Nov 7, 2015 at 4:32 PM
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I made a map with presses in it. When I enter the map, all of the presses fall at once without me going under them.
How can I fix this?
 
Nov 7, 2015 at 5:06 PM
Its dark in here
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I made a map with presses in it. When I enter the map, all of the presses fall at once without me going under them.
How can I fix this?
did you make sure to check to see that they have the normal flags they should have?
 
Nov 7, 2015 at 5:58 PM
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object 246 is what you're looking for
 
Nov 11, 2015 at 3:26 AM
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i can't figure out what the dog barking SFX's ID is. help?
 
Nov 11, 2015 at 7:32 AM
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from sfxlist.txt
105 - Puppy Bark
 
Nov 13, 2015 at 3:18 PM
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I do try making code but how add curly shot at up and down

Code:
offset NPC350

#define


shootvar             = [EBP-84]
localvar2            = [EBP-88]
localvar3            = [EBP-8C]
npc.groundtimer      = [ecx+18]
npc.groundvel        = [ecx+1C]

L_framerect_distance = 0
U_framerect_distance = 0

sprite_left         = 20
sprite_right        = 20
sprite_up        = 10
sprite_down        = 10

time_between_shots   = 30
jump_vel             = 800
jump_gravity         = 50
jump_distance        = 200
max_fall_speed       = 500
bullet_speed         = 300

walk_speed           = 500
dbl_walk_speed       = A00
walk_timer           = 100
#enddefine

push ebp                          ;This starts the code
mov ebp, esp 
sub esp, 70

mov dword [EBP-70],0     
mov dword [EBP-7C],0     
mov dword [EBP-78],0     
mov dword [EBP-74],0     

mov dword [EBP-70],0     
mov dword [EBP-6C],0     
mov dword [EBP-68],0     
mov dword [EBP-64],0     

mov dword [EBP-60],0     
mov dword [EBP-5C],0     
mov dword [EBP-58],0     
mov dword [EBP-54],0     

mov dword [EBP-50],0    
mov dword [EBP-4C],0     
mov dword [EBP-48],0     
mov dword [EBP-44],0     

mov dword [EBP-40],0     
mov dword [EBP-3C],0     
mov dword [EBP-38],0     
mov dword [EBP-34],0     

mov dword [EBP-30],0     
mov dword [EBP-2C],0     
mov dword [EBP-28],0     
mov dword [EBP-24],0     

mov dword [EBP-20],0     
mov dword [EBP-1C],0     
mov dword [EBP-18],0     
mov dword [EBP-14],0     

mov dword [EBP-10],0    
mov dword [EBP-C],0     
mov dword [EBP-8],0     
mov dword [EBP-4],0     

mov eax, npc.scriptstate
jmp [eax*4+:StateTable]

:stateldle

add npc.Y, 5FF
mov npc.framenum, 0
cmp npc.directive, 1
je :render
mov npc.directive, 1
add npc.X -1000
jmp :StateFight

:StateFight
add npc.Y 5FF     ;gravity
push 5FF          ;check to jump
push 0
call Random
add esp, 8
setpointer               
cmp eax, 20
je :StateFightJump


push 0
push 2
call random
add esp, 8
setpointer
cmp eax 1
;jl :StateFightShoot
je :StateFightWalk
;jg :StateFightRun

;----------------------------------------

:StateFightJump                   ;jumping vels here and scriptstate to fight air.
mov npc.moveY -jump_vel
mov npc.scriptstate, 9
mov eax, PlayerXpos               ;check direction to jump
cmp npc.x, eax
jl :player_is_left_jump
mov npc.direction, 0
mov npc.moveX -jump_distance
jmp :dir_jump_check_end
:player_is_left_jump
mov npc.direction, 2
mov npc.moveX jump_distance
:dir_jump_check_end
jmp :add_vels


;----------------------------------------

;moveX is never altered here in the chunk of code below, except when you hit a wall.
;moveX is handled in the jump prep (above)

