Quick Modding/Hacking Answers Thread

Oct 22, 2009 at 7:51 PM
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Lace said:
I thunk map data, but that may be changed no matter what you edit.
I'd recommend cheeses npc.tbl editor.

I think cheese's had similar issues that the old CE tbl editor had, since I remember CE's would funk it up a bit. (Mainly the balrog entities would have that bouncing effect).

I don't know, that's what I heard, is this true?

And CE's old table editor also messed up death sounds too S: .
 
Oct 22, 2009 at 8:19 PM
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Oh damn, Lowell's back?

Seriously, I cant release this mod i have in progress until i can add at LEAST a face tileset without the game crashing. :/

I'd need some tutorials. :/
 
Oct 23, 2009 at 12:39 AM
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quick question:
how can i learn assembly in a (probably slower) way than paying for a/some college course(s)?
 
Oct 23, 2009 at 12:51 AM
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Orangedawg said:
quick question:
how can i learn assembly in a (probably slower) way than paying for a/some college course(s)?

I could try to teach you what I know. It's been enough so far to get me through most of the hacks i've needed to make.

PM me if you're interested btw.
 
Oct 23, 2009 at 1:13 AM
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or you can look at my hamdy dandy guide.
it should be on the first page of teh un-advanced faq.

^^

on another note, google is a really good resource, it's all I used fo haack nollij.
 
Oct 23, 2009 at 8:59 AM
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thanks a heap lace!

edit: actually, thanks to gir as well. was in a hurry at time of posting and didn't notive his post.
 
Oct 23, 2009 at 11:07 PM
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thou hast been welcomed.
If you have more complex questions though, gir can probably help a bunch more then me.
he smart.
 
Oct 24, 2009 at 5:00 AM
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For numbering events, does it matter what number you put?

In the scripts for multiple maps, I see multiple #100s. Do theses numbers only mean something for each map?
 
Oct 24, 2009 at 5:10 AM
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It doesn't really matter what you number them, as long as you follow these basic rules:

1) do NOT use numbers lower than 100, because head.tsc uses numbers lower than 100, and 100 is a good safe spot to start.

2) do NOT use ludicrously large numbers. I think anything over 1000 is iffy, and much past that and some ambiguous things might happen. How ambiguous? Nobody knows!

(yes, I know I used the word ambiguous wrong)

3) absolutely do NOT put the numbers out of order. This will cause some amusing and confusing glitches involving out of sequence events.

Also, for skipflags, I recommend using # that are under 20, and for regular flags use # between 100 and 1000 (and keep a list of what flags are used when and for what, it'll help prevent accidental reuse of an already set flag).

Personally, I have a little system set up for the numbering of my events.

events 100-199 are door/transport events

events 200-299 are npcs n' stuff

events 300-399 has something to do with bosses

400-499 is alternate events (for flags to jump to)

500-599 is random stuff

and you should probably never need any more than that, unless you make maps crazy big.
 
Oct 24, 2009 at 2:02 PM
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Noxid said:
events 100-199 are door/transport events

events 200-299 are npcs n' stuff

events 300-399 has something to do with bosses

400-499 is alternate events (for flags to jump to)

500-599 is random stuff

and you should probably never need any more than that, unless you make maps crazy big.

Alright, thanks a ton!
 
Oct 24, 2009 at 3:12 PM
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Sorry I keep asking these questions, but I've finally got a map to kinda work. One problem though:

diph.php


Is my map sized wrong? Or is it a problem with Cave Editor?

Thank you so much everyone!
 
Oct 24, 2009 at 3:30 PM
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So.... What's the problem?
 
Oct 24, 2009 at 4:01 PM
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yeah, I don't get what the problem is.
It's probably ce's fault, though.
 
Oct 24, 2009 at 4:03 PM
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Lace said:
yeah, I don't get what the problem is.
It's probably ce's fault, though.

Oh, ok. I'll just mess around till I fix it.
 
Oct 24, 2009 at 4:12 PM
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Looks like your map dimensions don't meet the minimum... I think that it should be at least 16 tall and 21 wide, and if you don't need more than that (say for a small room), place your map in the middle and fill the rest with blank/black squares. If you use less than the minimum, the game tries to find information to display from something that doesn't exist, so weird things happen.

*16x21 is a screen's worth of tiles
 
Oct 24, 2009 at 4:40 PM
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I meant something along the lines of "There's some crazy X that makes Y look bad"
 
Oct 24, 2009 at 5:30 PM
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DaPhinoXX said:

DaPhinoXX said:
Sorry I keep asking these questions, but I've finally got a map to kinda work. One problem though:

diph.php


Is my map sized wrong? Or is it a problem with Cave Editor?

Thank you so much everyone!

You're talking about the static-y sprites near the top left corner of the map, right?

If so I think I know what the problem is.

I suspect that those sprites are trying to grab their sprite from npc tileset 1 or 2, and since the tilesets are set to 0 (or are just not loading), the game loads the image from somewhere else, like ram or such.

Check if there's entities there. If you don't need them, remove them. If you do, set the npctilesets accordlingly.
 
Oct 24, 2009 at 9:05 PM
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Woo. I actually got the correct topic. Go me.

I was wondering if it's possible to insert comments into the code. In the TSC notes I have bookmarked it lists <<< as [Comment?] but it only appears to be used in the very end of the game, as part of the credits, and the question mark isn't very assuring...

I've learned from TSC that if you mess up anything the whole game gets exploded. And terrible things happen.

So I figured I'd ask the gurus of Cavestory. :)

(Can you tell I love this forum?)
 
Oct 24, 2009 at 9:28 PM
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Well, you could just put the comment somewhere where it will never be executed. For example, right after an <END or <EVE command. Since TSC is interpreted on the fly and not precompiled, that should not cause any problems.
 
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