I should probably clear that up, no code is required to work on the scripts for Cave Story (this isn't Game Maker, lol). Instead, you just have to use text script commands (or TSC), in order to set up event flags and actions.(can't make a game without code after all)
To put it simply, vanilla modding is a lot of working with a bunch of pre-programmed entities and commands, entities will (often) behave the way they should when put in the map and tsc commands run whatever they are made to do when their events are called (which is usually done through setting event ids and other flags such as interactible on entities).Actually I use Booster's Lab, should have clarified that. I know how to access the scripts/entities but not how to program them properly.
It works fine on mine, maybe yours is broken?In BL, the options to change tileset, npc and background prefixes don't work, it is just a placeholder?
Problem is putting these commands in the right order, and figuring out what they actually do. I won't be using assembly hacks because I'm starting out and I don't have the skill for it yet.I should probably clear that up, no code is required to work on the scripts for Cave Story (this isn't Game Maker, lol). Instead, you just have to use text script commands (or TSC), in order to set up event flags and actions.
However, if you want custom TSC, custom entities, HUD changes, or anything over the top, you can open up the executable through OllyDbg and apply assembly hacks in x86 (or if you're using CSE2 and you have knowledge in the C language, then you actually do have to code new files through MinGW).
Okay, so it's not as difficult as first thought. It's just a matter of understanding what these commands/entities actually do and them implementing them. Then I also have to learn how flags work. I'd be sure to ask you Mint (and you'll even be credited in the mod's ReadMe file).To put it simply, vanilla modding is a lot of working with a bunch of pre-programmed entities and commands, entities will (often) behave the way they should when put in the map and tsc commands run whatever they are made to do when their events are called (which is usually done through setting event ids and other flags such as interactible on entities).
If you need a more detailed explanation and help getting into it feel free to ask me i guess, i like explaining this kinda stuff.
Doesn't BL tell you all that, though?figuring out what they actually do.
I'm using the version 0.5.1.1 No JRE, which one do you use?It works fine on mine, maybe yours is broken?
Ok, I'll try not to mess with this stuff anymore, I don't need it that much.Those options have had dubious functionality since post-0.5.0.0. (i.e. have been broken for fucking ages) I'd suggest trying to edit them in 0.5.0.0 and seeing if they function correctly there. Also, do you really need to modify them? It might be a pain in the arse.
That said, I've never used the option myself, so it may be that you have to change the values in the exe manually ...
Essentially: Experiment to see what versions work and how they work.
Aka when will Noxid or Leo ever fix their shit? Broken tutorial guides if you're on w7, executable corruption if you delete all rooms, etc.Those options have had dubious functionality since post-0.5.0.0. (i.e. have been broken for fucking ages)
They're for those meteors the Undead Core spits outAnother thing, where the orange smoke in NpcSym is loaded? Super missiles launcher I guess?
But those aren't loaded in NpcAlmo2?They're for those meteors the Undead Core spits out
Are they? What bitmap does npc.tbl say the entity reads the sprites from?But those aren't loaded in NpcAlmo2?
Then why the other smoke in NpcSym?NPC spritesheet 2, which is NpcAlmo2.
Thank You.Super Missile explosions.
Well, auto-charge is the solution then. ThanksOnly the missile launchers.
Interesting, thanks for the answer, and the code.This checks every weapon slot for weapons ID 5 and 10 (the Missile Launcher and the Super Missile Launcher). If it cannot find any, it immediately ends the function and returns false (which is used to tell the game to spawn XP instead, kinda debunking the myth that missile pickups replace health pickup spawns), otherwise it spawns the missiles and returns true.
It works on Machine Gun, and surprisingly the Spur. Equipping the Turbocharge with the Spur makes it charge up just a little bit faster.Interesting, thanks for the answer, and the code.
Now, when you have the turbocharge equipped it will work for any gun or just the machine gun?
(Or any gun with auto charging?)