Quick Modding/Hacking Answers Thread

Sep 24, 2013 at 12:26 PM
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Okay I installed the 3-Save and now it all makes sense. Thanks.
 
Sep 25, 2013 at 12:57 AM
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so ever since i heard about being able to change the grey in the title screen to a picture because of the last two pages, i've wanted to do so for one of my mods today i downloaded the things i needed (three save hack, python 3.3.2, autohacker) and did what i needed to do (according to the video, anyways) but whenever i try to open up autohacker2_GUI, it refuses to load. ive changed the 3 hex#s in hexdata twice and even checked the game twice, but no luck about 3 saves i have another question, as well... i think ill need a file that has the load# textures, too, but i cant find a pre-made copy and one more thing, i heard it changes the grey in the title screen, is that true? if yes, then where do i 'draw' the new title screen?
 
Sep 25, 2013 at 2:00 AM
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Uh
Uhhhh
First of all the three-save title hack is in no way the title screen image hack
Second i'm on a phone so like, take ten seconds of your own time to search for the hack thread
Third the entirety of title.pbm becomes the background image, although it has to be 320x240 or you'll die
 
Sep 25, 2013 at 2:50 AM
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MagicDoors said:
Uh
Uhhhh
First of all the three-save title hack is in no way the title screen image hack
Second i'm on a phone so like, take ten seconds of your own time to search for the hack thread
Third the entirety of title.pbm becomes the background image, although it has to be 320x240 or you'll die
1) dunc referred to it as both (title screen hack/three saves hack) and its called title screen hack in its folder
2) i found the open source thing, if thats what you mean, and i got the right version, unless you mean somewhere else
3) thanks for the dimensions, but there are spots for the title of the mod, the new/load, and the load 1, 2 and 3 and i would prefer to have an example of what it should be (where it should be, i should add) so it aligns like it should

and my main concern is how to make it properly work and where to put the graphics at
 
Sep 25, 2013 at 4:31 AM
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I'm trying to make a Toroko boss battle but the boss keeps falling through the map and exploding into exp. Also, while it's falling, the animations go crazy and just show random sprites in the Toro directory. Both of the tilesets are Toro.(BTW, I'm using Cave Editor)

The event I put in is:
<CNP0501:0140:0000<BSL0501
<FOM0016<CMU0004<END
 
Sep 25, 2013 at 12:19 PM
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Don't you have to animate the boss?
 
Sep 25, 2013 at 7:56 PM
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I'm more worried about the boss falling through the floor, unless the animations are causing it to do so.
 
Sep 26, 2013 at 8:44 PM
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Would it be feasibly possible (even in Assembler!) to have a bar like this?
diph.php
 
Sep 26, 2013 at 9:07 PM
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with assembly sure, but the weapon bar XP wouldn't be very fun to do.
 
Sep 26, 2013 at 9:37 PM
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Noxid said:
with assembly sure, but the weapon bar XP wouldn't be very fun to do.
What about this?

diph.php

(if you're wondering about 11 million XP, it's roughly lv. 22 for the polar star, assuming 10 > 20 > 40 > 80 > 160...)
 
Sep 26, 2013 at 10:04 PM
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OK, I have a question with OrgMaker. Kinda. So here's what happens: I make a song in Orgmaker, it sounds fine. When I use ResHacker and add it to the game, sometimes weird things happen with the volume levels. About every few songs I add, towards the end of the song, one or a few specific notes play really loud for some reason, even though I never told it to play that loud. If I delete the notes that don't work right, it plays fine. If I try adding them again, and sometimes even slightly change the the position of them, I still get the same troubling volume increase. I feel like I'm the only one who has had this problem, since I've never seen this asked before. That leads me to believe I'm either doing something wrong in Orgmaker, or perhaps I'm missing something in ResHacker or the game itself. If you're not understanding what I'm asking, please tell me, as I can post an example.
 
Sep 27, 2013 at 2:42 AM
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I was trying to recolor a character in NpcRegu with Cave Editor, but it doesn't have the colors I want. Is there a way around this?
 
Sep 27, 2013 at 2:54 AM
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Bramblestar1227 said:
I was trying to recolor a character in NpcRegu with Cave Editor, but it doesn't have the colors I want. Is there a way around this?
Open it up in Paint or similar (never use Cave Editor's image editing tool) , and save the image as a 24-color bitmap. Also, make sure the extension on all of the images is bitmap (.bmp), I think the default is something different. You can change the extension in "Game Settings."
 
Sep 28, 2013 at 8:14 PM
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Okay, let's get something settled.



Various sources have stated that the maximum allowed map limit is around 127-ish.



Other sources have said that the limit is lower at 101 (where adding map 102 breaks the .EXE).



To make everything easier, my parody mod Cavern Tale makes new maps as they are needed, which adds to just the editing of the previous 94. Though technically I could start combining some and using <MOV's, or simply remove ones unneeded (Like the Save rooms in Mimiga Village and Grasstown.) I would prefer to make just a few new ones alongside (less work).



