Quick Modding/Hacking Answers Thread

Jul 19, 2010 at 6:22 PM
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adark said:
Okay. So that clears up removing the trigger instantly, but will I have to make every single spike appear using <SNP?

Set a whole bunch of entity 0 with an event say like 106 or whatever then use <CNP0106:0211:0000

Well i basically saved a holder.txt, copied Mimiga story in, copied Cave story in...

And then i ran your program.

PC to MAC
(Doukutsu.exe to Holder.txt)

Followed by:

MAC to PC
(Holder.txt to MimigaStory.exe)

When i edited the result on cave editor, it displayed my 5 or 6 maps, but gave errors when i tried to open them. And didnt have any of the original ones.

I'm begining to thinki simply cant use BGs in this hack now. Or worse, i have to start again.
Well, since the MapData is changed, it'll still be looking for the BG and Tilesets that were originally used, so it won't open unless those are in the data folder. As to why the originals didn't show up I don't know...
There's also a chance it didn't work :/
 
Jul 19, 2010 at 6:23 PM
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adark said:
Okay. So that clears up removing the trigger instantly, but will I have to make every single spike appear using <SNP?

You could always just set a bunch of entity 0's where you want the spikes to be, give them an event number like 300, and then use <CNP0300:XXXX:0000 to change them all to npc-type XXXX. Easier than using <SNP.
 
Jul 19, 2010 at 6:24 PM
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Jul 19, 2010 at 6:28 PM
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It's alright, i appreciate you tryign Noxid. I'll just have to choose between no new backgrounds or attempting to make a clone of my gameout of an original Cave story.
 
Jul 19, 2010 at 6:39 PM
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GAH! Now the spikes appear, AND stay appeared, but the sprites don't instantly show up.


Am I doing something wrong?

EDIT:

Here's the event that runs when the trigger is crossed:
#0199
<KEY<FL+3000<DNA0046<MS3<TUR!!!<QUA0100<SOU0071<FLA<WAI0010<FLA<SOU0072<WAI0010<FLA<CNP0300:0211:0002<CNP0301:0211:0003<CNP0302:0211:0000<CNP0303:0211:0001<SOU0071<NOD<CLR<MS3What the hell just happened?!<NOD
<END
 
Jul 19, 2010 at 6:41 PM
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Well if you're worried about losing ASM hacks, they're easy enough to move since the .exe is all the same. If you didn't bother to document them, then you can still probably do it by Binary-Copying the ENTIRE data segment of the .exe (401000 - 48b900)

Any graphics are still salvagable of course.
Maps might have to be remade but they aren't too hard. TSC files can be copied and renamed.
 
Jul 19, 2010 at 6:46 PM
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Righto. I'm going to attempt to recreate the game inside of an original. I owe it to myself not to take the easy way out now.
 
Jul 19, 2010 at 7:41 PM
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adark, try removing a few WAIs.
 
Jul 19, 2010 at 7:52 PM
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How would that make a difference?
 
Jul 19, 2010 at 8:52 PM
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Miles_Valentine said:
Mainly because, when you use the eyedropper, it switches automatically back to the previously used tool. It doesnt even do that in photoshop! WHo needs to use the eyedropper, then useit again immediately after? >.>
Uh, what if you click the wrong colour? :p But really, GIMP beats Paint here. You can use the eyedropper without even switching to it! More precisely, when you're using the paint tool, you can Ctrl-Click (I think it's Ctrl) to grab the colour you click on, then just continue painting.

adark said:
How do I edit Doukutsu.exe's Icon?
I'm pretty sure you had the right method when you were trying to do it. The only thing I can think of is to try a different resource editor, but maybe if you tell me exactly what you did and what happened I could give another suggestion.

Noxid said:
Maps might have to be remade but they aren't too hard. TSC files can be copied and renamed.
Uh, maps are files. Wouldn't it be possible just to copy the altered files into an existing Cave Story data folder? I suppose you'd have to make sure that they are replacing maps of the same dimension or something though.
 
Jul 19, 2010 at 9:04 PM
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Well what i did was i made copies of the clock room and renamed them "ClockCastle", "ClockMado" and so on.

Upon saving it generated 3 files per copy. a PXE, a PXM and a TSC. At this point i deleted these three files, transferred the files from my other folder and renamed them accordingly. Cave editor loads them straight back in as if nothign ever happened. (Although obviously you need to switch tilesets etc.

But it saved my ass a lot of work.
 
Jul 19, 2010 at 9:40 PM
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@Celtic Minstrel:

Here's EXACTLY what I do:

1)open Paint.NET
2)Size Canvas to 16x16 pixels
3)Make image
4)Save as "Icon.ico"
5)Open Resource Hacker
6)Load "The Island.exe" (My mod)
7)Go to the "Icon" folder.
8)Select the larger one and right click
9)Choose "Replace Resource"
10)Click the "Open file to replace with" button.
11)Select "Icon.ico"

After that I get the "Out of Memory" error.
 
Jul 19, 2010 at 9:52 PM
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adark said:
@Celtic Minstrel:

Here's EXACTLY what I do:

1)open Paint.NET
2)Size Canvas to 16x16 pixels
3)Make image
4)Save as "Icon.ico"
5)Open Resource Hacker
6)Load "The Island.exe" (My mod)
7)Go to the "Icon" folder.
8)Select the larger one and right click
9)Choose "Replace Resource"
10)Click the "Open file to replace with" button.
11)Select "Icon.ico"

After that I get the "Out of Memory" error.

Ohhhh I remember this.

I had somewhat of a similar issue for awhile while I was trying to replace the icon: The issue is simply that Paint.NET is not saving it as a proper windows icon file, and probably isn't capable of it. You'll need a different program (I had to get one of those ones that was actually a trial, although maybe GIMP or some other program can save ico files properly).
 
Jul 19, 2010 at 10:54 PM
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I'll try that.

Now, why don't any of the spike sprikes appear in my mod when the "Entity 0's are changed into Entity 211's?
 
Jul 19, 2010 at 11:29 PM
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adark said:
I'll try that.

Now, why don't any of the spike sprikes appear in my mod when the "Entity 0's are changed into Entity 211's?

It'll be easier for us to tell you what you are doing wrong if you give us a copy of the mod with the specific problem.
 
Jul 20, 2010 at 12:05 AM
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adark said:
http://www.mediafire.com/?9d98avn7rwfz7ov


Please be aware of the crappy-ness of this mod.

The problem is in the Weapon Storage room.

EDIT: GIMP saves Icon files properly.

The direction that the small spikes face is based on what Event # it has.

0 = facing left
1 = facing up
etc.

If you set the event # to 300 or something, the game doesn't recognize the direction of the spikes, and so the spikes will be invisible.

Small spikes don't lend themselves well to <CNP.

You could try something like this though:

<CNP0001:0211:0000 (this causes all upward spikes to appear.)
 
Jul 20, 2010 at 12:11 AM
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Well. That sucks.

EDIT: Works, but some random areas also got turned into spikes.
EDIT EDIT: Now I know that those areas are all near the door, and all face the left, meaning that several entity 0's are create when I enter the map. ****
 
Jul 20, 2010 at 1:49 AM
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adark said:
I'll try that.

Now, why don't any of the spike sprikes appear in my mod when the "Entity 0's are changed into Entity 211's?

Better leave the entity number alone, unless you want to use flags with it. But in that case...
 
Jul 20, 2010 at 1:59 AM
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WoodenRat said:
Better leave the entity number alone, unless you want to use flags with it. But in that case...

I'm f!cked.
 
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