Mar 5, 2015 at 7:46 PM
beep boop
Bobomb says: "I need a hug!"
Join Date: Aug 16, 2014
Location: no
Posts: 845
Age: 23
Just make a test mod. Have it have 117, then next make one 128, then make one 200. If it works, it works.
 
Mar 5, 2015 at 7:47 PM
Based Member
"Life begins and ends with Nu."
Join Date: Dec 31, 2011
Location: United States
Posts: 2314
Age: 27
F_Deity_Link said:
I've heard you're not even supposed to really add maps with CE's button...
No, but using the copy map feature and redesigning the new map is usually pretty safe, and I think Booster's Lab supports adding maps as well.
 
Mar 5, 2015 at 7:48 PM
War criminal
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location: Phoenix
Posts: 2771
Age: 29
One of my mods can only handle 99 rooms. And I tried adding the 100th room using both CE and BL. I guess it depends on the size of the mod, really.
 
Mar 5, 2015 at 7:56 PM
In my body, in my head
Forum Moderator
"Life begins and ends with Nu."
Join Date: Aug 28, 2009
Location: The Purple Zone
Posts: 5998
There is a bug in most(all?) versions of CE where adding maps attempts to expand the "Map flag" memory space, which can cause a crash if it overruns something important. I don't remember how many maps it takes for this to happen.

BL used to have a bug where having enough (or not enough) mapdata to roll the .csmap segment over the next 0x1000 block (approximately >123 or <103) would cause it to crash as I missed a updating pointer when moving some segments, but this has been fixed since 0410

Otherwise there is no known limit
 
Mar 5, 2015 at 7:56 PM
War criminal
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location: Phoenix
Posts: 2771
Age: 29
From what I've done before, if you reach past the max number of rooms, it crashes CE and BL if you try to save the new room.
 
Mar 5, 2015 at 8:06 PM
The "C" in "college" is for "crippling debt".
Bobomb says: "I need a hug!"
Join Date: Nov 12, 2014
Location: East Coast America
Posts: 759
Age: 23
Alright, if this is the case, how can I remove unnecessary maps? Right now I have 105ish and I don't want to hit any kind of limit and screw things up. However, deleting a map screws up TSC. In BL, if you don't want it to screw up TSC, you have to have EVERY MAP after the deleted map's original placing edited or open when the map is deleted.
 
Mar 5, 2015 at 8:24 PM
Its dark in here
"Deaths: 4000"
Join Date: Nov 21, 2013
Location: farther
Posts: 922
Age: 27
SuperJaws100 said:
Alright, if this is the case, how can I remove unnecessary maps? Right now I have 105ish and I don't want to hit any kind of limit and screw things up. However, deleting a map screws up TSC. In BL, if you don't want it to screw up TSC, you have to have EVERY MAP after the deleted map's original placing edited or open when the map is deleted.
instead of making new ones, just edit the ones you deem "unnecessary".
 
Mar 5, 2015 at 8:44 PM
Based Member
"Life begins and ends with Nu."
Join Date: Dec 31, 2011
Location: United States
Posts: 2314
Age: 27
However, deleting a map screws up TSC.
It does in Cave Editor, but not Booster's Lab.

In BL, if you don't want it to screw up TSC, you have to have EVERY MAP after the deleted map's original placing edited or open when the map is deleted.
If you're experiencing this problem, then you're probably using an older version of Booster's Lab, because last I used it, it automatically adjusted all the <TRAs for me when I deleted unnecessary maps. That, or Noxid somehow broke this function in one of the newer releases.
 
Mar 5, 2015 at 9:11 PM
In my body, in my head
Forum Moderator
"Life begins and ends with Nu."
Join Date: Aug 28, 2009
Location: The Purple Zone
Posts: 5998
It sometimes does weird stuff if you try to move or delete more than one map at a time
 
Mar 6, 2015 at 11:24 PM
beep boop
Bobomb says: "I need a hug!"
Join Date: Aug 16, 2014
Location: no
Posts: 845
Age: 23
How would I make the songs play at the same rate as 143 frames per second?
 
Mar 8, 2015 at 3:12 AM
War criminal
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location: Phoenix
Posts: 2771
Age: 29
In Orgmaker 2.1.0, there's a BPM (beats per minute, I think you meant to say) count next to the tempo count in the song settings. It's pretty much the lower the tempo, the higher the BPM.
What addresses do I have to change to make the Curly Boss deflect Super Missiles instead of normal Missiles?
 
Mar 8, 2015 at 6:29 AM
Its dark in here
"Deaths: 4000"
Join Date: Nov 21, 2013
Location: farther
Posts: 922
Age: 27
TLincoln said:
In Orgmaker 2.1.0, there's a BPM (beats per minute, I think you meant to say) count next to the tempo count in the song settings. It's pretty much the lower the tempo, the higher the BPM.
What addresses do I have to change to make the Curly Boss deflect Super Missiles instead of normal Missiles?
I thought she deflected both?
 
Mar 8, 2015 at 6:43 AM
War criminal
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location: Phoenix
Posts: 2771
Age: 29
I remembered Kayya telling me that was not the case.
 
Mar 9, 2015 at 7:45 PM
Senior Member
"This is the greatest handgun ever made! You have to ask yourself, do I feel lucky?"
Join Date: Oct 22, 2014
Location: Xyrinfe multiverse
Posts: 100
Age: 28

I seem to be having a bit of trouble with the statues in the Statue Chamber...



In Lunar Shadow, the statue room is supposed to have shootable statues after a boss is defeated.

