Dec 11, 2010 at 1:36 AM
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I can't figure out how to make music that sounds good in Orgamaya at all. I know how to work the program, I just can't make music. Are there any tutorialsor anything?
 
Dec 11, 2010 at 1:48 AM
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Schilcote said:
I can't figure out how to make music that sounds good in Orgamaya at all. I know how to work the program, I just can't make music. Are there any tutorialsor anything?

It sounds more like you need a tutorial on basic composition (which would include musical theory) rather than one specific for orgmaker.

There are no tutorials on this site that I know of.
 
Dec 11, 2010 at 2:23 AM
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Schilcote said:
I can't figure out how to make music that sounds good in Orgamaya at all. I know how to work the program, I just can't make music. Are there any tutorialsor anything?

Notes that are placed randomly together will create dissonant junk instead of music. Before diving into a composition lesson, here's some actual music theory that you'll need (as mentioned before by GIR):

http://www.musictheory.net/lessons

Watching piano tutorials on Youtube also gives you some useful theory info. Search around the net for more stuff.
 
Dec 12, 2010 at 1:37 AM
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Hey, does anyone know any of the animations for entity 192: Scooter? It's not listed in the ANP guide.
 
Dec 12, 2010 at 3:21 AM
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Not off the top of my head, I'd just go look at whatever Pixel uses in his scripts. The only other way to find out is to look at the ASM, but I dont waaanaa :awesomeface:
 
Dec 12, 2010 at 8:57 AM
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Generally you should be able to find the <ANP values for undocumented entities between 0000 and 0010. Multiples of 5 and 10 are also good bets, if it comes to that.
 
Dec 13, 2010 at 8:21 AM
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jed37 said:
Hey, does anyone know any of the animations for entity 192: Scooter? It's not listed in the ANP guide.

0010: Makes the scooter boost?

Anyway, I have a question myself. I set an enemy with the flag "Appears when Flag ID is set", and I give it an entity ID and everything. But when I put in the script FL+(entity ID), the entity doesn't show up. Why?
 
Dec 13, 2010 at 8:32 AM
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Hey guys! I'm just taking my first few steps into the brave new world of CS assembly, and I was just thinking it would be really useful if I had a quick way to convert between the assembly instruction format and the hex code, like viewing the NPC EXE data in CaveEditor, but with editable boxes, two conversion buttons and a box for the hex code on a single line. I've tried searching for x86 assemblers/disassemblers, but they all seem to be either very complex to use or for linux. CaveEditor manages to do it in a few KBs. Ideas?
 
Dec 13, 2010 at 8:45 AM
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Best thing I can recommend is OllyDbg, which is what I use.
 
Dec 13, 2010 at 2:28 PM
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Shadow Major said:
0010: Makes the scooter boost?

Anyway, I have a question myself. I set an enemy with the flag "Appears when Flag ID is set", and I give it an entity ID and everything. But when I put in the script FL+(entity ID), the entity doesn't show up. Why?

If you're trying to make the entities appear in the middle of the game play, then you ned to use a CNP commands to change them from 0000. if your having it happen between maps, then thers is a possibility that you have used the flag somewhere else iin your mod.
 
Dec 13, 2010 at 10:09 PM
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GIRakaCHEEZER said:
Best thing I can recommend is OllyDbg, which is what I use.

Thanks, just what I was looking for!
If anyone was as confused as I was, you need to go to View>File to see the actual code.
 
Dec 15, 2010 at 7:57 AM
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HyMyNameIsMatt said:
If you're trying to make the entities appear in the middle of the game play, then you ned to use a CNP commands to change them from 0000.

Change them from 0000?
 
Dec 15, 2010 at 3:26 PM
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Have them start as type 0000, and then use <CNP to change them from 0000 to whatever you want. Entities of type 0000 are "null entities" which have no sprite or behavior.
 
Dec 15, 2010 at 3:47 PM
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You have to use <CNP AND <FL+ to make it work. CNP makes it appear there at the same time you're in the map. FL+ makes it so that it stays that way. Of course, if you just want it to appear once, you don't need the "Appears once flag ID is set" thing. Just use CNP. (I hope I explained this well enough)
 
Dec 15, 2010 at 10:43 PM
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Thanks, guys, everything is crystal clear to me now :rolleyes:
 
Dec 16, 2010 at 5:57 PM
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I gave my character the Mimiga Mask but I can't equip it. Is there a flag I need to set?
 
Dec 16, 2010 at 6:04 PM
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You need to use <EQ+0064 to equip it. The item itself doesn't do it, it's the EQ+ that does it.
 
Dec 16, 2010 at 6:12 PM
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Ollie said:
You need to use <EQ+0064 to equip it. The item itself doesn't do it, it's the EQ+ that does it.

Thanks, that did it.
 
Dec 16, 2010 at 6:40 PM
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Where's the sprite for when the sword is thrown? I looked through all of the sprite sheets and didn't see it.
 
Dec 16, 2010 at 8:18 PM
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Should be data/bullet.pbm
 
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