP always starts on Map 13, running event 200. If you design your mod to boot on the same map as the Original Cave Story, porting becomes easier. Otherwise porters have to insert a bypass event 200 into map 13 to redirect script to proper map.

Using assembly hacks is all nice and peachy... except the PSP can't do them. So think about that when designing your mod.
 
Feb 3, 2012 at 3:51 AM
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Why would you put that here? It'll just get buried and nobody will read this monstrous thread
 
Feb 3, 2012 at 3:56 AM
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The Nemesis challenge files SEEM to be compatible with the Mac App Store... I'll go check tomorrow, because it's late now.
 
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