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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
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.
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.
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.
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?
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 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.
That's how the room (currently) looks like before that boss is beaten; everything there's okay.
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.
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
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.