May 31, 2013 at 3:59 PM
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Assembly hacks. It's about a 4 on the difficulty scale, not an entry-level hack but just takes some modifications to the title screen function afaik.
 
Jun 1, 2013 at 2:58 AM
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When I program a Life Capsule, it reappears when I leave the area and return.
Here:
#0400
<PRI<SOU0022<DNP0400<CMU0016
<MSG<GIT1006Got a =Life Capsule=!<WAI0160<NOD<RMU<ML+0004
Max Health increased by 4!<NOD<END
(The entity ID for the capsule is 0400)
 
Jun 1, 2013 at 3:20 AM
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<FL+0400
 
Jun 1, 2013 at 3:28 AM
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Thanks. I forgive you for (sort of) insulting my mod.
 
Jun 1, 2013 at 4:55 AM
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I wasn't insulting your mod the most I did was insult your grammar
I was giving constructive feedback
 
Jun 1, 2013 at 3:50 PM
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Ok, I glanced over This thread and didn't see what I was looking for.

how (or really where) do I change the X/Y location of Quote on the title?
 
Jun 1, 2013 at 4:14 PM
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Ah, that would be here:

Code:
//	Render "New".																							
4100c5			push 0x00000000														//	Title.pbm							
4100c7			push &frame[-0x00f0]												//	144 000  192 016: New				
4100ce			push 0x00000080														//	Y: 128								
4100d3			push 0x00000088														//	X: 136								
4100d8			push &FullscreenRect												//	000 000  320 240					
4100dd			call 0040c3c0

				//	Render "Continue".																						
4100e5			push 0x00000000														//	Title.pbm							
4100e7			push &frame[-0x0010]												//	144 016  192 032: Continue			
4100eb			push 0x00000094														//	Y: 148								
4100f0			push 0x00000088														//	X: 136								
4100f5			push &FullscreenRect												//	000 000  320 240					
4100fa			call 0040c3c0
Changing the "new" and "continue" locations afaik will move the sprites as well. So if you want to move the sprites then change the third and fourth PUSH values for each part. Remember to put your values in hexadecimal.
 
Jun 2, 2013 at 2:36 AM
The TideWalker
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MagicDoors said:
Remember to put your values in hexadecimal.
As If I wouldn't. :p

Anyways, thanks.


Is it possible to change tile No. 65 (or 69, 7F, 6D, whatever.)

Into a tile that is submerged under water, but you walk behind it.
Or in other words, combine tile 60 and 40
 
Jun 2, 2013 at 5:23 PM
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I have noticed on some mods there is a full title screen in Title.pbm / Title.bmp
Does anyone know where I can put any script?
 

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Jun 2, 2013 at 5:44 PM
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Bombchu Link said:
As If I wouldn't. :p

Anyways, thanks.


Is it possible to change tile No. 65 (or 69, 7F, 6D, whatever.)

Into a tile that is submerged under water, but you walk behind it.
Or in other words, combine tile 60 and 40
Um, that's what tile 60 already does...?????
fadoink said:
I have noticed on some mods there is a full title screen in Title.pbm / Title.bmp
Does anyone know where I can put any script?
http://www.cavestory.org/forums/posts/200349
 
Jun 5, 2013 at 3:56 AM
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I need help finding where the script IS.
 
Jun 5, 2013 at 4:04 AM
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There is no script so you'll probably have a hard time finding it.
 
Jun 5, 2013 at 5:19 PM
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Anyone have a list of addresses of each Boss's HP? (Balfrog, Dragon Sisters, Ballos, etc.)
 
Jun 5, 2013 at 10:42 PM
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They're hard coded values that are directly a part of the game's assembly, so there isn't an ingame table. You'd have to look up what it's initially assigned to in the ASM of the bosses' AI.
 
Jun 5, 2013 at 11:50 PM
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Never mind, I'm finding them gradually.

While on the subject, where in ASM does it lock the player's direction when fighting ironhead? (I forget if I asked this here before or not)
 
Jun 6, 2013 at 12:14 AM
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<UNI will change the physics and point quote left/right depending on what direction he was last facing.

Though it doesn't have the option to do vertical directions. So ASM for doing something like that...
 
Jun 6, 2013 at 12:52 AM
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Well all I need it to do is not lock the direction.

What's the pointer for <UNI?
 
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