May 19, 2010 at 1:58 AM
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WITHOUT ASSEMBLY, I SAID.
Should I just <CNP it from a #0 entity?
 
May 19, 2010 at 2:01 AM
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sixtyseconds said:
WITHOUT ASSEMBLY, I SAID.
Should I just <CNP it from a #0 entity?

That isn't even assembly. That basic TSC scripts he be talking about.
 
May 19, 2010 at 2:04 AM
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Don't even look like asm, really.
:/

lol
 
May 19, 2010 at 2:08 AM
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Sorry I can't <ANP
I don't know how to use the 3rd argument :p
<ANP[event]:[sprite]:[????]
 
May 19, 2010 at 2:21 AM
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DIRECTION



You want him to face left or right, Dunno what up or down would do.
 
May 19, 2010 at 2:45 AM
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Set it as 0000.
 
May 19, 2010 at 11:52 AM
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sixtyseconds said:
Sorry I can't <ANP
I don't know how to use the 3rd argument :(
<ANP[event]:[sprite]:[????]

umm, flag details? direction?
 
May 19, 2010 at 3:36 PM
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It's flag details for <CNP. But thanks.

What instance in the Main Artery is responsible for the zero-gravity?
 
May 19, 2010 at 3:42 PM
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sixtyseconds said:
It's flag details for <CNP. But thanks.

What instance in the Main Artery is responsible for the zero-gravity?

<UNI0001
It's a TSC command.
Also, <UNI0002 locks your movment but allows you to still fire.
 
May 19, 2010 at 3:45 PM
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DragonBoots said:
<UNI0001
It's a TSC command.
Also, <UNI0002 locks your movment but allows you to still fire.

EPIC! NOW I CAN USE IT!

Thank you!

One more question: <MYD0003 makes the character look away from you, but how do you make the character look up? <MYD0001 only points the weapon up.
 
May 22, 2010 at 9:34 PM
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I've already posted this, but this thread is more appropriate for it.
How add standalone .ORG files to Cave Story? I want to use "People of the Root" for my mod, but don't know how.
 
May 22, 2010 at 9:40 PM
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sixtyseconds said:
I've already posted this, but this thread is more appropriate for it.
How add standalone .ORG files to Cave Story? I want to use "People of the Root" for my mod, but don't know how.

Get resource hacker. Open cavestory with it, then open the folder named "ORG." In it are the ORG files for cavestory. Open the folder of the song you want to replace, then right click on the gear saying 1041, then select "replace resource." choose the new org you want, the put ORG into "file type," ignore "file language," and give the ORG the EXACT name of the previously replaced ORG (always in caps). Then save your hack and voila! You should have two files in your mod folder (Mimiga Army and Mimiga Army original)!
 
May 22, 2010 at 9:43 PM
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cultr1 said:
Get resource hacker. Open cavestory with it, then open the folder named "ORG." In it are the ORG files for cavestory. Open the folder of the song you want to replace, then right click on the gear saying 1041, then select "replace resource." choose the new org you want, the put ORG into "file type," ignore "file language," and give the ORG the EXACT name of the previously replaced ORG (always in caps). Then save your hack and voila! You should have two files in your mod folder (Mimiga Army and Mimiga Army original)!

Which folder should I use?

And where do I get resource hacker?

GIR, could you PM me People of the Root?

I didn't think this through... D:
 
May 22, 2010 at 9:58 PM
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sixtyseconds said:
Which folder should I use?

And where do I get resource hacker?

GIR, could you PM me People of the Root?

I didn't think this through... D:

http://www.mediafire.com/?fgummyxvcmm

Here's all the beta orgs, more or less with their titles ran through a translator. "People of the root" is the one called "Residents found vein", since the org's title is "葉脈み住人" whereas the song's mp3 title is "葉脈の住人", which changes the meaning a bit. The mp3 title could be translated as "Residents of the vein", but that's mostly since google translate likes to translate "leaf" and "pulse" as vein, and wants to make the second part a verb.

Oh, and you can find resource hacker here.
 
May 22, 2010 at 10:09 PM
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Thank you so much. You are awesome.
*genuflects*
 
May 30, 2010 at 4:18 AM
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Just a quick question about weapon IDs.
Here is what I have so far:
1: Snake Lvl. 1
2: Snake Lvl. 2
3: Snake Lvl. 3
4: Polar Star Lvl. 1
5: Polar Star Lvl. 2
6: Polar Star Lvl. 3
7: Fireball Lvl. 1
8: Fireball Lvl. 2
9: Fireball Lvl. 3
10: Explosion, Super Missile Launcher lvl. 1
11: Explosion, Super Missile Launcher lvl. 2
12: Explosion, Super Missile Launcher lvl. 3 (?)
13: Bubbler Lvl. 1
14: Bubbler Lvl. 2
15: Bubbler Lvl. 3 Bubble
16: Bubbler Lvl. 3 Shot
17: Blade Lvl. 3 Slash (Down Right)

But when I tested 18, no shot appeared, but anything that was standing near (directly on top of) me would be given 118 damage.

Also, the compiled list lacks quite a few bullets.
So, to conclude, I'm just requesting a list of the remaining bullet IDs, and perhaps an explanation of number 18.
 
May 30, 2010 at 5:00 AM
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Oh my god, I am a total idiot: Forgot to convert to hex.
Wow....
I fail at life.
Still requesting the list, but I'll probably have finished testing by the time anyone responds.

*Sigh*

Sorry about that.
 
May 30, 2010 at 6:07 AM
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Landonpeanut said:
So, to conclude, I'm just requesting a list of the remaining bullet IDs, and perhaps an explanation of number 18.

I don't know if it's 18, but there is a bullet that is created when the spikes in the egg corridor drop. This bullet does about 127 damage, I think.
 
May 30, 2010 at 6:11 AM
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That would explain it.

But doesn't the falling spike only hurt you, not the enemies?
 
May 30, 2010 at 6:25 AM
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Landonpeanut said:
That would explain it.

But doesn't the falling spike only hurt you, not the enemies?

The big one can kill things, it's only really effective against the undead dragons though.
 
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