Quick Modding/Hacking Answers Thread

Apr 19, 2010 at 10:40 PM
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I have a few questions,
Let me start with this before I ask others, because this may be most important:

I changed the starting room, (and if you want to know specifically, to Jenka's House), and when the game starts, and i click new, and once some event happens where Jenka says (on a black screen):
"Who are you...?
I've never seen you
around before."
And then it goes to a black screen with only the stats window appears. I hear sound effects of jumping when I press the jump button, etc., but it's still a black screen.
How do I get it to start where I want it to?
 
Apr 19, 2010 at 10:59 PM
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Azurillkirby said:
I changed the starting room, (and if you want to know specifically, to Jenka's House), and when the game starts, and i click new, and once some event happens where Jenka says (on a black screen):
"Who are you...?
I've never seen you
around before."
And then it goes to a black screen with only the stats window appears. I hear sound effects of jumping when I press the jump button, etc., but it's still a black screen.
How do I get it to start where I want it to?
Script straight from Jenka's House:
Code:
#0200
<KEY
<ITJ0014:0201
<FLJ0594:0214
<FLJ0593:0213
<FLJ0592:0212
<FLJ0591:0211
<FLJ0590:0210
<KEY<MSG<FAC0013Who are you...?<NOD
I've never seen you
around before.<NOD<END
Obviously, you changed the starting room, but not the event. {#0200 is default}
You'll either need to change the starting event to the one you want {Doable from Cave Editor's Game Settings button} or simply use Event 0200 as your start event.
If you're also wondering what TSC commands and such to use, you need to start some serious lurking/Search Buttoning, and learn the TSC stuff. {Pretty simple, really, and no need to repeat myself and others for the thousand-th time...}
There's even a dedicated TSC script help desk, with examples for you to learn from...
 
Apr 19, 2010 at 11:04 PM
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I think I found out (exactly why) myself.

You see, I was using a Jenka's Nightmare file for the hack, since I could get the game to start before with editted sprites. But when I editted another mod, it worked.

And the problem is the Jenka scene in the opening cutscene of Jenka's Nightmare when she is "Help me..." or something like that.

Oh, and (this is probably just my computer) but when I try to edit the scripts, CaveEditor crashes. Yep.
 
Apr 19, 2010 at 11:19 PM
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While you probably won't get a response from schmitz, people might get a bit agitated if you use their mods as a start point.

And your final problem is most likely one that gets asked so much, they should put a [cecrash] tag in to answer it.


Check if any of the files are set to read only, ce doesn't like to play with those without permission, so you'd need to unset read only yourself, or look in cave editor for the unset read only box.
 
Apr 19, 2010 at 11:23 PM
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Not again...

Azurillkirby said:
I think I found out (exactly why) myself.

You see, I was using a Jenka's Nightmare file for the hack, since I could get the game to start before with editted sprites. But when I editted another mod, it worked.

And the problem is the Jenka scene in the opening cutscene of Jenka's Nightmare when she is "Help me..." or something like that.
I hope you're only doing that to learn, and not to create your own mod.
Modding other mods is not liked, unless you've got the original author's permission...

Azurillkirby said:
Oh, and (this is probably just my computer) but when I try to edit the scripts, CaveEditor crashes. Yep.
Did you clear the entire script and save?
CE no like that. Try adding at least two lines of anything before saving.
 
Apr 19, 2010 at 11:23 PM
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Yeah, I'll probably start over when I figure out exactly how to get Cave Story to work with editted sprites. It's a bit confusing to me.

EDIT because of posting after VoidMage- No, when I open a script to edit it, it just crashes.
And yeah, I'm using it for mainly learning and a basis for things.
 
Apr 20, 2010 at 2:22 AM
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Azurillkirby said:
EDIT because of posting after VoidMage- No, when I open a script to edit it, it just crashes.
And yeah, I'm using it for mainly learning and a basis for things.

CaveEditor 0.98e often does that when script editing (crashes).

