Dec 16, 2013 at 3:47 AM
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It depends what you are exactly searching for, I remember it does in the weapon code and the XP bar render, but it surely does in more places...

I forgot how exactly it looked, but I think the weapon level was either [ebp-4] or [ebp+c]... I'll have to check that later.
 
Dec 21, 2013 at 5:40 AM
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When ever I use CaveEditor to remove the (C)Pixel requirement, the main executable will crash before it gets to the title screen. This also happens if I use CaveEditor to change the image file extension to .bmp. I would really like to be able to edit the textures with something other than CaveEditor, but I can not figure out how to fix these issues.
Please help.
 
Dec 21, 2013 at 2:10 PM
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Randolf said:
What version of Cave Story are you using?
1.0.0.6 I think. It's the main download from this page: http://www.cavestory.org/downloads_game.php and it has been patched with Aeon Genisis' English translation.

Edit: Just tested using Booster's Lab to remove the (c)Pixel requirement and changing the image file extensions to .bmp and it worked. Maybe this feature is broken in the latest edition of CaveEditor? I guess I'll use Booster's Lab then.

Also, is it possible to redraw the map tilesets with something other than a CS editor? I can't seem to find where the files are kept. I know that they have extra data for tile types and such so I think maybe they're either the .pxe, .pxa, or .pxm, but then how do I edit them?
 
Dec 22, 2013 at 2:49 AM
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The_Slad said:
1.0.0.6 I think. It's the main download from this page: http://www.cavestory.org/downloads_game.php and it has been patched with Aeon Genisis' English translation.

Edit: Just tested using Booster's Lab to remove the (c)Pixel requirement and changing the image file extensions to .bmp and it worked. Maybe this feature is broken in the latest edition of CaveEditor? I guess I'll use Booster's Lab then.

Also, is it possible to redraw the map tilesets with something other than a CS editor? I can't seem to find where the files are kept. I know that they have extra data for tile types and such so I think maybe they're either the .pxe, .pxa, or .pxm, but then how do I edit them?
for one, i dont know why your CE crashed the .exe, mine works wonders... hm.
and, the tilesets are in Stage and they all begin with Prt. whatever you changed the extension to, they'll be that. for this, you will DEFINITELY need to have the (c) pixel requirement off.
if you use ms paint, then you need to save it as a 24-bit bitmap.
 
Dec 22, 2013 at 3:05 AM
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the data files are in the folder named "data"
shocking, I know
 
Dec 22, 2013 at 6:04 AM
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Kayya said:
. . .the tilesets are in Stage and they all begin with Prt. whatever you changed the extension to, they'll be that. . .
Ohhhhhh, there's a lot of stuff in that folder, I just didn't scroll down far enough. Well now I feel dumb. Oh well, Thanks for the help.
 
Jan 1, 2014 at 9:36 PM
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What is this, and what are they good for?

npc.altvelx=[ecx+18]
npc.altvely=[ecx+1C]
npc.flags=[ecx+50]
npc.directive=[ecx+70]
npc.parent=[ecx+A8]


The altvelocity look like normal variables for my own uses, and the parent thing is to communicate with the maker of the npc?
 
Jan 2, 2014 at 1:36 PM
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Hello,
Is it possible to have more than two appearances for Quote in MyChar.pbm?

Thank you in advance.
 
Jan 2, 2014 at 3:49 PM
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Jan 2, 2014 at 6:43 PM
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Bombchu Link said:
What is this, and what are they good for?

Code:
npc.altvelx=[ecx+18]
npc.altvely=[ecx+1C]
npc.flags=[ecx+50]
npc.directive=[ecx+70]
npc.parent=[ecx+A8]
The altvelocity look like normal variables for my own uses, and the parent thing is to communicate with the maker of the npc?
I don't know how altvel works, but I have seen it somewhere in the code (Curly A.I.?). No idea what directive does, too.

With flags, you can make the code make the NPC invincible, or make it solid/non-solid. In other words, the things you can do with a NPC editor.

And with parent you can do interesting things, but I'm not familiar with that variable. I used it only once, to make the first boss in Tale of Dale. Ask someone who is more experienced (i.e. Noxid).
 
Jan 3, 2014 at 12:47 PM
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EnlightenedOne said:
Sorry, but the download is broken, and there's no patch file (which would have been preferred). When I tried hand-copying the source ASM, it didn't work. Do you know of any mods which have such a hack in them, but don't have too many other ASM hacks in them?
Thank you in advance! (And sorry if I sound fussy.)
 
Jan 3, 2014 at 11:38 PM
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Randolf said:
Ask someone who is more experienced (i.e. Noxid).
ok.

npc.parent=[ecx+A8]

Nox, what is this?
 
Jan 3, 2014 at 11:42 PM
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a variable
you can put something there if you want to
doesn't matter what

the last argument to the createNPC function will go into this variable
 
Jan 6, 2014 at 12:09 PM
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Is it possible to make the Machine Gun bullets overlap/touch, so they don't have space between them and look like a continuous stream?
Thank you in advance.
 
Jan 6, 2014 at 1:28 PM
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Yes.
Just lower the time needed to do second shot.
If you don't know how, I will get on comp and tell you

Just wait fifteen minutes
41E457 CMP ECX,6

Change it to something lower to get faster speed.

Also, maximum shots by default are 4. You may want to increase it so you can actually fire a stream of bullets. To change it, edit:
41E3E0 CMP EAX,4

Place the desired number of shots instead of 4.
 
Jan 8, 2014 at 2:44 AM
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Thank you again!
 
Jan 9, 2014 at 3:18 AM
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Quick questions,
1) How do I reduce the amount of shots the Polar Star can have onscreen (the current number is 2)
2) How do I remove the exp crystals without getting rid of the hearts? (so no exp 0 in npc.tbl, but some asm hacking)
 
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