:StateFightAir
mov npc.scriptstate, 9
mov edx, npc.collision       ;see if we are still in the air
and edx, 8
jne :hit_floor
mov edx, npc.collision       ;did we hit a wall?
and edx, 1
jne :hit_wall_air
mov edx, npc.collision       ;did we hit a wall?
and edx, 4
jne :hit_wall_air          
jmp :in_air_fight

:hit_wall_air
mov npc.moveX, 0
jmp :end_fight_air

:in_air_fight

:down_check_end
mov eax, PlayerXpos
cmp npc.x, eax
jl :player_is_left
mov npc.direction, 0
jmp :dir_air_end
:player_is_left
mov npc.direction, 2
:dir_air_end         
mov eax, npc.direction
mov shootvar, eax
inc npc.directive
cmp npc.directive, time_between_shots
jl :end_fight_air
mov npc.directive, 0
mov eax npc.direction
mov shootvar, eax
jmp :create_bullet


:end_fight_air
add npc.moveY jump_gravity
cmp npc.moveY, max_fall_speed
jl :fall_speed_ok
mov npc.moveY, max_fall_speed
:fall_speed_ok
mov eax, npc.moveY
add npc.Y, eax
mov eax, npc.moveX
add npc.X, eax
jmp :render


:hit_floor                ;reset everything and set scriptstate to state fight
xor eax, eax
mov npc.directive, eax
mov npc.framenum, 1
mov npc.moveY, eax
mov npc.moveX, eax
mov npc.scriptstate, 3
jmp :render

;----------------------------------------

:StateFightShoot

;----------------------------------------

:StateFightWalk 
inc npc.frametimer
cmp npc.frametimer, walk_timer
jl :Walk_end

mov npc.frametimer,1
cmp npc.framenum,2
je :1_to_0
jg :2_to_0

cmp npc.scriptstate, 5
je :0_to_1
jne :0_t0_2

:1_to_0
mov npc.framenum, 1
mov npc.scripttimer,3
jmp :Walk_end

:2_to_0
mov npc.framenum, 1
mov npc.scripttimer,2
jmp :Walk_end

:0_to_1
mov npc.framenum, 2
jmp :Walk_end

:0_t0_2
mov npc.framenum, 3
jmp :Walk_end

:Walk_end
mov edx, npc.collision  ;check collision stuff
and edx, 1
jne :hit_wall_walk_L
mov edx, npc.collision
and edx, 4
jne :hit_wall_walk_R
jmp :end_hit_wall_walk

:hit_wall_walk_R
mov npc.direction, 0
mov npc.moveX, 0
jmp :end_hit_wall_walk

:hit_wall_walk_L
mov npc.direction, 2
mov npc.moveX, 0

:end_hit_wall_walk
add npc.X walk_speed
cmp npc.direction, 2
je :add_vels
add npc.X -dbl_walk_speed
jmp :add_vels

;----------------------------------------

:StateFightRun ;???
jmp :render

;----------------------------------------

:create_bullet
push 0
push 0
mov eax, shootvar   ;direction shot
push eax

;-------
cmp eax, 0
je :left_fire
cmp eax, 1
je :up_fire
cmp eax, 2
je :right_fire
cmp eax, 3
je :down_fire

:left_fire
add eax, -bullet_speed
jmp :end_L_R
:up_fire
add edx, -bullet_speed
jmp :end_L_R
:right_fire
add eax, bullet_speed
jmp :end_L_R
:down_fire
add edx, bullet_speed
:end_L_R


;-------
push edx           ;Y vel
push eax           ;X vel
mov eax, npc.Y
mov edx, npc.X
push eax
push edx
push 7B            ;bullet
call 46efd0
add esp,20

cmp npc.scriptstate, 8
je :end_fight_air
jmp :render

;----------------------------------------

:StateDie
mov npc.framenum, 1
inc npc.objecttimer
cmp npc.objecttimer, 40
jne :exp_done

mov eax, npc.X
mov edx, npc.Y
push 1
push edx
push eax
call 0040EA70                 
add esp,0C
push 1
push 2C
call playsound
add esp, 8
setpointer
:exp_done
jmp :add_vels

