May 21, 2009 at 11:53 PM
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I'm pretty sure that can be done very easily with an assembly hack, just find any NPC that spawns new NPC according to some sort of pattern. (possibly the thing that spawns butes in the Heavy Press fight) finding the function that spawns the NPC (also known and simply a matter of doing a search) and then changing the ID of the NPC that is spawned.
 
May 22, 2009 at 12:03 AM
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Heh..

dooey100 said:
I'm pretty sure that can be done very easily with an assembly hack, just find any NPC that spawns new NPC according to some sort of pattern. (possibly the thing that spawns butes in the Heavy Press fight) finding the function that spawns the NPC (also known and simply a matter of doing a search) and then changing the ID of the NPC that is spawned.
Oh yeah, I remember reading that, along with what you can do to weapons with a Hex Editor...
Heh, I'm afraid to touch Assembly, for some reason...
Could you give an idea of how hard it'd be to change something in Cave Story with an Assembler? :D
 
May 22, 2009 at 12:47 AM
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Look in the Un-Advanced hacking FAQ made by yours truly (with some help from lace)

Basically changing anything that is constant is dead simple, and but changing that actual behavior of a weapon is harder. For example, changing the speed of the polar star in my Weapon Hax took about a minute, but changing the blade into a boomerang (which is there, but unreleased as of yet) took a few hours.
 
May 22, 2009 at 12:54 AM
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Heh!

dooey100 said:
Look in the Un-Advanced hacking FAQ made by yours truly (with some help from lace)

Basically changing anything that is constant is dead simple, and but changing that actual behavior of a weapon is harder. For example, changing the speed of the polar star in my Weapon Hax took about a minute, but changing the blade into a boomerang (which is there, but unreleased as of yet) took a few hours.
Oh yes, Polar Star speed.
I just remembered, how difficult would it be to make the projectile so-and-so slow when it first spawns, but then gain more and more speed as it exists?
From the sound of "Constant", I'm thinking it'd be a bit difficult :D;
 
May 22, 2009 at 6:25 AM
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Hehe, the only trouble with that is that even the very basic stuff seems to go right over my head xD
 
May 22, 2009 at 9:34 PM
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Deterimination

Zephryl said:
Hehe, the only trouble with that is that even the very basic stuff seems to go right over my head xD
That's what easy stuff like Hex or Binary use to do to me.

The trick is getting your head around it.....
Once you do, it all clicks and instantly makes sense :D
 
May 24, 2009 at 2:57 PM
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Quck question, what event triggers the credits to play? I can't seem to decipher it...
 
May 25, 2009 at 1:36 AM
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Upaa said:
Quck question, what event triggers the credits to play? I can't seem to decipher it...

<CRE, I think.
 
May 25, 2009 at 2:59 AM
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DragonBoots said:
<CRE, I think.
Yeah, it's <CRE {CREdits}
Don't forget that you have to use the Credits.tsc to change the names and sprites that show up.
The little cut-scenes are controlled by regular scripting, though. Usually whatever comes after <CRE..
Best to look at how Pixel did it. It's all in the very first map, Null.
 
May 25, 2009 at 4:39 AM
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VoidMage_Lowell said:
Yeah, it's <CRE {CREdits}
Don't forget that you have to use the Credits.tsc to change the names and sprites that show up.
The little cut-scenes are controlled by regular scripting, though. Usually whatever comes after <CRE..
Best to look at how Pixel did it. It's all in the very first map, Null.

Oh, that's what Null is for.
 
May 25, 2009 at 4:59 AM
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Meh

DragonBoots said:
Oh, that's what Null is for.
Kinda, you don't NEED to use Null. Theoretically you could use any room you wanted.
It's just easier to copy Pixel ^.^;
 
May 25, 2009 at 5:59 AM
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VoidMage_Lowell said:
Kinda, you don't NEED to use Null. Theoretically you could use any room you wanted.
It's just easier to copy Pixel ^.^;

lol
>_>
 
May 25, 2009 at 6:09 PM
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I thought null was for the map screen.
 
May 25, 2009 at 11:07 PM
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Eh?

Lace said:
I thought null was for the map screen.
Map Screen? What do you mean by map? XD

If you look through it's script, it runs most of the credit's scripts...
{But, for like the cut-scenes during the credits, you're sent to completely different maps. But you're always sent back to Null}

I used Null for the credits in my mod, anyways....
 
May 25, 2009 at 11:17 PM
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if you press w (or q, don't remember) it launches a map. The background is map 0.
 
May 26, 2009 at 4:05 PM
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Hey guys, a question. Again.

How would I make a chest that contains the Machine Gun?

Once I've done this, the 'demo' for my 'mod', if you can call it that, is done.
 
May 26, 2009 at 10:03 PM
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Upaa said:
Hey guys, a question. Again.

How would I make a chest that contains the Machine Gun?

Once I've done this, the 'demo' for my 'mod', if you can call it that, is done.
Giving a player a Weapon's basically the same as giving them an item....Only, instead of <IT+ {ITem +}, you'd use <AM+ {ArMs +}.
Here's an example of how to give someone the weapon that's usually the Missile Launcher {Unless you changed it, like me XD}
Code:
<MSG<GIT0005<AM+0005:0010
<CMU0010Got the =Robotic Arm=!<WAI0160<NOD<RMU<CLR
<AM+0005 would give them the weapon, and the 0010 would start them off with 10 shots max. {Oh, I just realized that. Now I can lower it a bit... XD}
Changing the weapon is as simple as going to the ArmsItems.TSC and looking for the event number that matches the weapon you want to give.

{For example, the Missile Launcher's description is Event #1005, so remove the 1 {Because there's an item that uses 1005} and just use 0005}
Code:
#1004
<MSG<TUR- Star Caster -
Some weird gun that shoots...stars?
The only gun Khan was able to find...<WAI9999<END
#1005
<MSG<TUR- Robotic Arm -
Powerful energy weapon,
very limited ammo.<WAI9999<END
There you can see Event Numbers 1004 and 1005 {From the ArmsItems.TSC}, what use to be the Machine Gun and Missile Launcher {Oops for the spoiler, but I doubt I'll be actually calling the gun that...}
Anyways, if I wanted to give someone the Machine Gun {Star Caster, for me}, I'd use <AM+0004:0100. {That is, if you wanted them to have 100 shots, max.}

Did that make sense or did I lose you? XD
I'm a bit distracted right now....
 
May 27, 2009 at 11:40 AM
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Cool, thanks! I just need to add finishing touches now. Though I can't see myself editing the whole game anytime soon, so the demo could be all you get for a long time... just one more thing, is the title screen editable using SW?
 
May 27, 2009 at 12:21 PM
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no.
only through hacking.
soz.
 
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