• Hey everyone happy Christmas Eve we're aware of what's happened with the source code so to keep this simple absolutely don't post it on the site or use it to make mods with (it's not particularly preferable toward this end anyway) and tread lightly in general until we see how this settles, thanks to all and have a great holiday season -DT

Quick Modding/Hacking Answers Thread

Jan 25, 2014 at 1:52 AM
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Randolf said:
If you haven't used the space at 00424EAF, I made something for you. It makes Snake reload ammo.
Thanks a ton for that. Just to clarify that I'm not secretly breaking the game, what does the stuff at 00424EAF do in a vanilla copy of Cave Story? There's stuff there to begin with, and I'm an idiot with ASM skeptical.

Edit: part two of the above, how do you make it say "EMPTY!" instead of switch to the next weapon when it runs out of ammo?
 
Jan 25, 2014 at 2:44 AM
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Jan 25, 2014 at 4:22 AM
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thank you so much!



:mrgreen: :mrgreen: :mrgreen:


You're welcome... just credit me plz.





Oh yeah, and I suggest that you throw a <IBF0000 in each of the death scripts or else you could have errors btw.
 
Jan 25, 2014 at 6:14 AM
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Thanks a ton for that. Just to clarify that I'm not secretly breaking the game, what does the stuff at 00424EAF do in a vanilla copy of Cave Story? There's stuff there to begin with, and I'm an idiot with ASM skeptical.

Edit: part two of the above, how do you make it say "EMPTY!" instead of switch to the next weapon when it runs out of ammo?
It's apparently the duplicate <FAC command, so it shouldn't do any harm.
About the "EMPTY!", I'll tell you later, when I get access to the computer.
 
Jan 25, 2014 at 3:50 PM
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424eaf is the start of the second <fac command
it doesn't actually do anything
 
Jan 25, 2014 at 5:02 PM
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Bombchu Link said:
One more.

What does


Code:
npc.directive=[ecx+70]
do?
nothing
 
Jan 25, 2014 at 5:28 PM
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It can be used for everything, right?
 
Jan 25, 2014 at 5:39 PM
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Jan 25, 2014 at 7:26 PM
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ZarroTsu said:
Thanks a ton for that. Just to clarify that I'm not secretly breaking the game, what does the stuff at 00424EAF do in a vanilla copy of Cave Story? There's stuff there to begin with, and I'm an idiot with ASM skeptical.

Edit: part two of the above, how do you make it say "EMPTY!" instead of switch to the next weapon when it runs out of ammo?
OK, I got it.
0041DC3D JMP 41E476

Done.
 
Jan 25, 2014 at 9:14 PM
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EDIT: After implementing it all, the game seems to crash when I try to use the <GIT command... Or, rather, it resets immediately. It hangs for a moment before doing so if I use <GIT1000 values.
 
Jan 26, 2014 at 4:03 AM
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EDIT: After implementing it all, the game seems to crash when I try to use the <GIT command... Or, rather, it resets immediately. It hangs for a moment before doing so if I use <GIT1000 values.
Shoot.
Does that happen only with <GIT?
Looks like I have something to fix, then.
 
Jan 26, 2014 at 4:48 AM
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GIT is all I've tried so far, but I don't really have any grounds of what else to try so I don't know what to tell you. <FAC works, <WAI works, <MSG works, <TRA works, etc. Basic things seem to work fine, I think? I haven't tried <SIL or anything less used yet, but I'd find it weird if such small changes screwed with so many different commands.
 
Jan 26, 2014 at 4:51 AM
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Okay. I will try to check & fix that. Sorry for inconvenience.
 
Jan 26, 2014 at 6:25 AM
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Goerge Bobicles said:
I tested it first and it worked great but then I did some original script and now horizontal/vertical triggers refuse to work
hmm...

Do you have any other hacks applied?



Enlightened one:

Can you confirm this is cause by H/V triggers?
 
Jan 26, 2014 at 6:51 AM
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Enlightened one:

Can you confirm this is cause by H/V triggers?

I tested it first and it worked great but then I did some original script and now horizontal/vertical triggers refuse to work


Uhh… Can't really confirm anything without knowing the setup first.



Not to be rude or point fingers, but I'm not exactly sure that the <IBF patch is what's messing with your triggers. The ASM edits don't even touch the H/V code to my knowledge, and I've been working with the command and numerous H/V triggers on my own mods.



Could I ask for more details on what's going wrong, like what the triggered event is trying to do, what NPC flags (The checkboxes) are on the trigger, and if triggers on a completely different map still works?



I can't really be of assistance when I'm clueless on what "some original script" would entitle to (It's also super easy to break stuff without knowing it).
 
Jan 26, 2014 at 12:36 PM
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OK, I see what was wrong. I forgot to add a single stupid jump, and nearly all the TSC command broke.
Well, here comes the fix. Reload + EMPTY.

0041DC18 JMP 424EC0

0041DC29 JMP 424EC0

0041DC3D JMP 41E476
0041DC42 JMP 424EC0

***

0041DE50 JMP 424EB4

***

00424EAF JMP 424F33 //FREAKING JUMP
00424EB4 PUSH 1
00424EB6 PUSH 21
00424EB8 CALL 420640
00424EBD ADD ESP,8
00424ECO MOV EAX,[4A5554]
00424EC5 ADD EAX,1
00424EC8 MOV DWORD [4A5554],EAX
00424ECD CMP DWORD [4A5554],10
00424ED4 JLE 424EEA
00424ED6 MOV DWORD [4A5554],0
00424EE0 PUSH 1
00424EE2 CALL 402020
00424EE7 ADD ESP,4
00424EEA JMP 41DE5C
 
Jan 26, 2014 at 4:37 PM
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Game no longer crashes from other events, but the weapon doesn't want to shoot.
 
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