Here's the thing: My .EXE corrupts the instant the map count goes to 102. This happens on both my Mac and Windows Vista, and with both Booster's lab and Cave Editor (Using the copy function).



If any of you need more information to pinpoint the problem, I'll answer. I know that most of you will just say "Reuse the old maps", but it saves time, work, and previous version compatibility if I could just go a little over 101 total maps.
 
Sep 28, 2013 at 8:57 PM
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I'm trying to get a Curly fight working, but it just refuses to work.

[0300
<KEY<DNP0300<MM0<MYD0000<CMU0000
<FL+0561<MSGAaaaahhhh!<NOD<CLO<KEY
<ANP0500:0003:0002<WAI0079<ANP0500:0000:0002
<MS3<FAC0019Ooohhhh!<NOD<CLO
<MS3I have a VISITOR!<NOD<CLRI assume you've come for
the =Demon Crown=!<NOD
But wake up!<NOD
The =Demon Crown= is a
cursed device that drives
all who use its powers<NOD
insane!<NOD
I NEED to destroy it!!<NOD<CLRToo bad for you, but...<NOD<CLO
<WAI0020<SOU0004<CNP0400:0118:0002
<WAI0010
<MS3You're in my way!<NOD<CLRYou're going down!!<NOD<CLO
<CMU0004
<WAI0090
<FMU
<FAC0019<MS3Actually, you being so
fragile and having no weapon
isn't fair on you,<NOD
is it? Here.<NOD<CLR<CLO<FAC0000
<GIT0012<MS3Got the =Nemesis=.<NOD
<GIT1006<MS3Life increased by 7!<NOD
<AM+0012:0000<ML+0007<LI+0007
<FAC0019<MS3Ready?!<NOD<CLR<CLO
<RMU
<BSL0400
<END

This is my code.

[code boxes, y u hate me?]

And if this looks like edited CS code, you're right. I couldn't get it to work in a custom room, so I cannabalized Curly's residence.
 
Sep 28, 2013 at 9:28 PM
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You just forgot to put a <ANP0400:0010:0002 after the <BSL400. I'll provide a fixed script.
#0300
<KEY<CNP0400:0117:0002<FAI0000<KEY<DNP0300<MM0<MYD0000<CMU0000
<FL+0561<MSGAaaaahhhh!<NOD<CLO<KEY
<ANP0400:0003:0002<WAI0079<ANP0400:0000:0002
<MS3<FAC0019Ooohhhh!<NOD<CLO
<MS3I have a VISITOR!<NOD<CLRI assume you've come for
the =Demon Crown=!<NOD
But wake up!<NOD
The =Demon Crown= is a
cursed device that drives
all who use its powers<NOD
insane!<NOD
I NEED to destroy it!!<NOD<CLRToo bad for you, but...<NOD<CLO
<WAI0020<SOU0004<CNP0400:0118:0002
<WAI0010
<MS3You're in my way!<NOD<CLRYou're going down!!<NOD<CLO
<CMU0004
<WAI0090
<FMU
<FAC0019<MS3Actually, you being so
fragile and having no
weapon isn't fair on
you,<NOD is it? Here.<NOD<CLR<CLO<FAC0000
<GIT0012<MS3Got the =Nemesis=.<NOD
<GIT1006<MS3Life increased by 7!<NOD
<AM+0012:0000<ML+0007<LI+0007
<FAC0019<MS3Ready?!<NOD<CLR<CLO
<CMU0000
<CMU0004
<BSL0400
<ANP0400:0010:0002
<END



#0400
<KEY<CMU0015<DNP0400<MSGDefeated Curly!<NOD<CLRPut the TRA to the next
room here.<WAI9999
And dont forget to tick the box next to "Run script on death" for Curly so she doesnt just go poof.
 
Sep 29, 2013 at 10:14 PM
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EnlightenedOne said:
Okay, let's get something settled.

Various sources have stated that the maximum allowed map limit is around 127-ish.

Other sources have said that the limit is lower at 101 (where adding map 102 breaks the .EXE).

To make everything easier, my parody mod Cavern Tale makes new maps as they are needed, which adds to just the editing of the previous 94. Though technically I could start combining some and using <MOV's, or simply remove ones unneeded (Like the Save rooms in Mimiga Village and Grasstown.) I would prefer to make just a few new ones alongside (less work).

Here's the thing: My .EXE corrupts the instant the map count goes to 102. This happens on both my Mac and Windows Vista, and with both Booster's lab and Cave Editor (Using the copy function).

If any of you need more information to pinpoint the problem, I'll answer. I know that most of you will just say "Reuse the old maps", but it saves time, work, and previous version compatibility if I could just go a little over 101 total maps.
I'm under some time constraints at the moment, so if anyone would have any clue to why my exe is doing this, I'd thank you indefinitely for making this easy and quick for me.
 
Sep 30, 2013 at 12:46 AM
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EnlightenedOne said:
I'm under some time constraints at the moment, so if anyone would have any clue to why my exe is doing this, I'd thank you indefinitely for making this easy and quick for me.
Let me have a copy of your .exe and I'll see what I can do.
 
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