Apr 15, 2010 at 12:23 AM
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I'm new to assembly, so please bear with me if this is really obvious.
This is a the code that I have written to change a RAM offset, but I've found that its length makes it difficult to use in certain areas of code. Is there any way of changing/increasing a RAM offset with a shorter code?

X: RAM offset
Y: Value of change

MOV ECX,DWORD PTR SS:[X]
ADD EAX,Y
MOV DWORD PTR DS:[X],EAX


Also, I've noticed that there is a ram value for the number of whimsical stars, is there any way of changing this Ram value? When ever I tried to change it, it crashes the game.

Thanks.
 
Apr 15, 2010 at 12:58 AM
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You just changed your registers between the first and second commands. Either use EAX all the way through or use ECX, don't switch halfway.

Also, add [x],y takes up less space.


Whimsy should be changeable, but I dunno...
 
Apr 15, 2010 at 1:26 AM
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Wow....

I feel pretty stupid now.

I actually adopted that form, because the offset that I was using wasn't accepting the old format, but now that I tested that 1 line format, I've found that it works fine.

Now I just wonder why it used to crash.
 
Apr 15, 2010 at 1:29 AM
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But the # of whimsical stars still doesn't work.

Darn, that could've been pretty interesting
 
Apr 15, 2010 at 1:32 AM
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Lace said:
You just changed your registers between the first and second commands. Either use EAX all the way through or use ECX, don't switch halfway.

Also, add [x],y takes up less space.


Whimsy should be changeable, but I dunno...

Me and 'peanut are working on the same mod, and this I was also wondering about. When you say change the # of whimsical stars, can you go beyond the normal 3?

And on that note, does anyone know the offset for the number of frames whimsical stars stay on screen? Or is it permanent I usually don't pay much attention to them :D
 
Apr 15, 2010 at 1:49 AM
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cultr1 said:
And on that note, does anyone know the offset for the number of frames whimsical stars stay on screen? Or is it permanent I usually don't pay much attention to them :D

They stay permanently.
Whenever you take a hit, you lose a star.
Whenever you max a weapon, they recharge.
 
Apr 15, 2010 at 2:19 AM
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hey im trying to add the boss undead core to a map but it just doesnt apper...


i'm using the entity 336 and using this as script to get it appearing but it just wont appear..

<BOA0001<BSL0000<BOA0020
 
Apr 15, 2010 at 2:46 AM
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Under Boss Fight ID you may need to set it to 7 - Undead Core.

Also, it looks like the TSC you have above was copied from the Black Space Map. It should work, technically.
 
Apr 15, 2010 at 3:21 PM
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cultr1 said:
Me and 'peanut are working on the same mod, and this I was also wondering about. When you say change the # of whimsical stars, can you go beyond the normal 3?
You can; it'll work just the same, losing a star whenever you take a hit, but you'll only see 3 stars up until you get down to 2.

...if I recall correctly.
 
Apr 15, 2010 at 3:24 PM
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Oh so the extra stars are like backup stars? Neat.
 
Apr 16, 2010 at 7:36 AM
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carrotlord said:
Under Boss Fight ID you may need to set it to 7 - Undead Core.

Also, it looks like the TSC you have above was copied from the Black Space Map. It should work, technically.

no... it still doesn't work...

and yes i copied it from a different game (boost mania) but it doesnt work...
 
Apr 16, 2010 at 2:59 PM
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Map specific bosses are a bit iffy. You should start with the black space map, and mess with things there to see what you can do. AFAIK Map specific bosses start in the same spot as you see in cave story (non-specific example: 0033:0044) so you need to see how you can manipulate the map to make the battle happen at the same spot
 
Apr 17, 2010 at 12:21 PM
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Is there any way to remove the sound of moving text which plays in the map you first spawn in? It's really short, only about a second long but how do I remove it?
 
Apr 17, 2010 at 5:52 PM
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WoodenRat said:
Is there any way to remove the sound of moving text which plays in the map you first spawn in? It's really short, only about a second long but how do I remove it?

Is there any text in the game's starting event in which you don't use an <MSG? The text playing sound will still occur even if the message box is not shown.
 
