Quick Modding/Hacking Answers Thread

Apr 10, 2013 at 3:56 PM
The TideWalker
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find the framerects to the title screen and expand them

(use CTRL F ans search Title screen, it will take you to the address.)
liammillay said:
i cannot understand any of that.
 
Apr 10, 2013 at 8:58 PM
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Nope, let me paraphrase... if you will? I'm saying Fadoink might've not known that, and was just saying he knows how to change tilesets because he didn't know very well. Might as well delete the first post, this phrasing sounds much more intuitive.


Or sold? I don't even... who the heck is Sold?​
 
Apr 10, 2013 at 9:14 PM
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Yeah okay I see what you mean but the first part about lying threw me off
Also don't delete your posts because you sound dumb or think you sound dumb it's just stupid and also makes the conversation more confusing
Also I'm Sold
He is me
 
Apr 12, 2013 at 9:26 PM
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Hey, I'm new to cave editor, and have 2 questions.
How do you change the room qoute starts in? I went to settings and changed it but he still starts in the first cave.
Second, How do you link a door to another room and stuff? Theres no option like that in the entity veiwer...
 
Apr 12, 2013 at 9:42 PM
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For changing the start room, just right-click somewhere on the map and and click "set start location", very easy. As for linking a door to a room, make a door entity, give it an event number, and insert some script to the event number. To add a script, go to "map" --> "edit script" and build some script from there. You can start with this: <PRI<FAO0000<TRA0000:0000:0000:0000
 
Apr 12, 2013 at 9:44 PM
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No, start room as in the room where qoute starts a new game
 
Apr 12, 2013 at 9:56 PM
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To set Quotes start location you have to open the map you want him to spawn in and then right-click the specific tile you want him to spawn on, a drop down box will appear, click the option that says "Set Start Location". Next time you load the game Quote will start there.

Use this HERE it has a tutorial on how to make a door that takes you to a new map along with other useful script tutorials

In future look around before asking and if you can't find an answer post your question in the Quick Modding/Hacking Answers Thread instead of making a new thread for every question.

Also, welcome to the forums! :mahin:
 
Apr 12, 2013 at 10:36 PM
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Hey, I'm starting to mod and am getting some errors.
First, I changed the start room in settings to a new room that I made. But It still started in 'startpoint' for some reason. Then, I decided to link the door in start point to my room. But it turns out whenever I go into my new room it brings up a strange dialouge box tat has a bucnh of spam in it. What is wrong?
 
Apr 13, 2013 at 5:18 AM
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I want to put new scripts into cave story.
 
Apr 13, 2013 at 5:24 AM
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Go into notepad, dont type anything, save as "(insert the script name here).tsc" as the filename, change the document time from txt to all files, and then save in the data folder.
 
Apr 13, 2013 at 5:28 AM
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how to I add it to cave story?
 
Apr 13, 2013 at 6:10 AM
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liammillay said:
Go into notepad, dont type anything, save as "(insert the script name here).tsc" as the filename, change the document time from txt to all files, and then save in the data folder.
That won't work

To answer the original question, you don't. Use an editor.
 
Apr 13, 2013 at 5:39 PM
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I have a script in my starting level that runs when a door is opened that looks like this:

#101
<KEY<SOU0011<HMC<FAO0004 <TRA0001:0100:0001:0005 <END



Except when I run it all the commands run except the transport one. I tried the transport command transporting to the room qoute was in, and it works. Why woun't it transport qoute out of the room?
 
Apr 13, 2013 at 5:45 PM
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Are you remembering to <FAI on the recieving event
 
Apr 14, 2013 at 8:10 PM
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I'm sorry if I'm being stupid but, I have not been able to find the answer to this anywhere on the internet.
how could one make breakable blocks that don't look like breakable blocks? tile type 43 shows the breakable block sprite and I want to make one that blends in with the wall.

Thanks in advance,
Nemesis_4000
 
Apr 14, 2013 at 8:19 PM
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Change in npcsym.pbm
 
Apr 14, 2013 at 8:56 PM
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Thanks a lot; that will be very useful to my mod.
 
Apr 14, 2013 at 10:10 PM
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I have a question, and so does my friend (who can't access these forums for some reason).

My question:
Is there a way (outside of ASM and sprite edits) to use the blue flame sprites that are at the bottom-right (or whatever direction is opposite to the Deleet) or are those only usable by sprite edits (replacing something else like the Force Field or Fireplace entities) and ASM hacking?

My friend's question:
Taylor said:
What are the requirements for the 2x resolution hack?

And would it be possible to make something like this?
Code:
http://shane.freeforums.org/download/file.php?photo=2_1364026041.png
I want to know from other people than Randolf/Wayne/Mixer8421/whatever his Cave Story forum username is.
(Links and the IMG BBCode get mangled for some reason, so I had to place it within code tags. :/ )
 
Apr 15, 2013 at 9:30 AM
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How many ticks do you have in water before drowning?
 
Apr 15, 2013 at 7:51 PM
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You have 1000 ticks in the water, possibly give or take a few.
I set a screen recorder to record the game at 10 fps, and when it did, the remaining air dropped one unit at intervals that were nearly synchronized with that of the seconds counter on my watch. So if one unit drops every ten ticks, then since you have 100 air, it would last 1000 ticks. I also took the 10 fps recording and multiplied the number of seconds Quote was in the water before he drowned by 10, which gave me 998. Mind you, I didn't make precision my top priority, but the bottom line is: The amount of ticks you have under water is very close if not equal to 1000.
 
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