Oct 31, 2009 at 1:18 PM
Hoxtilicious
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Re: Some assembly required

Vercci said:
Map specific bosses. If you have use for them in several parts, you can use cave editor to edit those bosses in. You can't do it with SW though.

What the-

diph.php


lol.

Wait, wut?
 
Oct 31, 2009 at 1:27 PM
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Re: Some assembly required

p196512-0-ohyoucolon3.png


:p
 
Oct 31, 2009 at 1:30 PM
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Re: Some assembly required

You can do it wih sw but you need version 0.3 or above
 
Oct 31, 2009 at 1:35 PM
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Re: Some assembly required

So it's a no go if I'm trying to keep working with pbm's?
 
Oct 31, 2009 at 1:53 PM
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what?
how on earth would changing your editor version stop you working w/ pbms?
 
Oct 31, 2009 at 1:58 PM
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All I've seen about 0.3 is it's a bmp version. :p
 
Oct 31, 2009 at 2:15 PM
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that's .3c, .3a should be fine and it isn't that hard to go and change it around.
here's my copy, knock yourself out.
 
Oct 31, 2009 at 2:32 PM
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If I wasn't so tired right now, I would have a drawing of my doing exactly that :p
 
Nov 5, 2009 at 9:34 AM
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ATTENTION MODDING/HACKING PERSONS:

PLEASE DIRECT YOUR ATTENTION TO THIS THREAD, ESPECIALLY IF YOU HAVE ANY KNOWLEDGE OF OLD VERSIONS OF CAVE STORY

THX U


small text
 
Nov 5, 2009 at 11:20 PM
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How do I make it so a forcefield appears at a certain point?

I tried giving it the flag "Appear once ID is set" or whatever, but nothin happened (And yes, I did do <FL+ with the ID).
 
Nov 5, 2009 at 11:27 PM
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The "visible/invisible if flag set" flags only affect whether or not the object appears when you first enter the map. Once you're already in the map, changing the flag won't make the object appear/disappear. You can either have blank objects (type 0) in the place you want forcefield to appear, and then <CNP them to a forcefield, or use <SNP to create brand new forcefield entities. If you want to be able to make the forcefield go away again, you'll have to use <CNP and then use <DNP when you want it to go away.
 
Nov 5, 2009 at 11:55 PM
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K, that worked. Thanks!
 
Nov 6, 2009 at 2:26 AM
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Re: Hmmm...

VoidMage_Lowell said:
Well, I don't think I can really try what cheese did, so the option of lengthening the timer would probably be my only choice...
Any idea where one would look to find it, or is it like hunting in the dark?
{I'm going to disappear for a bit, though}

F7A0 - f4 01 00 00

Change this to whatever you need it to be to change the wait time for the title screen. Found through finding where the TSC parser was called, since I thought there mighta been a special call to it at the beginning of the game.
 
Nov 6, 2009 at 2:37 AM
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Woo, it worked!!
...But then there seems to be some other problems with the intro....
Why would <FLA not work? {There are several in the script, but not a one went off}
And I take it Quote cannot show up on the intro map. {Not sprite 0150}
 
Nov 6, 2009 at 3:33 AM
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nyeh, I got half of it.
I really don't know why fai isn't working, though I expect some of these things that aren't working rely on qwott in some way shapy form.
 
Nov 10, 2009 at 4:17 AM
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How do I add new backgrounds to Cave Story?

I'm using CE, and the option for adding new backgrounds is greyed out.
 
Nov 10, 2009 at 4:37 AM
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Lolwut....

Huh, I just realized how those buttons never really do anything...

Anyways, you don't add backgrounds that way, you simply place the new files in the Data/Stage folder and they'll show up when CE reloads.
It's important to note that each background needs two things:
The .PBM, usually called PrtXXXX.PBM, where XXXX is the name, say Pens or Egg.
And the .PXA, which should be named somewhat similar. {I just realized I named my wrong. The original ones have the same name as the Prt's, but without the Prt. Leaving them on doesn't seem to be bad, though}
The .PXA is where the game finds out what each tile actually does; is it a slope, solid ground, water or just empty space?

I recommend coping an existing set and then editing the .PBM with whatever you want.
Edit the .PXA with CE, though.

EDIT:
Wow, what did I just do?
That's for tilesets....
*facepalm*
Well, if anyone had any questions over those...

Anways...!
Backgrounds are simple.
In the Data folder there are bkXXXX.PBMs, with X being the names.
Simply copy one or make a new .PBM there with bk as it's starting name, but keep the dimensions as multiples of 16.
{16x16 would work, so would 32x32, 16x32, etc. The dimensions might not matter, but the 16 multiples match the standard block size of Cave Story, and would make it look very clean and nice. But, meh, I haven't played with backgrounds yet}
If you want something special like the moving backgrounds for Balcony and Outer Wall, I'm not entirely sure on how those work, but I'm guessing the pixels it moves are set in the EXE, so you'd have to copy the original and modify it, marking the location of the tops and bottoms of cloud layers and such.
 
Nov 10, 2009 at 5:03 AM
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Alright, thanks!
 
Nov 10, 2009 at 6:25 AM
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I did some work after no one answered my question on the backgrounds a while ago. I've got a picture somewhere that shows the layers of the moving background. That's if you just want to use the outer wall style background.
 
Nov 13, 2009 at 7:57 PM
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Im very confused i dont get any of this. i want to make my own map and stuff :)..
 
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