• 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 3, 2012 at 4:26 AM
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Why would you put that here? It'll just get buried and nobody will read this monstrous thread

I just wanted to get it out there. People searching on the forums will turn it up. I considered starting a thread, but decided against it. *Sigh* Maybe I'm just frustrated that few modders give any regard to porting to PSP when they design their mod. Eternal Chaos... *Shudders violently* will probably take a bit longer than the week I'd planned because the designer thought it'd be wonderful idea to have 100 unique facial expression. Now I have to rework it to under 60. *The HORROR, the HORROR!*

Fair point, though, Noxid. I'll think more carefully before posting in future.

ps. Your TSC editor is wonderful.
 
Feb 3, 2012 at 11:18 PM
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Dunc2403 said:
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.
Ah yes, silly me, there it is!

Thanks Dunc, you're a life saver :)
 
Feb 4, 2012 at 1:49 AM
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Hey... guys to start the Curly Boss battle is the Enity -Boss- Curly or -projectile- Curly? If i use boss Curly is there but she doesn't do anything. I Tried BSL but it didn't work. So how do i make curly start attacking?
 
Feb 4, 2012 at 2:21 AM
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If there wasn't someone else playing Sonic adventure on MY damn computer, I'd check my notes, then answer this question. I think it's Boss Curly, yes. Perhaps her attacking is triggered by animation. Setting an entity as Boss just displays a health bar, AFAIK.
 
Feb 4, 2012 at 2:34 AM
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Importing Nemesis Challenge into the Mac version of Cave Story+ was successful.

I have made a patch that contains all the differences between the "data" folder in the Windows version and the one in the Mac version. Since it is only a patch, it will be useless unless you have already bought Cave Story+ either from Steam or from the Mac App Store. It does not contain CS+.exe or icon.bmp, because those are only used by Windows.

Here is a download link to this patch.

If anything, it is useful for playing the Nemesis Challenge on a Mac, since Nicalis has no plans to update the Mac version. You can skip having to obtain the Nemesis by editing mods.txt and setting them to "unlocked", which mods.txt itself conveniently explains how to do. This works for Curly Story and the other Challenges as well.

As it turns out, Cave Story+ for Windows and Cave Story+ for Mac really aren't all that different; all the data for the Mac version is in the same "data" folder as the Windows version, but "data" is found within "resources", which is found within another folder which is the root of the contents of Cave Story+.app. These parent folders are what makes Cave Story+ compatible with Mac.

As far as the rest of the Cave Story+ patch goes, everything seems to be pretty normal, except for one thing: The Remastered soundtrack does not work. Sometimes when going through the Music selector in the Options menu, Cave Story+ crashes, and sometimes it just goes to "New". This is because the CodeResources file in the compatibility folder does not utilize it. The reason it didn't work even after I patched it is because this file was not in the Windows version and so I could not make it part of the patch. If equivalent code exists, it probably exists within CS+.exe, the Windows executable for Cave Story+. I don't know how to mod that but I don't think it'd be too hard for someone who actually knows how to do such a thing, and it'd probably be even easier if you could find out what code they use in CS+.exe.

I also do not know what the deal is with the Xmas thing. I don't know much about it so I don't know whether it is working or not, and if not, how to get it to work. Maaaybe you could post some Xmas-related code in the CodeResources from CS+.exe but I don't know.
 
Feb 4, 2012 at 3:48 AM
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Ok, last ditch attempt to change that fight...

is it possible, without using ASM hacking, to create a duplicate of an NPC? (You know, like blue critter, green critter, red critter... same behaviour, different stats)
If so, can I make one from scratch (pushing past the regular total number of NPCs) or do I have to overwrite an existing one?
 
Feb 4, 2012 at 10:51 AM
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To make Curly Boss hostile, use <ANPXXXX:0010:XXXX, where first is entity number, second animation (0010 makes the little mimiga hostile, too), and last is direction faced. 0002 is right, for example.
 
