Quick Modding/Hacking Answers Thread

Apr 27, 2010 at 3:22 PM
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Nuha said:
Is there any other way to edit scripts like head? CE crashes when I try to edit it...

EDIT:

Also, how do you make monsters appear (with their sprites), I tried spawning a zombie dragon and it ended up looking like a flashy blue mushroom shooting fire 0.o
Or better yet, a CE tutorial lol

Thanks in Advance.

ok I have no clue about your editing head.tsc but I do it all the time and it works great.

Second of all, your zombie dragon will only appear if you go Ito the properties of the map and set the npc sprite sheet to NPCeggsX or whatever it's called. Unfortunately you will be limited in that map to only using enemies from Egg Corridor? Unless you like assembly hacking.
 
Apr 27, 2010 at 4:26 PM
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Apr 27, 2010 at 7:29 PM
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Can I make 0 gravity in CS? My crazy plan is:
0 gravity+infinite booster+turn Quote 2 a spaceship=space shooter
Can it be done?
 
Apr 27, 2010 at 7:44 PM
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Sure, it'd probably really easy to do in fact. However, you'd only have one speed: Go

All you have to do is change the number for gravity in the physics table to 0
 
Apr 27, 2010 at 8:00 PM
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You can use the <UNI command, as is done in the Ironhead boss fight.
 
Apr 27, 2010 at 8:03 PM
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But then you can't face left... or shoot up/down, for that matter.
 
Apr 27, 2010 at 10:31 PM
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@ Noxid: U know, that the answer
Noxid said:
change the number for gravity in the physics table to 0
is so formulated that it didn`t move me forward at all. Can u b more precise please? I wouldn`t ask here in the first place if I knew how 2 do it:rolleyes:

@ Wedge: Thanks, I`ll try it. Ironhead boss physics will make it a side-scrolling shooter, it`ll be cool.:D
 
Apr 27, 2010 at 10:35 PM
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Sorry :S

At 0041572d, change:
MOV DWORD PTR [EBP-1C], 50

to...

MOV DWORD PTR [EBP-1C], 0

Alternatively, with a hex editor, change the value at 415730 (should be 50) to 00

You probably won't be able to walk with this turned on.
 
Apr 27, 2010 at 10:45 PM
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LOOK PEOPLE, THINGS LIKE THE AGILITY ARE POSTED EVERYWHERE, GET OFF YOUR LAZY ASS AND DON'T JUST ASK PEOPLE TO DO ALL THE WORK FOR YOU!

...of course, that is the goddamn point of this goddamn thread, isn't it.

@ Noxid about UNI.
not left, the opposite of whatever direction you were facing before you went into it. Also, the important thing about UNI is that it points to an alternate set of physics, all the other things it changes can be shut down easy as shit.

just find all instances of [49E64C].
any that are conditional EXCEPT the one near 415756, relative jmp or nop out the offending code.
 
Apr 27, 2010 at 10:51 PM
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@ Noxid: Sorry if I sounded too pushy in my previous post. Thank you for your help.

@ Lace: U got me: I`m lazy. (although I searched for "physics table" and "gravity").
 
Apr 27, 2010 at 11:03 PM
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:(
I just remember posting that thing several timemes.
Or search for stuf by sshsgi, he posted it first.
 
Apr 28, 2010 at 6:59 AM
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okay guys I'm having a problem. I'm trying to make it so that you see a message, and then lava appears but you still have time to run away from it. But, when the first event with the message ends, your character still stays locked up! I even added an event which simply leads to the lava event.

Code:
#9000
<KEY<TUR<MSGRUN!!!<NOD<EVE9001<END
#9001
<EVE9002<END
#9002
<WAI0100<SOU0035
<CMP0003:0014:0040<CMP0004:0014:0040<WAI0001
<CMP0005:0014:0040<CMP0006:0014:0040<WAI0001
<CMP0007:0014:0040<CMP0008:0014:0040<WAI0001
<CMP0009:0014:0040<CMP0010:0014:0040<WAI0001
<CMP0011:0014:0040<CMP0012:0014:0040<WAI0001
<CMP0013:0014:0040<CMP0014:0014:0040<WAI0001
<CMP0015:0014:0040<END
 
Apr 28, 2010 at 12:46 PM
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Noxid said:
But then you can't face left... or shoot up/down, for that matter.

