Sep 4, 2013 at 4:32 AM
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Nope I'm just an ass sorry
It's good that in my assholery I helped you out tho
 
Sep 4, 2013 at 12:58 PM
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Fatih120 said:
Unless its not here.
You missin' a subject there bud?
 
Sep 4, 2013 at 7:54 PM
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Bombchu Link said:
Sorry, I'm just tired after a full day of modding

thanks.

for future reference:
CPU Disasm
Address Hex dump Command Comments
0040D219 |. 68 FFFFFE00 PUSH 0FEFFFF ; |Arg4 = 0FEFFFF
You actually got that to work? How? When I tried changing the argument for that command, nothing happened.
 
Sep 4, 2013 at 8:22 PM
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HaydenStudios said:
You actually got that to work? How? When I tried changing the argument for that command, nothing happened.


I didn't have chance to try it yet.



Try opening up WTF? story and looking for this value



PUSH 0ADF85A



that might solve our problems.



EDIT:



here:


CPU Disasm
Address Hex dump Command Comments
00414219 |. 68 5AF8AD00 PUSH 0ADF85A ; |Arg4 = 0ADF85A
CPU Disasm
Address Hex dump Command Comments
004253AD |. 68 5AF8AD00 PUSH 0ADF85A ; |Arg4 = 0ADF85A
CPU Disasm
Address Hex dump Command Comments
0042549A |. 68 5AF8AD00 PUSH 0ADF85A ; |Arg4 = 0ADF85A


these are the three areas



Tested and confirmed.



...



BUT


CPU Disasm
Address Hex dump Command Comments
004937F4 \8B0D D85A4A00 MOV ECX,DWORD PTR DS:[4A5AD8] ; ASCII "
004937FA 030D E05A4A00 ADD ECX,DWORD PTR DS:[4A5AE0] ; ASCII "'1"
00493800 8279 01 54 CMP BYTE PTR DS:[ECX+1],54
00493804 ^ 0F85 2917F9FF JNE 00424F33
0049380A 8279 02 58 CMP BYTE PTR DS:[ECX+2],58
0049380E ^ 0F85 1F17F9FF JNE 00424F33
00493814 8279 03 43 CMP BYTE PTR DS:[ECX+3],43
00493818 ^ 0F85 1517F9FF JNE 00424F33
0049381E 8B15 E05A4A00 MOV EDX,DWORD PTR DS:[4A5AE0] ; ASCII "'1"
00493824 83C2 04 ADD EDX,4
00493827 52 PUSH EDX
00493828 E8 D3E0F8FF CALL 00421900
0049382D 83C4 04 ADD ESP,4
00493830 83F8 01 CMP EAX,1
00493833 74 21 JE SHORT 00493856
00493835 83F8 02 CMP EAX,2
00493838 74 49 JE SHORT 00493883
0049383A 83F8 03 CMP EAX,3
0049383D 74 71 JE SHORT 004938B0
0049383F 83F8 04 CMP EAX,4
00493842 0F84 92000000 JE 004938DA
00493848 83F8 05 CMP EAX,5
0049384B 0F84 B3000000 JE 00493904
00493851 E9 D8000000 JMP 0049392E
00493856 C705 19424100 F MOV DWORD PTR DS:[414219],0F34FF4
00493860 C705 AD534200 F MOV DWORD PTR DS:[4253AD],0F34FF4
0049386A C705 19D24000 F MOV DWORD PTR DS:[40D219],0F34FF4
00493874 C705 9A544200 F MOV DWORD PTR DS:[42549A],0F34FF4
0049387E E9 D3000000 JMP 00493956
00493883 C705 19424100 3 MOV DWORD PTR DS:[414219],0AA1133
0049388D C705 AD534200 3 MOV DWORD PTR DS:[4253AD],0AA1133
00493897 C705 19D24000 3 MOV DWORD PTR DS:[40D219],0AA1133
004938A1 C705 9A544200 3 MOV DWORD PTR DS:[42549A],0AA1133
004938AB E9 A6000000 JMP 00493956
004938B0 C705 19424100 6 MOV DWORD PTR DS:[414219],99FF66
004938BA C705 AD534200 6 MOV DWORD PTR DS:[4253AD],99FF66
004938C4 C705 19D24000 6 MOV DWORD PTR DS:[40D219],99FF66
004938CE C705 9A544200 6 MOV DWORD PTR DS:[42549A],99FF66
004938D8 EB 7C JMP SHORT 00493956
004938DA C705 19424100 F MOV DWORD PTR DS:[414219],0FFFFFF
004938E4 C705 AD534200 F MOV DWORD PTR DS:[4253AD],0FFFFFF
004938EE C705 19D24000 F MOV DWORD PTR DS:[40D219],0FFFFFF
004938F8 C705 9A544200 F MOV DWORD PTR DS:[42549A],0FFFFFF
00493902 EB 52 JMP SHORT 00493956
00493904 C705 19424100 F MOV DWORD PTR DS:[414219],0FFFFFF
0049390E C705 AD534200 F MOV DWORD PTR DS:[4253AD],0FFFFFF
00493918 C705 19D24000 F MOV DWORD PTR DS:[40D219],0FFFFFF
00493922 C705 9A544200 F MOV DWORD PTR DS:[42549A],0FFFFFF
0049392C EB 28 JMP SHORT 00493956
0049392E C705 19424100 F MOV DWORD PTR DS:[414219],0FEFFFF
00493938 C705 AD534200 F MOV DWORD PTR DS:[4253AD],0FEFFFF
00493942 C705 19D24000 F MOV DWORD PTR DS:[40D219],0FEFFFF
0049394C C705 9A544200 F MOV DWORD PTR DS:[42549A],0FEFFFF
00493956 8B15 E05A4A00 MOV EDX,DWORD PTR DS:[4A5AE0] ; ASCII "'1"
0049395C 83C2 08 ADD EDX,8
0049395F 8915 E05A4A00 MOV DWORD PTR DS:[4A5AE0],EDX
00493965 ^ E9 3D19F9FF JMP 004252A7