Feb 4, 2012 at 2:27 PM
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No new entities, okay... and what about changing an existing one into another (giving it the same size, behavior and projectiles, as the other)?
 
Feb 4, 2012 at 3:36 PM
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Okay, thanks for clearing that up... at this point I kind of expected that to be the case... so I found an alternative solution :mrgreen:

EDIT:
Crap, it's not working. Are there enemies that can't run scripts on death?
Also,this fight I'm tinkering around with has enemies that show up elsewhere (with a different sprite) not dropping anything on death (while elsewhere they did drop stuff).
I can't find what makes them not do it here, so I can't apply it to the other enemies I added as well. Any idea of what determines it?

Edit again:
Gah... even if I could solve those problems, the tileset would still screw me over (the enemies I want to add are from another one than those already present, and I can't even edit the tileset already in use because their positions overlap).
Guess I'll have to give up on using that enemy type.
 
Feb 8, 2012 at 6:43 PM
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I am working on a game called curly's adventure, and I need help editing weapons, please, if you have anything to say, say it.
 
Feb 8, 2012 at 10:12 PM
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I am working on a game called curly's adventure, and I need help editing weapons, please, if you have anything to say, say it.

You can edit certain values in Cave Editor by going into data and then clicking on bullet data.
Here, you can edit the damage a level of the weapon you want does, how many times it hits, and it's range. It also has things like ignore solid, pierce blocks, break blocks, all that.
You can't edit the actual behavior of the weapon without ASM hacks.

I also had a question, how exactly does one go about putting a background into the title screen? I've read threads about it, but I don't really grasp the concept, so can anyone explain this to me?
 
Feb 8, 2012 at 10:28 PM
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The basic way of doing it is to assembly hack the framerects of the title so that it covers the entire screen, and then move it to the top-left corner. The framerects are at..
Code:
CPU Disasm
Address   Hex dump		  Command								  Comments
0040F9B9    C745 E0 0000000 mov dword ptr [ebp-20],0
0040F9C0    C745 E4 0000000 mov dword ptr [ebp-1C],0
0040F9C7    C745 E8 9000000 mov dword ptr [ebp-18],90
0040F9CE    C745 EC 2800000 mov dword ptr [ebp-14],28
and the draw call is
Code:
CPU Disasm
Address   Hex dump		  Command								  Comments
004100AE    6A 00		   push 0
004100B0    8D4D E0		 lea ecx,[ebp-20]
004100B3    51			  push ecx
004100B4    6A 28		   push 28
004100B6    6A 58		   push 58
004100B8    68 1CF94800	 push 0048F91C
004100BD    E8 FEC2FFFF	 call 0040C3C0
0x28 and 0x58 would be the Y and X coordinates, respectively.
Of course I could be wrong because I didn't check at all but it's in that general area of code so yeah.
 
Feb 9, 2012 at 5:30 PM
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Can anyone help me? I can't find any assembly hacking tools,
I SEARCHED IT ON GOOGLE WITH 27 DIFFERENT PHRASINGS!

Please help.
 
Feb 9, 2012 at 9:51 PM
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Olly Debug.
But don't use it unless you know what you are doing.
 
Feb 10, 2012 at 3:02 PM
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Hi. I have a question. In resource hacker, I am able to add, replace, and extract image files just fine, as well as replace music. One thing I'm not sure about though, is extracting music. If I do so, it saves it as a text-base hex dump. I've tried changing its file extension to org, but that didn't work. I know that the Cave Story orgs are downloadable on the tribute site, but I would still like to know how to extract orgs via resource hacker, and be able to play them on orgmaker. Thanks in advance.
 
Feb 10, 2012 at 3:15 PM
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Open Cave Story's exe with 7-zip. (My answer to everything.)

Find org folder inside, and drag/extract it out.

Then rename files with .org extension.

Putting them BACK IN requires ResourceHacker.
 
Feb 10, 2012 at 4:24 PM
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Aha! It worked! Thank you!
 
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