Problem:
Player does not appear on map until reloading game
Details:
The mod uses the TSC+ hack (and IMG/PHYS add-ons), and after the cutscene (following the PHYS stuff), the player... just isn't there.
Thought they were out-of-bounds so I added the Map System equip flag, but turns out they are at the starting point where they should be, just hidden... and SMC doesn't reveal them.
I even used TRA, to no avail.
So far, the only way to actually go on as normal is to reload (there's an "autosave" in the script at the start of the mod that I copied from one of the mods I've worked on in the past, but that didn't cause any issue in that mod).
I was wondering, is there anything that can be done, other than using LDP and an H/V trigger for part of the cutscene?
I'll try, but my mobile device imposes a character limit. -_-
So I'll have to shorten it (by a lot), at least until I can find a way around that.
Code:
#0200
<KEY
<PHY0000:0812 (etc.)
<PHY0016:0000<FL+0500
<MS2<TUR
text<WAI0040<CLO<MS2<TUR
more text, etc.<WAI0040<CLO<MSG<TURDo you wish to shorten (or even skip) cutscenes?
(alt+0134)<YNJ0201<FL+0432<EVE0201
(events 0201 to 0207 are more YNJ questions like "more save points?" or "disable optional areas?")
#0208
<CLO<MS2<TURDone.
Autosaving.<WAI0080<CMU0008<SVP<CLRAutosave complete.
Press any key to continue.<NOD<CLO
<FL+0431<EQ+0002<TRA0013:0210:0030:0024
#0210
<KEY<FAI0004<SMC<FLJ0432:0211<IMGJil1<MSG
some dialogue<NOD<CLO<IMG0000<END
#0211
<KEY<IMGJil1<MSG
...? Where am I?<NOD<CLO<IMG0000<END
What's the most recent version of Resource Hacker that's needed to replace ORGs and such?
(As I understand it, using the latest versions would be unwise?)
What's the most recent version of Resource Hacker that's needed to replace ORGs and such?
(As I understand it, using the latest versions would be unwise?)
Removed one, tested it, player is invisible and uncontrollable until reload.
Tried the other way around, same issue.
Removed both flag and equip flag, no change.
Since I can now post from a PC (rather than a lousy mobile device), I might as well post the full script from the starting map.
Code:
#0090
<MNA<CMU0008<FAI0000<END
#0091
<KEY<MYB0002<WAI0002<PRI<MNA<CMU0008<FAI0001<END
#0092
<MNA<CMU0008<FAI0002<END
#0093
<MNA<CMU0008<FAI0003<END
#0094
<MNA<CMU0008<FAI0004<END
#0100
<PRI<FAO0003<MYD0002<TRA0014:0093:0026:0001
#0101
<PRI<FAO0002<TRA0019:0092:0001:0061
#0200
<KEY
<PHY0000:0812<PHY0001:1535<PHY0002:0080<PHY0003:0032
<PHY0004:0085<PHY0005:0032<PHY0006:0051<PHY0007:1280
<PHY0008:0406<PHY0009:0483<PHY0010:0060<PHY0011:0012
<PHY0012:0072<PHY0013:0072<PHY0014:0025<PHY0015:0720
<PHY0016:0000<FL+0500
<MS2<TUR[ ]
Initializing physics<WAI0040<CLO<MS2<TUR[| ]
Initializing water physics<WAI0040<CLO<MS2<TUR[|| ]
Initializing graphics<WAI0120<CLO<MS2<TUR[||| ]
Initializing sound<WAI0120<CLO<MS2<TUR[|||| ]
Loading ORG files<WAI0080<CMU0040<CLO<MS2<TUR[||||| ]
Loading weapon data<WAI0040<CLO<MS2<TUR[|||||| ]
Loading inventory data<WAI0080<CLO<MS2<TUR[||||||| ]
Feeding flower dragons<WAI0080<CLO<MS2<TUR[|||||||| ]
Scanning for viruses<WAI0160<CLO<MS2<TUR[||||||||| ]
Loading character data<WAI0040<CLO<MS2<TUR[|||||||||| ]
Revving it up<WAI0080<CLO<MS2<TUR[||||||||||| ]
Loading map data<WAI0160<CLO<MS2<TUR[||||||||||||]
Done. Initializing questions.
Press any key to continue.<NOD<CLRWARNING! Once most options have been
set, they can never again be changed
from the Hub area. (Press any key.)<NOD<CLRThese questions will be marked with a
dagger (†). Careful not to hurt yourself
with it.<NOD<CLO<MSG<TURDo you wish to shorten (or even skip)
cutscenes?
(†)<YNJ0201<FL+0432<EVE0201
#0201
<KEY<MSG<TURDo you wish to have more save points?