for some reason when I try the <TXC command it runs the TSC script #0000 and crashes...



why?


 
Sep 4, 2013 at 9:00 PM
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Darn it... I wish I wouldn't have spent all that time figuring that out myself only to find out you had just tested it out and posted that. Why would I want to open up WTF? Story though? The original Cave Story worked just fine for finding these values.
 
Sep 4, 2013 at 9:09 PM
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HaydenStudios said:
Darn it... I wish I wouldn't have spent all that time figuring that out myself only to find out you had just tested it out and posted that. Why would I want to open up WTF? Story though? The original Cave Story worked just fine for finding these values.
WTF has only the the nessisary values changed. (it is a mod with text color changed)

and the TSC command still flunks on me for some reason...
 
Sep 4, 2013 at 11:00 PM
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Bombchu Link said:
and the TSC command still flunks on me for some reason...
Well it shouldn't work the way you're doing it, because you're pointing to the address that begins when the PUSH command does. But then I tried calling one address over, and it still didn't work, as well as four addresses over, and it still isn't working for me. I even tried freeing up some room and directing that push to pushing a value in a memory location elsewhere. That worked, and I was able to edit that value, which changed the color, and the push was referencing to it all right, but when I tried to change the value in that working memory location with a MOV command, it still crashed.

I don't know what to tell you, other than to go a less efficient route and have your condition set by your TSC command make different PUSHes execute, rather than simply changing the value that's pushed first off.
 