Try CaveEditor 0.98d and see if that fixes your problems.
 
Apr 20, 2010 at 7:48 PM
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Azurillkirby said:
Yeah, I'll probably start over when I figure out exactly how to get Cave Story to work with editted sprites. It's a bit confusing to me.

EDIT because of posting after VoidMage- No, when I open a script to edit it, it just crashes.
And yeah, I'm using it for mainly learning and a basis for things.

If you're using CE naturally, and not because it was suggested, turn off the (C)Pixel requirement somewhere in there. if not, you have to learn how to use a hex editor and put (C)Pixel at the end your edited sprite sheet, or look for the thread that tells you how to hex edit that requirement out.
 
Apr 21, 2010 at 1:42 AM
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When I try to replace the icon of the original Cavestory exe with a custom icon, it works perfectly pretty much every time.

But, if I try to replace the custom icon with a different one, the icon does not change. (i.e. you can't replace the icon more than once?)

Am I doing something wrong? Or is ResHacker just screwy?
 
Apr 21, 2010 at 1:44 AM
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carrotlord said:
When I try to replace the icon of the original Cavestory exe with a custom icon, it works perfectly pretty much every time.

But, if I try to replace the custom icon with a different one, the icon does not change. (i.e. you can't replace the icon more than once?)

Am I doing something wrong? Or is ResHacker just screwy?

Try F5-ing your explorer menu. It keeps the icons stored in the temp memory when displaying files, but "refreshing" the folder should make it appear.
 
Apr 21, 2010 at 1:50 AM
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GIRakaCHEEZER said:
Try F5-ing your explorer menu. It keeps the icons stored in the temp memory when displaying files, but "refreshing" the folder should make it appear.

Hm... I tried a double replace again and pressed F5 a few times. Still doesn't seem to appear.
 
Apr 21, 2010 at 1:45 PM
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Do you see the old icon, or a generic icon?
 
Apr 21, 2010 at 11:05 PM
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How?

Question!
How do you make a large amount of map tiles swich at once?
Instead of like after the Misery fight, where it's
*CHACK*...
*CHACK*...
*CHACK*...
*CHACK*...
*CHACK*...
How to have them go *CLICK* all at once like in Chapter 3 of WTFStory?
 
Apr 21, 2010 at 11:07 PM
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Question!
How do you make a large amount of map tiles swich at once?
Instead of like after the Misery fight, where it's
*CHACK*...
*CHACK*...
*CHACK*...
*CHACK*...
*CHACK*...
How to have them go *CLICK* all at once like in Chapter 3 of WTFStory?

Don't use <WAIXXXX...?
 
Apr 21, 2010 at 11:18 PM
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Noxid said:
Don't use <WAIXXXX...?

I don't....?
Is it <CMP(xposition) : (yposition) : (tileID)?
Or is it <SMP? I forgot :p
 
Apr 21, 2010 at 11:18 PM
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<CMP is a fast command.

For example, you can destroy a house of tiles in the blink of an eye.

EDIT:
<CMPx:y:z = Change map coords X:Y to tile Z

<SMP is used to toggle a map tile without the smoke. Interesting, but tedious since it has no third parameter.
 
Apr 21, 2010 at 11:21 PM
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<SMP shifts one tile id# to the left.
<CMP allows you to change to whatever tile # you want, but it also makes smoke appear.

You probably want <CMP.
 
Apr 21, 2010 at 11:23 PM
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Noxid said:
<SMP shifts one tile id# to the left.
<CMP allows you to change to whatever tile # you want, but it also makes smoke appear.

You probably want <CMP.

Yay thx! :p
I'll need to use CaveEditor to find the tileID, unless the Sue's Workshop tileset editor displays that? Does it?
 
Apr 21, 2010 at 11:26 PM
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All you have to do is count. Each tile to the right is +1. Each row down is +16. Tile 0 is the blank one in the upper left corner.
 
Apr 21, 2010 at 11:28 PM
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OK thanx :p
 
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