Apr 18, 2010 at 6:22 PM
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Hey i was making the room where you change the music, and it changes the music the first time, but when you return, it just plays the normal music. What's the problem?
Code:
#0090
<FLJ0091:0101<FLJ0092:0102<FLJ0093:0103<FLJ0094:0104<FLJ0095:0105<EVE0095<END
#0091
<MNA<CMU0009<FAI0004<END
#0092
<MNA<CMU0021<FAI0004<END
#0093
<MNA<CMU0039<FAI0004<END
#0094
<MNA<CMU0034<FAI0004<END
#0095
<MNA<CMU0002<FAI0004<END

#0096
<FLJ0091:0101<FLJ0092:0102<FLJ0093:0103<FLJ0094:0104<FLJ0095:0105<EVE0095<END

#0100
<PRI<SOU0011<CNP0100:0000:0000<FAO0004<TRA0015:0094:0001:0018

#0101
<KEY<MSGChange music to BGM LoonBoon?<YNJ1000<FL+0101<FL-0102<FL-0103<FL-0104<FL-0105<EVE0091
#0102
<KEY<MSGChange music to BGM Wind Fortress?<YNJ1000<FL+0102<FL-0101<FL-0103<FL-0104<FL-0105<EVE0092
#0103
<KEY<MSGChange music to BGM Bossy?<YNJ1000<FL+0103<FL-0101<FL-0102<FL-0104<FL-0105<EVE0093
#0104
<KEY<MSGChange music to BGM Leef?<YNJ1000<FL+0104<FL-0101<FL-0103<FL-0102<FL-0105<EVE0094
#0105
<KEY<MSGReturn to default music?<YNJ1000<FL+0105<FL-0101<FL-0103<FL-0105<FL-0105<EVE0095


#0200
<KEY<MSGA roaring fire.<NOD Nice and toasty!<NOD<END

#1000
<MSGOk.<NOD Have a nice day!<END


flag 101=LoondBoon
flag 102=Wind Fortress
flag 103=Bossy
flag 104=Leef
flag 105=Safety
 
Apr 18, 2010 at 6:23 PM
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Um. What flag is called when you enter the map?
 
Apr 18, 2010 at 6:29 PM
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The door to this room runs event 0090
and I already see the problem with 0105 but that isn't the cause
 
Apr 18, 2010 at 6:32 PM
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Hey. Is there a list somewhere that shows which number represents which sound/song?
 
Apr 18, 2010 at 7:47 PM
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cultr1 said:
Hey i was making the room where you change the music, and it changes the music the first time, but when you return, it just plays the normal music. What's the problem?
Code:
#0090
<FLJ0091:0101<FLJ0092:0102<FLJ0093:0103<FLJ0094:0104<FLJ0095:0105<EVE0095<END
#0091
<MNA<CMU0009<FAI0004<END
#0092
<MNA<CMU0021<FAI0004<END
#0093
<MNA<CMU0039<FAI0004<END
#0094
<MNA<CMU0034<FAI0004<END
#0095
<MNA<CMU0002<FAI0004<END

#0096
<FLJ0091:0101<FLJ0092:0102<FLJ0093:0103<FLJ0094:0104<FLJ0095:0105<EVE0095<END

#0100
<PRI<SOU0011<CNP0100:0000:0000<FAO0004<TRA0015:0094:0001:0018

#0101
<KEY<MSGChange music to BGM LoonBoon?<YNJ1000<FL+0101<FL-0102<FL-0103<FL-0104<FL-0105<EVE0091
#0102
<KEY<MSGChange music to BGM Wind Fortress?<YNJ1000<FL+0102<FL-0101<FL-0103<FL-0104<FL-0105<EVE0092
#0103
<KEY<MSGChange music to BGM Bossy?<YNJ1000<FL+0103<FL-0101<FL-0102<FL-0104<FL-0105<EVE0093
#0104
<KEY<MSGChange music to BGM Leef?<YNJ1000<FL+0104<FL-0101<FL-0103<FL-0102<FL-0105<EVE0094
#0105
<KEY<MSGReturn to default music?<YNJ1000<FL+0105<FL-0101<FL-0103<FL-0105<FL-0105<EVE0095


#0200
<KEY<MSGA roaring fire.<NOD Nice and toasty!<NOD<END

#1000
<MSGOk.<NOD Have a nice day!<END


flag 101=LoondBoon
flag 102=Wind Fortress
flag 103=Bossy
flag 104=Leef
flag 105=Safety

cultr1 said:
The door to this room runs event 0090
and I already see the problem with 0105 but that isn't the cause
Elementary, my dear Watson...
<FLJXXXX:YYYY, where XXXX is the Flag, and YYYY is the event.
You have them swapped. :o;
 
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