Sep 5, 2013 at 3:50 AM
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hello again, im having some trouble with something else this time in a mod of mine
im trying to make it so that quotes supposed to have fallen on the ground after an explosion, but he actually doesnt stay fallen, the closest ive gotten was him falling after the fadein, when he's supposed to be fallen before it happens (and stay fallen until after the fadein), but i lost how i made him fall after the fadein when trying to fix it multiple ways.
here are the scripts:



Egg 00 (EggX)
#0301
<KEY<MSG<TURPress any button to
continue._<NOD<CLR
<MSGPress the buttons?<NOD<YNJ0400<CLR
Pressed both buttons.<FAO0004<WAI0010<SOU0035<TRA0052:0400:0012:0010


Egg 00 (EggX2)
#0400
<KEY<FAI0004<CNP0260:0150:0000<HMC<WAI0050
<ANP0260:0010:0000
<DNP0260<SMC<END
thank you in advance! (yes, entity 260 is on the spot where quote should be.)
 
Sep 5, 2013 at 5:40 AM
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*sigh* okay Kayya, here's your problem:

You need to put the fade in AFTER you have set the scene up, so basically you should write the script in this order:

1. Make NPC 260 appear and animate to Quote lying on the floor, and use HMC to hide the actual player.
2. Use FAI to fade in the scene (and quote should be lying there because you did it earlier).
3. Do the WAI 50 that you were doing... And then just use DNP 260 and SMC at the same time.

I think you got all the commands right (too lazy to actually check the ANP's and stuff), you just need to reorder the commands so that the command to make the "fallen Quote" comes before the fade in.
 
Sep 5, 2013 at 4:08 PM
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Before I go and screw up the game by changing this, I'll ask here.


What is NPC no #127, #128, and#129 good for?


And can I replace and entity with just framarects and make a jump to code of another entity?

Example


#100

Start of code

framarects

JUMP TO HERE*

actual behavior code.

end of code


#0101

start of code

framarects JUMP TO THERE*


#0102

Start of code

framarects

actual behavior code.

end of code


ect ect ect.
 
Sep 7, 2013 at 10:07 PM
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I've been having problems with entities recently, specifically with signposts. In Cave Editor, whenever I make a signpost, it uses the script from the entity above it. Help?
 
Sep 7, 2013 at 10:43 PM
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you gotta put the numbers in order
 
Sep 7, 2013 at 10:44 PM
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EDIT: Semi-Ninja'd. This post provides more detail, so it might still be helpful...

First, make sure that all events that don't call another with an <EVE or <TRA have an <END. Also make sure that all your events are in numbered order in your script, and that they are all four digits long.

If you've verified that the things above are as they should be, then please tell us the event number of the entity that's being called that you don't want, the event number of the signpost you're trying to set up, and post your TSC script here, then we'll see what we can do.
 
Sep 12, 2013 at 7:54 PM
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entities can't interact with other entities
 
Sep 12, 2013 at 8:01 PM
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Bombchu Link said:
Has anyone made a H/V trigger that is set off by NPC's crossing it but not Quote?
Why would you want this?

Also no, but it is theoretically possible if it's an absolute trigger (if the trigger can go through solid walls). If it's bound to obey walls then this would be much more difficult, at least in the way CS implements them.
 
Sep 12, 2013 at 8:48 PM
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GIRakaCHEEZER said:
Why would you want this?




I might want and Entity to act differently in a certain part of a map. (Via <ANP)



like programming entities to go somewhere (like up some steps and through a door)

on their own when they cross the trigger.



It's not really on my priority list, but all the same.







Mental note:



learn assembly after Suu No Monogatari 0.2.0
 
Sep 12, 2013 at 9:06 PM
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Bombchu Link said:
I might want and Entity to act differently in a certain part of a map. (Via <ANP)

like programming entities to go somewhere (like up some steps and through a door)
on their own when they cross the trigger.

It's not really on my priority list, but all the same.

Mental note:

learn assembly after Suu No Monogatari 0.2.0
Honestly if you were going to make things that complex I would recommend just learning how to make your own game. You CAN do this in assembly, but it would be such a pain in the ass that I'm not sure it'd be worth it.
 
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