(†)<YNJ0202<FL+0433<EVE0202
#0202
<KEY<MSG<TURShould NPCs repeat the same things over
and over, with no new text?<YNJ0203<FL+0444<EVE0203
#0203
<KEY<MSG<TURDo you want to restrict items to only
mandatory items? (These will be marked
with a sparkle near the chest.)<YNJ0204<FL+0445<EVE0204
#0204
<KEY<MSG<TUR
Simplify the Hub area?<YNJ0205<FL+0446<EVE0205
#0205
<KEY<MSG<TUR
Disable optional areas?<YNJ0206<FL+0447<EVE0206
#0206
<KEY<MSG<TURPlay on Easy Mode?
(+10 starting HP, and infinite ammo and
mana for ALL weapons and spells.)<YNJ0207<FL+0448<ML+0010<EVE0207
#0207
<KEY<MSG<TURDisplay warning signs in boss rooms?
(†)<YNJ0208<FL+0449<EVE0208
#0208
<CLO<CMU0000<MS2<TURDone.
Autosaving.<WAI0080<CMU0008<SVP<CLRAutosave complete.
Press any key to continue.<NOD<CLO
<FL+0431<EQ+0002<TRA0013:0210:0030:0024
#0210
<KEY<FAI0004<SMC<FLJ0432:0211<IMGJil1<MSGMmmph…
Hm?<NOD
Where am I?
Is this… a dream?<NOD<CLR
......<NOD<CLRDon't have amnesia… I mean, my
name's Jillian Percival, age
19.<NOD I'm human, and the chosen
wielder of the legendary sword
Ritesoa, back home.<NOD<CLRBut I see it's not with me. I
think I should… maybe get out
of this dump…?<NOD<CLO<IMG0000<END
| | |
#0211
<KEY<IMGJil1<MSG
…? Where am I?<NOD<CLO<IMG0000<END
| | |
#1000
<END
The only ASM hacks applied to the mod in question would be the "errors" one (that translates the errors into English) and the TSC+ with the PHYS and TIMG add-ons.
(I removed a <LDP from the script that was placed before the <TRA event; at the time, that's the only work-around I could think of.)
Or… is it possibly a side-effect from having like 181 maps in the executable (despite only 128 being usable from what I could tell by testing)?
Thanks; it seems version 4.2.5 works, but it always helps to have an older version just in case. =P
Removed one, tested it, player is invisible and uncontrollable until reload.
Tried the other way around, same issue.
Removed both flag and equip flag, no change.
Since I can now post from a PC (rather than a lousy mobile device), I might as well post the full script from the starting map.
Code:
#0090
<MNA<CMU0008<FAI0000<END
#0091
<KEY<MYB0002<WAI0002<PRI<MNA<CMU0008<FAI0001<END
#0092
<MNA<CMU0008<FAI0002<END
#0093
<MNA<CMU0008<FAI0003<END
#0094
<MNA<CMU0008<FAI0004<END
#0100
<PRI<FAO0003<MYD0002<TRA0014:0093:0026:0001
#0101
<PRI<FAO0002<TRA0019:0092:0001:0061
#0200
<KEY
<PHY0000:0812<PHY0001:1535<PHY0002:0080<PHY0003:0032
<PHY0004:0085<PHY0005:0032<PHY0006:0051<PHY0007:1280
<PHY0008:0406<PHY0009:0483<PHY0010:0060<PHY0011:0012
<PHY0012:0072<PHY0013:0072<PHY0014:0025<PHY0015:0720
<PHY0016:0000<FL+0500
<MS2<TUR[ ]
Initializing physics<WAI0040<CLO<MS2<TUR[| ]
Initializing water physics<WAI0040<CLO<MS2<TUR[|| ]
Initializing graphics<WAI0120<CLO<MS2<TUR[||| ]
Initializing sound<WAI0120<CLO<MS2<TUR[|||| ]
Loading ORG files<WAI0080<CMU0040<CLO<MS2<TUR[||||| ]
Loading weapon data<WAI0040<CLO<MS2<TUR[|||||| ]
Loading inventory data<WAI0080<CLO<MS2<TUR[||||||| ]
Feeding flower dragons<WAI0080<CLO<MS2<TUR[|||||||| ]
Scanning for viruses<WAI0160<CLO<MS2<TUR[||||||||| ]
Loading character data<WAI0040<CLO<MS2<TUR[|||||||||| ]
Revving it up<WAI0080<CLO<MS2<TUR[||||||||||| ]
Loading map data<WAI0160<CLO<MS2<TUR[||||||||||||]
Done. Initializing questions.
Press any key to continue.<NOD<CLRWARNING! Once most options have been
set, they can never again be changed
from the Hub area. (Press any key.)<NOD<CLRThese questions will be marked with a
dagger (†). Careful not to hurt yourself
with it.<NOD<CLO<MSG<TURDo you wish to shorten (or even skip)
cutscenes?
(†)<YNJ0201<FL+0432<EVE0201
#0201
<KEY<MSG<TURDo you wish to have more save points?