Umm...

Can I make 0 gravity in CS? My crazy plan is:
0 gravity+infinite booster+turn Quote 2 a spaceship=space shooter
Can it be done?

Lol, so it fits perfectly ;)


EDIT: Now I think about it, even if you did that, you'd probably want to hack it so you don't need to press Z. It'd be really annoying to always have to press Z when you want to move. Or you could not use the Booster at all, cause I think <UNI makes it so you can move on you own anyway.
 
Apr 28, 2010 at 9:00 PM
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Maybe not use that high event numbers? armsitem.tsc uses events from about 6000 onward, and I'm sure it looks there for 9000, then poops a bit. (I don't want to fire up SW to check right now ;) )
 
Apr 28, 2010 at 9:11 PM
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Yup, that's it.

The TSC file the game reads looks like this:

Head.TSC
Map.TSC
ArmsItem.TSC

(where Map.TSC is the tsc of the map)

now, you know that the events have to be in order, so any events in map.tsc that are higher numbers than those in armsitem will break the game, as will really low event numbers (say 14).

just change your event nums to 3000-ish
 
Apr 28, 2010 at 9:35 PM
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Hmm, that explains it. It's just that when I tried using lower number events sometimes it plays the text sound and fades the screen. That's why I thought I gotta use events 9000+ even if they make the game laggy.Well I'll try using 3000ish events tomorrow if I manage to be sick enough not to go to school. Wish me luck!
 
Apr 29, 2010 at 1:08 AM
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I have a few ideas, but I am wondering how feasible/unfeasible they are.

The first is quite ambitious: a text file commenting and explaining each line of weapon code in the order it is executed in, while leaving the rest of the code out. Naturally, each weapon will have a 4 semi-separate codes (for each direction), but eventually a list of how every single weapon in assembly will be explained. I'm okay at assembly, and have a habit of "obsessing" about anything that I get interested about, so I will definitely spend a lot of time working on it each week (especially during summer) ;).

Hopefully, once I'm finished, I will understand all about weapon behavior and create something interesting!


The second is more of a question, and is probably unfeasible (I certainly have no idea how to do it), but I thought I might as well ask: Is there any way to increase the size of the CaveStory Code?

With extra space at the end of the code, a simple CALL can bring you a a complicated piece of code, that wouldn't nearly fit in the space that you have. And one RETN later, you're back where you were before. As I said before, I have absolutely no idea how this might be done, but I thought I might as well ask.
 
Apr 29, 2010 at 1:16 AM
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First thing - sounds fine, if you really wanna spend your time that way.
Second Thing - SP once said something about making new sections in the executable, but I've never found out how. For the most part, self written code is waaaaaaaay more optimized then pixels, so even creating one simple weapon will free up bajillatonnes of space. You can also kill all the functions you don't need - the alternate UNI physics take up a bunch. If you're using CE, you can jump to the unused map data.
 
Apr 29, 2010 at 1:24 AM
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I personally find reading through and working around existing code tedious, and simply prefer to make stuff from scratch. It'd be a good little project for learning how it goes, but I wouldn't worry too much about getting the whole thing done.

And I second what lace said about the free space. There's a tad around 48b900 to get you started, and you should never really need more than that. I find the more hacks I make, the more space I get. Oh, and you could always take out something big like Ballos for a berjillion free space, and even something as simple as optimizing the smoke entity can free up a hefty chunk without changing any functionality whatsoever.
 
Apr 29, 2010 at 1:25 AM
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The first one would be useful, but no one else has bothered to do it yet.

I have no idea about the second one, but my faithful associates shall be able to spread some light on the situation

[edit] oh ninja bums
 
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