Oct 31, 2013 at 2:26 PM
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Certain fonts are better for that. Anonymous Pro is a great font for cave story, although you have to download the font file and put it in your mod folder for the player to install.
 
Oct 31, 2013 at 11:14 PM
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That'd be pretty complicated to do, if I understand you correctly. You're saying you want Igor to get his sprites from npcRavil regardless of what NPC tilesets have been selected for the map?
 
Oct 31, 2013 at 11:20 PM
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Dunc2403 said:
That'd be pretty complicated to do, if I understand you correctly. You're saying you want Igor to get his sprites from npcRavil regardless of what NPC tilesets have been selected for the map?
Yeah... In cave editor I noticed there are some that say "null" on tilesets.
If not him maybe the smaller enraged rabbits?
 
Oct 31, 2013 at 11:32 PM
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knuckles5577 said:
My question was skipped over...
That's because what you were asking is impossible. Sprites must be read from one of the maps 2 loaded sets.
 
Oct 31, 2013 at 11:42 PM
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GIRakaCHEEZER said:
That's because what you were asking is impossible. Sprites must be read from one of the maps 2 loaded sets.
Ok fine. I'll just find a way to work around that. :toroko: Forget my question. -_-
 
Oct 31, 2013 at 11:54 PM
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@knuckles: All that you want is to have Igor's sprites, right?

Hmm… Though the method you suggested is practically impossible, there are other work-arounds to do this, but it depends on some factors.

- It depends on how many maps you want him in.

- It depends on what images are loaded in both NPC sets of every map that will include him.

- And it depends on what type of Igor NPC you are wanting to use (There are two types: The Egg Corridor boss and the Balcony enemy.)

I might be able to help, but I can't without knowing anything other than "I want Igor."
 
Nov 1, 2013 at 12:02 AM
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Dunc2403 said:
They're different NPCs???
I was fairly certain they were one and the same.
*Quickly checks*

Nope… They have different ID's, and they even read from separate sets (Egg Cord. reads from Set 2 while Balcony reads from Set 1).
 
Nov 1, 2013 at 12:37 AM
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EnlightenedOne said:
@knuckles: All that you want is to have Igor's sprites, right?
I might be able to help, but I can't without knowing anything other than "I want Igor."
Well I'm busy now but I'll give more info later. Edit: In my mod, your at sand zone and... well I'll just pm you. I don't want to tell everyone about something in my mod that I didn't even make a demo for yet. :/
 
Nov 1, 2013 at 11:59 AM
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Hm. Anybody knows if there's a reliable "Put an image over Player's Screen" hack?
And is it possible to actually use transparency for images in Cave Story?
 
Nov 2, 2013 at 6:16 AM
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Oh, thank you. That reminds of a question I had: Is it possible to change how fast the two sprites of the air tank bubble interchange?
 
Nov 2, 2013 at 2:58 PM
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Crystalwarrior said:
Hm. Anybody knows if there's a reliable "Put an image over Player's Screen" hack?
And is it possible to actually use transparency for images in Cave Story?


There is the <IMG hack by Noxid, but it's outdated (aka not applicable with title screen edits and such)




IdioticBaka1824 said:
Oh, thank you. That reminds of a question I had: Is it possible to change how fast the two sprites of the air tank bubble interchange?


I can't seem to remember where the airtank address starts, but their should be a scripttimer command and that variable can be changed.



(I'm no help)









Where are the screen boundaries found in the exe? I want to do some testing with a wide screen mod.
 
Nov 4, 2013 at 9:06 AM
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Okay. I have a problem.
So I have a room in which the player walks through H/V Trigger, and the doors close, not letting him leave unless he finds something to exit.
Now, I have no idea how to make doors run event XXXX on interraction, or how to CREATE those doors for that matter.
Should they be there from the start? Should I use <SNP or should I use something else?
help pls :c
 
Nov 4, 2013 at 2:37 PM
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Crystalwarrior said:
Okay. I have a problem.
So I have a room in which the player walks through H/V Trigger, and the doors close, not letting him leave unless he finds something to exit.
Now, I have no idea how to make doors run event XXXX on interraction, or how to CREATE those doors for that matter.
Should they be there from the start? Should I use <SNP or should I use something else?
help pls :c


use flags



door = 100



H/V = 200
Code:
#0100
<KEY<FLJ0150:0101<ANP0100:0000:0002<SOU0011<WAI0010<HMC<WAI0010
<SOU0011<ANP0100:0000:0000<WAI0010<FAO0001<TRA0000:EVNT:0000:0000<END

#0101
<KEY<MSGIt's locked.<NOD<END


#0200
<FL+0150<FON0100:0016<SOU0111<WAI0020
<FOM0016<END

#0300
<KEY<MSG Got the =thing you were looking for=<CMU0010<WAI0160<NOD<RMU
<FL-0150<FON0100:0016<WAI0010<SOU0111<WAI0020<FOM0016<END
If flag 150 is set, the door jumps to event 101 saying it's locked using FLJ.



learn it well.
 
Nov 4, 2013 at 3:07 PM
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Bombchu made a really unclear explanation.

Flags are used for checking whether things have happened or not. Setting a flag with <FL+XXXX (where X is the flag number you want) will keep the flag set unless the player loads the game to a point before the flag set. <FLJXXXX:YYYY (where Y is a desired event number) will jump to event Y if flag X is set.
Another command you'll need is <CNPXXXX:YYYY:ZZZZ. X is the desired entity event number, Y is the desired NPC value, and Z is the direction. CNP changes an entity with event number X to type Y with direction Z. You can use this to change a blank entity to a door by putting it in your script. After this, set a flag. In the door/exit script, put a flag jump relative to the flag you set. If the flag is set, make the game jump to an event that shows a message saying "the door is locked" or something to that effect. After whatever you want happens in your room, unset the flag. That will allow the player to run the original door/exit script and exit the room.
Hopefully I explained everything. If I missed something please tell me.

Oh, also, to make an entity activate when pressing down, make sure special flag 2000 is set for the entity. The entity will play the event corresponding with its event number when you press down in front of it.
 
Nov 4, 2013 at 3:33 PM
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Bombchu Link said:
Where are the screen boundaries found in the exe? I want to do some testing with a wide screen mod.
*cough* *cough*

Wide screen

*cough* *cough*
 
Nov 4, 2013 at 4:08 PM
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they aren't any one place, it's just sort of scattered throughout the program like pixie dust
have fun changing it
 
Nov 4, 2013 at 5:21 PM
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Noxid said:
they aren't any one place, it's just sort of scattered throughout the program like pixie dust
have fun changing it

So I just look for all the PUSH 320 and PUSH 240 and change them all to the right value(s)?

I'll just assume that there are more then 20 instances of it.

E: err, I mean the Hex equivalents of that.
 
Nov 4, 2013 at 5:56 PM
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Hey, what do I have to do to make a simplistic enemy (Critter, Bat, Gaudi, etc.) a boss in a level?
 
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