(†)<YNJ0202<FL+0433<EVE0202
#0202
<KEY<MSG<TURShould NPCs repeat the same things over
and over, with no new text?<YNJ0203<FL+0444<EVE0203
#0203
<KEY<MSG<TURDo you want to restrict items to only
mandatory items? (These will be marked
with a sparkle near the chest.)<YNJ0204<FL+0445<EVE0204
#0204
<KEY<MSG<TUR
Simplify the Hub area?<YNJ0205<FL+0446<EVE0205
#0205
<KEY<MSG<TUR
Disable optional areas?<YNJ0206<FL+0447<EVE0206
#0206
<KEY<MSG<TURPlay on Easy Mode?
(+10 starting HP, and infinite ammo and
mana for ALL weapons and spells.)<YNJ0207<FL+0448<ML+0010<EVE0207
#0207
<KEY<MSG<TURDisplay warning signs in boss rooms?
(†)<YNJ0208<FL+0449<EVE0208
#0208
<CLO<CMU0000<MS2<TURDone.
Autosaving.<WAI0080<CMU0008<SVP<CLRAutosave complete.
Press any key to continue.<NOD<CLO
<FL+0431<EQ+0002<TRA0013:0210:0030:0024
#0210
<KEY<FAI0004<SMC<FLJ0432:0211<IMGJil1<MSGMmmph…
Hm?<NOD
Where am I?
Is this… a dream?<NOD<CLR
......<NOD<CLRDon't have amnesia… I mean, my
name's Jillian Percival, age
19.<NOD I'm human, and the chosen
wielder of the legendary sword
Ritesoa, back home.<NOD<CLRBut I see it's not with me. I
think I should… maybe get out
of this dump…?<NOD<CLO<IMG0000<END
| | |
#0211
<KEY<IMGJil1<MSG
…? Where am I?<NOD<CLO<IMG0000<END
| | |
#1000
<END
The only ASM hacks applied to the mod in question would be the "errors" one (that translates the errors into English) and the TSC+ with the PHYS and TIMG add-ons.
(I removed a <LDP from the script that was placed before the <TRA event; at the time, that's the only work-around I could think of.)
Or… is it possibly a side-effect from having like 181 maps in the executable (despite only 128 being usable from what I could tell by testing)?
How to make myself look hopeless: I'll ask an ASM question in this thread! Cuz I ain't getting help in the CSMC, and I'm all out of options.
So I'm trying to modify my <BLO command to have an argument so it can read off an npc's event number, turning it to <BLOXXXX. However, even with looking at my ASM notes and even looking off of commands by Thomas Xin or Cyber for reference to see what I'm doing right, and what I'm doing wrong, I still can't figure out why the command just won't work with the added argument. Help would be appreciated, thanks.
I pray that anyone still checks these forums because for a while now I've been having an issue where making a map using Layered mode to build separate layers of tiles with Booster's Lab will cause the map to be entirely empty in-game. Unfortunately, no amount of googling has helped so uhhhh anyone got any idea? This happens on so far all three different computers I try it on, by the way.
My memory may be a bit fuzzy, but I think that the tile layer feature in Booster's Lab was intended specifically for either a special customized engine that Noxid made for his now abandoned mod, or it was specifically for an assembly hack. If you're working with a copy of Cave Story that doesn't have said hack or isn't Noxid's custom engine, then that might be the problem.
I feel it has to do with the tiles used for Treasure Islands, which uses ASM. The layered tiles hack for it was never publicly distributed, tho. Unless anyone decides to reverse engineer it... Uh, I know someone's made it work with CSE2, but no distribution allowed. Unless someone did a thing on D-RS?
My memory may be a bit fuzzy, but I think that the tile layer feature in Booster's Lab was intended specifically for either a special customized engine that Noxid made for his now abandoned mod, or it was specifically for an assembly hack. If you're working with a copy of Cave Story that doesn't have said hack or isn't Noxid's custom engine, then that might be the problem.
I'd be glad to use even two layers, but the classic mode of Booster's Lab just greys out all layer buttons. I only get one to work with which makes it hard to design maps is what I mean.
Sorry if I'm being confusing, I'm still pretty new to this. I tried CaveEditor but I can't find anything to change layers, plus It's a bit hard to use. Am I missing something, or am I just not going to be able to edit more than one layer, or? Sorry again.
Both use the same layout, foreground and background. You just gotta change the tile's attributes by right clicking them in the tileset.
EDIT: The visible layers should look like this on classic. If all else fails, you may, have to download an older version of Booster's Lab. Because v511 sucks ass.
Both use the same layout, foreground and background. You just gotta change the tile's attributes by right clicking them in the tileset.
The visible layers should look like this on classic. If all else fails, you may, have to download an older version of Booster's Lab. Because v511 sucks ass.
EDIT:
OH sorry, somehow I was convinced it was normally possible to put a background behind a tile, on further inspection I see nothing of the sort in the vanilla maps, so sorry aaaa
This is what I was trying to say but yea that doesn't exist, I'm just being dumb lol oof
For the record, layers in CSE2 has been a solved problem for a while now (you can follow either the normal instructions, or the 16 bit tileset instructions to add it to your copy), and the same code has been ported to freeware via a dll earlier this year.
Layers have been implemented in d-rs before (see: CS Encore), but they aren't in the main branch yet, so you're on your own to transfer the CSE2 instructions over.