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Quick Modding/Hacking Answers Thread

May 14, 2016 at 8:52 PM
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p215056-0-4wlyjrt.png

e: 1k
 
May 14, 2016 at 9:03 PM
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ty
 
May 14, 2016 at 10:22 PM
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uhhhh
is there a hack that makes an image the size of the game window pop up
or rather I am pretty damn sure there is one and I can't find it
 
May 14, 2016 at 11:10 PM
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May 15, 2016 at 2:02 PM
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Okay I have a new problem, I changed a few colors in the bullet file, and after I saved it, all the images became messed up, like this:
View attachment 3015

EDIT: So what's happening is, whenever I try to edit it, it comes out like that, with the colors all screwed up.
 

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May 15, 2016 at 2:58 PM
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use a better program for editing than MS Paint or save it as a 24-bit bitmap
examples: paint.net, graphics gale, aseprite
 
May 15, 2016 at 4:30 PM
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Whelp, time to download another sprite editor...
 
May 16, 2016 at 8:39 AM
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May 16, 2016 at 11:43 AM
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Is there a function for NPC's teleporting animations? Are there 2 different ones for teleporting in and out?
Only a few entities have teleporting. Most only have 1 teleporting function.
 
May 17, 2016 at 7:16 AM
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May 17, 2016 at 9:05 AM
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Any entity???

Do they not all share the same teleporting funtion? I'm looking for like the Quote teleporting in and out ones because I want to make a custom teleporting animation.
NPC111 is for Quote teleporting out, NPC112 is for Quote teleporting in.
 
May 17, 2016 at 9:16 AM
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NPC111 is for Quote teleporting out, NPC112 is for Quote teleporting in.

I mean they're assembly code TO TELEPORT.
Wait, why am I so dumb? I could just be looking at the code in olly and figuring it myself.

So new question, why does every NPC use local variables when you could just mov the numbers directly?
 
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May 17, 2016 at 10:15 AM
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I mean they're assembly code TO TELEPORT.
All NPC animations are within the code themselves. If you want to edit all teleporting codes, you'd have to edit them separately.
Here's a few teleporting entities:
NPC067: Misery, Teleporting, In: 0x04345E0
NPC112: Quote, Teleporting, Out, 0x043D0A0
NPC113: Quote, Teleporting, In, 0x043D320
NPC144: Toroko, Teleporting, In, 0x0444230
NPC280: Sue, Teleporting, In: 0x045E110
That's about it. All animations are within the NPC AIs, so have fun looking through that :p

I mean they're assembly code TO TELEPORT.
Wait, why am I so dumb? I could just be looking at the code in olly and figuring it myself.

So new question, why does every NPC use local variables when you could just mov the numbers directly?
Okay, new question, new answer. I'm pretty sure Cave Story was written in C or C++ or C# or something shifty like that, so that code is incredibly slow and inefficient. If you want to, you can optimise the codes with Local Variables, usually used for framerects.
In fact, here's another example of inefficient code that is in the game:
MOV EAX, DWORD [EBP+8]
MOV ECX, DWORD [EAX+78]
ADD ECX, 1
MOV EDX, DWORD [EBP+8]
MOV DWORD [EDX+78], ECX
MOV ECX, DWORD [EBP+8]
MOV DWORD [ECX+74], 0
MOV EDX, DWORD [EBP+8]
MOV DWORD [EDX+70], 0
MOV EAX, DWORD [EBP+8]
MOV DWORD [EAX+68], 0
MOV ECX, DWORD [EBP+8]
MOV DWORD [ECX+6C], 0
JMP {END OF CODE} (Not even JMP SHORT!)
^This is EXTREMELY inefficient. The below code does exactly the same:
SUB ECX, ECX
MOV EAX, DWORD [EBP+8]
INC DWORD [EAX+78]
MOV DWORD [EAX+74], ECX
MOV DWORD [EAX+70], ECX
MOV DWORD [EAX+6C], ECX
MOV DWORD [EAX+68], ECX
LEAVE
RETN
 
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May 17, 2016 at 8:37 PM
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I'm new to modding and I am trying to find out how to change the start-up scene where it shows the Doctor with the captured Balrog and Misery. If anyone can tell me how to do this it would be greatly appreciated :)
 
May 17, 2016 at 8:47 PM
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I'm pretty sure Cave Story was written in C or C++ or C# or something shifty like that, so that code is incredibly slow and inefficient.

"Written in C or C++ or C#"
"incredibly slow and inefficient"

Yeah I think you might be a little confused there/have no idea what you're talking about (and probably don't know about pipelining when it comes to compiling code).

Of course, code written in ASM will generally be faster than code that has to be compiled (like C), but it's a stretch to call C code (or the code you've pointed out here) "inefficient".
 
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May 17, 2016 at 10:55 PM
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"Written in C or C++ or C#"
"incredibly slow and inefficient"

Yeah I think you might be a little confused there/have no idea what you're talking about (and probably don't know about pipelining when it comes to compiling code).

Of course, code written in ASM will generally be faster than code that has to be compiled (like C), but it's a stretch to call C code (or the code you've pointed out here) "inefficient".

I think your quoting the wrong person???

Anyways, Big9ize, If you want to change the starting scene you need to edit the map named "Kings" that's the map used in the beginning cutscene.
 
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