Quick Modding/Hacking Answers Thread

Apr 16, 2018 at 6:32 PM
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We need more than that. What tools are you trying to use? What are you doing? What's blocking you?

In general though, the idea is to use Resource Hacker to go into the game's .exe, and replace the existing ORGs with your own. You can only change the file when you're replacing though, not the name of the resource.
 
Apr 17, 2018 at 10:39 AM
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thanks the problem was it didnt save but you saved me!
 
Apr 19, 2018 at 11:57 PM
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which sprite sheet tile set thing whatever its called is are balrogs missiles apart of?

i get balrog to look normal but his missiles are all weird for me

i have the grasstwon in map 1 and balrog in 2
 
Apr 20, 2018 at 12:00 AM
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The Blargo missiles are in NpcMaze.bmp
 
Apr 20, 2018 at 12:07 AM
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The Blargo missiles are in NpcMaze.bmp

thanks!!!!
now how do i get balrog, waterway creatures and balrog missiles into one map???
 
Apr 20, 2018 at 1:05 AM
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You'll need to move them to another sprite sheet and then have npc.tbl read off them. I recommend plugging them in Loading.bmp, ArmsImage.bmp, StageImage.bmp, PIXEL.bmp, or CREDIT01.bmp. Here's where you can change the render settings in the npc.tbl file for them.
p363775-0-sa2gzmj.png

The Balrog Missile entity number is #170.
 
Apr 20, 2018 at 2:03 AM
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You'll need to move them to another sprite sheet and then have npc.tbl read off them. I recommend plugging them in Loading.bmp, ArmsImage.bmp, StageImage.bmp, PIXEL.bmp, or CREDIT01.bmp. Here's where you can change the render settings in the npc.tbl file for them.
p363775-0-sa2gzmj.png

The Balrog Missile entity number is #170.


ok i think i did it YAY!! :chin::chin::chin:

i may try and release my next mod tomorrow its really short though but it's not a challenge mod this time
 
Apr 20, 2018 at 7:23 PM
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i want to convert my mods to the psp version.
I can replace the sprites and the sound but nothing else!
I think the maps are locked by the maps.dat file but i cant open it or extract it!
 
May 5, 2018 at 5:30 PM
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Can you double qoutes sprite size?
 
May 5, 2018 at 5:40 PM
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May 5, 2018 at 6:44 PM
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May 5, 2018 at 7:17 PM
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Just remember to not use the graphics from CS+ if you plan on distributing your mod
 
May 6, 2018 at 7:06 AM
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May 13, 2018 at 4:56 AM
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I know that Pixel has requested at least one port of Cave Story to cancel development. I don't know how to contact him, so would he approve or disapprove of modding?
 
May 13, 2018 at 5:03 AM
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He approves modding, and I think(?) you just can't monetize it. You also need to credit him (even if you don't have to credit him, it would be the right thing to do, no?)
 
May 18, 2018 at 4:45 AM
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In NpcGuest below the Hermit Gunsmith's standing sprites and next to sleeping Chaco, there's this sleeping sprite of Kanpachi. Is it used?
 
May 18, 2018 at 5:47 AM
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Yes, it is used in the sprinkler room in the Plantation
 
Jun 6, 2018 at 10:12 PM
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im not sure if i asked this before, but is the regular default "focus on me" number 0016?

i always thought it was 0001 but now i kind of realize thats kind of fast
i need to fix some things in a lot of my mods but is 0016 the normal?

i remember someone telling me a few weeks or something ago that 0001 was instant and unnatural


also i dont know if i asked this either, but how long is a "tick"? like <WAI0100 waits how long
or is each tick 1 frame or something
 
Jun 7, 2018 at 12:36 AM
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1 tick = 1 frame, yes. Which can be varied depending on what the framerate your mod is on. If it's the default 50fps, then that'll means 50 ticks, if it's 60fps, then 60 ticks.

Changing the framerates does not affect the cutscenes too, contrary to popular belief. Instead cutting them off sooner, it actually speeds them up.

Also the default player focus is 0016, lol
 
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