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Quick Modding/Hacking Answers Thread

Sep 5, 2020 at 4:37 PM
Moo~
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On NpcRegu.pbm, Santa has a sprite of him looking behind himself (like Quote's when the player presses down). Is this sprite unused?
Actually, it is used, but only where Santa walks to his house after you give him his key. Even though it was never listed in the ANP.txt file in Booster's Lab, it is <ANPXXXX:0005:ZZZZ
 
Oct 25, 2020 at 9:38 PM
Moo~
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Has anyone gotten Blink's Money Hack to work correctly? I applied it in DouA to my mod, but it freezes and then crashes the game. I tried Serri's version on Vannila, and everything works fine but i don't know how to collect coins. EXP gives you EXP, not money, when I want EXP to give you money and only money.
Here's the actual fix, the one you mentioned was for making it compatible with <VAR.
 
Nov 7, 2020 at 12:16 AM
Moo~
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They're over here, at address 0x406f70. Modify the hex numbers at the end of each line, you may need a calculator to convert the numbers if you have locations in the Bullet.bmp file in mind.
p374404-0-gtyyid.png
 
Nov 18, 2020 at 4:00 PM
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your steps are fast ☺ and skippy
first csz tool is not an app to open
second can you make video to post in on YouTube
finally post a mod cs mod by yours i wanna play it
 
Nov 18, 2020 at 4:42 PM
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your steps are fast ☺ and skippy
first csz tool is not an app to open
second can you make video to post in on YouTube
finally post a mod cs mod by yours i wanna play it
my man, did you just make an account just to necropost?
 
Dec 10, 2020 at 9:21 PM
Moo~
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Asking any professional ASM hacker that may have been lurking about in these forums. I am trying to fix the <IMG command, because people want it to be included in TSC+ Improved, and I am still very bad at ASM.
I want to have it use up the PIXEL.bmp file instead of the Title.bmp file, and, this is for TSC+ Improved's sake, I'm also aiming to make it non-obstructive. The modified code is still very WIP, it will be placed in a different spot in a mod with TSC+ Improved patched into it, I'm just currently working with a vanilla mod to just make sure it all works. Issue is, however, with what I've done so far, the mod crashes when the Main Game Loop section is loaded (0x410400), and I don't know what I'm doing wrong because I'm still baby at ASM.

Here are the two files with the hack, if anyone's willing to help, please let me know.
<IMG Modified
Vanilla mod with <IMG
 
Dec 17, 2020 at 2:46 PM
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Hey all, remember me? probably not. Anyways, I am running into issues.
This is my code:
#101 (this is my starting event)
<KEY<HMC<FON0101:0300<ANP0101:0100:0000<FAI0004<WAI0100<FAO0001<SMC<TRA0003:0102:0011:0010
#102 (on map 0003)
<SOU0025<WAI0100<MNA<FAI0001
What's supposed to happen (I think)
"hide ui and quote, focus on a second quote I spawned in who is falling, fade in, wait for 100 ticks (showing quote falling), fade out, unhide quote, go to next map,
play a sound effect, wait, show the map name, fade in
What actually happens:
"Ui is shown for a fraction of a second while textbox noise plays, fade in, camera focuses on quote and cant keep up, Fade out,
Text box sound, sound effect, fade in with map name, textbox noise, fade in with map name, done

I have little to no experience with boosterslab and quit my last project becasue of it, now I am plagued with bugs that are hard to ignore but are quite harmless, however this time I want to actually make a streamlined game so anomalies like this are quite detrimental to my selfconfidence and I have no idea where they come from. Especially the textbox noise. can anyone help me? thank you in advance.
 
Dec 17, 2020 at 4:01 PM
Moo~
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You need to make the event numbers #0101 and #0102, not #101 and #102.
 
Dec 17, 2020 at 4:07 PM
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this was super specific, it worked... sort of.
I still hear text scrolling noise after the first of two fade ins that arent supposed to happen
EDIT: I added an <END tag after the second script and now it works like a charm, thanks for the help
 
Last edited:
Dec 17, 2020 at 4:18 PM
Moo~
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Hmm... 300 ticks is rather slow, don't you think? What you can do is set it to a lower amount of ticks, and then add in a <WAI0300.

Can you just show the event in-game? The fault is never on BL. There's also a good chance that you haven't set the starting event in the mod to #0101 in the Hackinator.
 
Dec 17, 2020 at 4:24 PM
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Hmm... 300 ticks is rather slow, don't you think? What you can do is set it to a lower amount of ticks, and then add in a <WAI0300.
what
edit: I think I did what you adviced me to do and the falling sequence is much better now, I am left confused
Can you just show the event in-game? The fault is never on BL. There's also a good chance that you haven't set the starting event in the mod to #0101 in the Hackinator.
cant be that bad right? I ran into issues like this last time so I erased every map I dont use from the game and make new ones as I go, much less confusing
 
Dec 17, 2020 at 4:36 PM
Moo~
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The amount of maps doesn't affect the TSC scripts you're writing :v
 
Dec 21, 2020 at 4:46 PM
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Hey how do I play the got item music? When cross referencing the cave story code, I see that the game plays the music with the code "0010" which has no title according to boosterslab and the txt file included, yet the game always seems to play it when opening chests and the like, restoring the music afterwards. Nothing seems to happen in my mod tho, how do I play the iconic jingle in my mod?
 
Dec 21, 2020 at 9:40 PM
whaaaaaaaaaaaat?!?
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did you include the <WAI afterwards? the script should look something like this: <CMU0010<WAI[i forgot how long]<RMU (resumes previously played track)
 
Dec 22, 2020 at 10:56 AM
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I Seem to have put <CMU0010 <RMU <WAI[something] in my code instead of
<CMU0010 <WAI <RMU
once again, bug fixing, the detective show where you are the detective, victim and murderer
 
Dec 22, 2020 at 12:57 PM
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Three birds, one stone...

Firstly: is there a travel range for entities like Last Cave bats or the green things from the Ballos boss or those wall-ignoring attacks of the doctor, or do they just go on forever?

Secondly: in case of hidden, not-so-obvious stuff, what do the sixteen NPC table flags and the sixteen entity flags do?
(As far as I can tell, the "Invulnerable" entity flag does nothing.)
 
Dec 22, 2020 at 4:59 PM
Moo~
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Secondly: in case of hidden, not-so-obvious stuff, what do the sixteen NPC table flags and the sixteen entity flags do?
(As far as I can tell, the "Invulnerable" entity flag does nothing.)
They're both mostly the same thing, really. Difference is however, the ones on the NPC Table affect all entities throughout the game, and the ones in the Entity Map Editor only affect them on an individual basis.
 
Jan 2, 2021 at 6:35 PM
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That's oddly specific. I'm sure you can make some simple change to do that, but I'm not aware of any pre-made hack that someone has put together that specifically makes Balfrog vulnerable while his mouth is closed.
 
Jan 4, 2021 at 3:45 AM
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I can't tell you specifically what you'd change, but I might be able to give you some pointers. 0x0079030 is the offset for the Balfrog AI. And the function for doing damage to the player is this, taken from the assembly compendium (except for correcting Noxid's spelling):
Code:
push damage
call 00419910 ; this will also hurt your exp, not separate functions.
add esp,4

That's where I would start with trying to figure out how to change that and other properties for Balfrog.
 
Jan 5, 2021 at 12:12 AM
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Well not exactly. You'd want to look in the Balfrog AI code and see if you can find it calling that damage function, and change the amount of damage being done (AKA the number that gets pushed onto the stack before it calls the function) to 1. Some amount of knowledge of how to use Ollydbg will be needed to do this.
 
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