However, when the flag is set and the room is entered, the statues seem to glitch.



p202131-0-1090315211744127757.png
That's how the room (currently) looks like before that boss is beaten; everything there's okay.

p202131-1-10903152117441281435.png
However, when the boss is beaten and I return to the room, that's what happens. Destroying them just changes the sprite to the last statue in the first pic, rather than change its sprites...



I have no idea if it might be something to do with the scripting; everything seems okay there, though I'll post it in case it helps.



The room's current script is this:
Code:
#0090
<CMU0005<END
#0091
<CMU0005<END
#0092
<DNP0092
<ANP0200:0000:0040
<ANP0201:0000:0030
<ANP0202:0000:0020
<ANP0203:0000:0010
<ANP0204:0000:0000
<FLJ1800:0095
<CMU0005<END
#0093
<CMU0005<END
#0094
<CMU0005<END
#0095
<ANP0200:0010:0040
<ANP0201:0010:0030
<ANP0202:0010:0020
<ANP0203:0010:0010
<ANP0204:0010:0000
<CMU0005<END

#0100
<KEY<MM0<TRA0067:0090:0082:0009
#0101
<TRA0085:0096:0019:0021

#0200
#0201
#0202
#0203
#0204

#0210
<KEY<FLJ1590:0220<MSG<TUR
[ 1 ]<NOD<END
#0211
<KEY<FLJ1591:0221<MSG<TUR
[ 2 ]<NOD<END
#0212
<KEY<FLJ1592:0222<MSG<TUR
[ 3 ]<NOD<END
#0213
<KEY<FLJ1593:0223<MSG<TUR
[ 4 and 5 ]<NOD<END
#0214
<KEY<FLJ1594:0224<MSG<TUR
[ Alexis ]<NOD<END

#0220
<KEY<MSG<TUR
[ Last ]<NOD<END
#0221
<KEY<MSG<TUR
[ To Add ]<NOD<END
#0222
<KEY<MSG<TUR
[ Penultimate ]<NOD<END
#0223
<KEY<MSG<TUR
[ Witches ]<NOD<END
#0224
<KEY<MSG<TUR
[ Alexis ]<NOD<END
 
#0300
<KEY<MSG...<NOD<END
#0301
<KEY<MSG...?<NOD<END





The original Statue Chamber's script, for comparison, would be:
Code:
#0090
<MNA<CMU0000<FAI0000<END
#0091
<MNA<CMU0000<FAI0001<END
#0092
<MNA
<ANP0200:0000:0040
<ANP0201:0000:0030
<ANP0202:0000:0020
<FLJ1534:0095
<ANP0203:0000:0000
<CMU0000<FAI0002<END
#0093
<MNA<CMU0000<FAI0003<END
#0094
<MNA<CMU0000<FAI0004<END
#0095
<ANP0203:0000:0010<WAI0001
<ANP0200:0010:0040
<ANP0201:0010:0030
<ANP0202:0010:0020
<ANP0203:0010:0010
<FAI0002<END

#0100
<KEY<SOU0011<ANP0100:0000:0002
<FAO0000<FLJ1534:0101
<CMU0024<TRA0084:0090:0019:0021

#0101
<TRA0085:0096:0019:0021

#0200
#0201
#0202
#0203

#0210
<KEY<FLJ1590:0220<MSG<TUR
[ Halda ]<NOD<END
#0211
<KEY<FLJ1591:0221<MSG<TUR
[ Annachponae ]<NOD<END
#0212
<KEY<FLJ1592:0222<MSG<TUR
[ Miakid ]<NOD<END
#0213
<KEY<FLJ1593:0223<MSG<TUR
[ Fuyuhiko Date ]<NOD<END

#0220
<KEY<MSG<TUR
[ Quote ]<NOD<END
#0221
<KEY<MSG<TUR
[ Toroko ]<NOD<END
#0222
<KEY<MSG<TUR
[ King ]<NOD<END
#0223
<KEY<MSG<TUR
[ Curly Brace ]<NOD<END


#0300
<KEY<MSG.....<NOD<END



Is the cause of the issue something in the code itself, or did I mess up the script and not notice it at all?
 
Mar 10, 2015 at 12:30 AM
Bonds that separate us
Forum Administrator
"Life begins and ends with Nu."
Join Date: Aug 20, 2006
Location:
Posts: 2850
Age: 33
An old script of mine appears to suggest that that WAI0001 in the original script before activating animation mode 10 is necessary to get them to change properly. If that works but you continue to have problems with entity #204, I would hazard a guess that there is no type-10 animation for direction 0000 (which would have originally been the unfinished Doctor statue). You may need to pick a statue that will just sit there and look pretty :droll:
 
Mar 11, 2015 at 10:10 PM
War criminal
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location: Phoenix
Posts: 2771
Age: 29
What part of Cave Story uses the address 00411390?
 
Mar 11, 2015 at 11:26 PM
Senior Member
"Huzzah!"
Join Date: Aug 24, 2013
Location: 0xDEADBEEF
Posts: 211
00411390 - Load Image Resources (Called at Startup)

According to FunctionlistNox.txt.

EDIT: What is in the Nemesis used in Sacred Grounds B3 by Curly (offset 44C220, as I recently uncovered) that stops spam shooting by holding down the fire button that is not in the Machine Gun (the MG version used by Quote) / (depending on where the function or whatever is) what is in the aforementioned Machine Gun that is not in the aforementioned Nemesis that allows rapid firing by holding down the shoot button?
I need to make that version of the Nemesis rapid fire, since I'm transforming parts of it into the Machine Gun, essentially.
 
Top