Quick Modding/Hacking Answers Thread

Apr 18, 2012 at 6:52 PM
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When you're in Cave Editor, click on Game Settings, and a window will pop up with a bunch of settings. In it, check the check box next to the text saying: "Remove (C)Pixel requirement for images," Hit OK, and then this shouldn't happen anymore.
 
Apr 19, 2012 at 2:38 PM
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Okay so I'm planning an update for Take 8 tomorrow, and so far in my work there's been two strange problems that I've run into. The first one is that using <TUR etc. on a script in Head (in this case #0001) makes the text cursor pop up outside the message box. The second and more important one is that for some reason the teleporter blinkies entity (#23) appears to be offset two pixels to the left of where it should be to line up with the teleporter, and in some cases it doesn't appear at all :toroko2: I have no idea what I would have done in order to cause this.

EDIT: Additionally, see attached pic; these weird white boxes appeared again. They were in one (or more?) of CJ's betas but they didn't reappear until just now when I changed something that had nothing to do with them :critter: They aren't map tiles, I made sure to re-place blanks all over that area but nothing changed.
 

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Apr 19, 2012 at 3:47 PM
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For the second glitch: maybe the spriteset is deficient because of a failed edit? Or maybe the framerects went wrong due to a corruption of some sort while you were packing the maps together?

For the first one, I tried to reproduce the <TUR glitch and I got the same thing. I don't really know what happened. I'll investigate further.

EDIT: yeah it only does that for the event #0001 in the head script, and none other. Weird.
Also it actually counts the number of characters, so as long as you have enough on the same line, the cursor will go to the right of the screen and eventually disappear from it. Just add some spaces and it will be fine.
Odd glitch though.

EDIT2: also what did you edit before the white boxes appeared? Did you try to edit it back to see what would happen?
 
Apr 20, 2012 at 4:59 AM
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EDIT2: also what did you edit before the white boxes appeared? Did you try to edit it back to see what would happen
All I did was add an entity but I had already added several of those before and nothing had happened. Removing it did not make them go away :(
 
Apr 26, 2012 at 12:10 AM
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OK, I think I need help with something.

I'm trying to replace the "Game over" song with Hero's end BETA, but after I save it, load Cave Story, and kill myself, it doesn't play anything. Can someone look at the screenshot I took and see what I'm doing wrong?
 

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Apr 26, 2012 at 3:33 PM
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Maybe you forgot to add '1041' in Language box.
It should work.

Try to write '1041' in 'Resource Language' box.
 
Apr 26, 2012 at 4:47 PM
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OK, I tried that, but it still didn't play the song when I killed myself.
 
Apr 26, 2012 at 11:32 PM
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Try replacing requiem and see if that works.
Also make sure that the music is actually played in head.tsc
 
Apr 27, 2012 at 10:02 PM
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Ahem. So anyways i see this alot, so what progarm do you use to edit weapons, as in their behavior
 
Apr 27, 2012 at 10:10 PM
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Apr 29, 2012 at 12:53 PM
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Wait, I think I know why it wasn't working now. Thanks anyway though.
 
Apr 29, 2012 at 8:18 PM
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I'm going to make a grappling hook.

Could someone tell me
A: What's the best way to free up space for functions?
or (even better)
B: Where's the Booster (jetpack) code?
 
Apr 29, 2012 at 9:07 PM
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A: Optimizing currently existing functions.
B: 0x415987, I think
 
Apr 29, 2012 at 9:13 PM
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Ah, thank you very much.
 
May 4, 2012 at 1:33 PM
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How to change Curly's weapon from Machine Gun to Polar Star?
Does it require a flag or ANP?
 
May 5, 2012 at 12:14 AM
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Curly's weapon is in Curly's own code and has nothing to do with Quote's Machine Gun. You'd have to do it with assembly, and basically reprogram the Polar Star but for Curly. Or something like that.
 
May 5, 2012 at 2:01 AM
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Curly's weapon is in Curly's own code and has nothing to do with Quote's Machine Gun. You'd have to do it with assembly, and basically reprogram the Polar Star but for Curly. Or something like that.

Actually it's purely flag based. Flag 563 will determine which gun she shoots.

Also her gun's code just spawns regular bullets, so it's a quick ASM hack to have her shoot level 3 spur shots or level 3 super missiles.
 
May 5, 2012 at 4:08 AM
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Yeah my bad, I thought Mixer was talking about the boss Curly.
it's a quick ASM hack to have her shoot level 3 spur shots
But will she shoot charged Spur shots or only Polar Star shots?
 
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