You describe it very easily, thanks! So flags are inter-script... gotta make a list of every single event, then. That's pretty wild. While I'm at it, I read somewhere that certain flag values are consistently used for certain events, like 200 or 2000 (forgot) to begin boss fights, and so on. Is that true? There must also be static event values - for example, #19 is bed-resting, huh? Is there a list of these? I did notice that all the custom ones seem to begin at the hundreds in the least. Pixel must have had photographic memory!
Heck, I'll just throw out some questions that have arisen to mind:
What are Options 1 & 2 (0x0100, 0x1000) for? They seem to involve horizontal/vertical triggering from my observation, but I can't determine how you decide if the trigger spans both [above and below/left and right] of the trigger, or just one of the directions. Regarding scripting, has anyone ever made a list of all animation or direction values?
(Can't find any anywhere.) Specifically, I'm thinking of two: a graphic-flickering animation, like for creating a hologram - to quickly blink in and out of visibility - as well as specific control over the diagonal direction and speed of a drifting entity (e.g., when Curly drifts off of Quote after the Ironhead fight - whose sequence I cannot find in CaveEditor). Regarding animations, I also see that Curly and her four Mimigas are set to the same animation value, but they clearly execute different maneuvers in the boss fight; how does that work?
Is it possible to make a script/hack that lets you control a different protagonist somewhere in the game (hack in a MyChar2.pbm, or expand on the original raw graphic), and/or a script that allows you to have more than one different co-op AI (like, in Cave Story's instance, Curly fighting alongside someone else with you), either simultaneously or in different scenes?
(Ooh, speaking of co-op, a sudden dose of creativity: Super Smash Bros. Brawl Subspace, Cave Story-style! Haha.)
Does one second equal 100 or 60 ticks, or something else entirely? The "Liero" DOS game (incredible game, by the way) executable LieroKit considered 100 ticks equivalent to a second, and I wonder if this is the same.
Is it possible for teleporter selection to be used to simulate switching between different arsenals? (Basically, limited strategic weapon sets, with a swap station.) Is it possible to construct a script/hack that detects the total # of weapons in possession, and/or a script that detects the currently equipped weapon? Finally, does an <ML- command exist (reduce max. health in a script)?
And the big question:
Do you think it's practical to work on an extensive mod now, or do you predict modding versatility to be much easier after Cave Story Wii is released? We know that they must use the same or very similar engine if players can switch to "classic" mode. Hopefully.