;----------------------------------------

:add_vels
mov eax, npc.moveX
mov edx, npc.moveY
add npc.X eax
add npc.Y edx

:render
xor eax, eax                             
mov eax,npc.framenum                 
imul al, al, sprite_left
mov npc.DisplayL,eax                   
add eax, sprite_right                        
mov npc.displayR,eax  
mov eax, U_framerect_distance     
cmp npc.direction, 2                    
jne :render_left
add eax sprite_up
:render_left
mov npc.displayU,eax                  
add eax,sprite_down                         
mov npc.displayD,eax  

:end_of_code
mov esp, ebp
pop ebp
retn

:StateTable

print :StateIdle         ;<ANP0000
print :StateFight         ;<ANP0001
print :StateShoot         ;<ANP0002

use core by Curly +
 
Nov 15, 2015 at 4:41 AM
The TideWalker
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Age: 26
I took a gander and it's fully able to shoot up and down, but it never actually runs a check to see if you're above/below it.

aha, right here:
Code:
:down_check_end
mov eax, PlayerXpos
cmp npc.x, eax
jl :player_is_left
mov npc.direction, 0
jmp :dir_air_end
:player_is_left
mov npc.direction, 2
:dir_air_end
mov eax, npc.direction
mov shootvar, eax

shootvar dictates the direction the shots are fired.
Just build a check to see if quote is so close and so high above the NPC and make shootvar 1 in that case.
Easy

(Good thing I think ahead in ever piece of code I write incase I want to go back and expand upon it)

E: also because you removed the fake death sequence, you're need to adjust some of the npc.scriptstate variables or else the game will crash...
E2: You'll have to also change around the render system/sprites to make it look up when you want it to...
 
Last edited:
Nov 18, 2015 at 5:28 PM
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Uhm. Hi there. Can someone help me? How to increase shooting speed for first level Machine Gun? I know how to work with assembly, but i don't know adress for first level Machine Gun...
 
Nov 24, 2015 at 4:28 PM
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Hello. I need some help replacing the icon of Cave Story's .EXE file.
I keep trying with Resource Hacker, but to no avail. Could someone explain to me how I should do it?
 
Nov 24, 2015 at 4:36 PM
Professional Whatever
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Join Date: Jan 13, 2011
Location: Lasagna
Posts: 4481
So you've edited the icon files and saved it using resource hacker? That should do the trick. I've noticed that sometimes when I try and change an executable's icon it doesn't update properly, it just shows the original instead (I use WIndows 7, and it's also happened with Vista). I believe in that situation it's just on your side. I think you can confirm if the icon did change properly if you copy-paste the executable to a different location and see if the icon changed.
 
Nov 24, 2015 at 4:59 PM
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I keep trying, I even rebooted my system to see if it worked, but of course it didn't. Do you know a way around this? I tried what you suggested, but that didn't work either. Dang. Also, I'm using Windows 8.
 
Nov 24, 2015 at 5:28 PM
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Same problem with me, only solution I've found is to change the folder's name.
 
Nov 24, 2015 at 5:30 PM
Professional Whatever
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diph.php

I believe these are the resources you want to edit in order to change the icon of the executable. I just want to confirm that this is what you're editing, because that's all you need to do to change the icon, as far as I know.
 
Nov 24, 2015 at 5:32 PM
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How did you change the Icon? Did you just replace it or did you add a new icon?
If you replaced it, it might be a good idea to just wait it out for a while.
 
Nov 24, 2015 at 10:09 PM
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Ughh... This is difficult. The Icon Group folder only contains the icons themselves, not two folders in which contain their respective icon. I'm very confused. :confused:
 
Nov 25, 2015 at 6:27 AM
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How do I stop the Hermit Gunsmith from snoring?(AKA how to remove the Z's above him)
 
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