Quick Modding/Hacking Answers Thread

Jan 4, 2011 at 2:46 PM
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Shadow Major said:
I hadn't thought of it being illegal. If so, then I'm changing my mind. It's just that I've seen other people's names on their mods instead of "Studio Pixel".
Anyway, while I'm here, I guess I'll ask my question. How do you change sound effects?

You can move it around to somewhere better on the title screen, but complete removal is a no go.
 
Jan 4, 2011 at 6:12 PM
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Was my post deleted?
 
Jan 6, 2011 at 9:28 AM
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Okay, this is getting annoying now.
In my mod, you have a boss fight with Omega. He's not called Omega, but I'll say Omega for now. I have changed the tileset to "Almo". And so when you fight this "Omega" boss fight, if you look to the left far enough, you can see the Core (or at least those little things that float around it) moving around nearby. How on earth do I stop this? Does it have something to do with the tileset being changed to "Almo"?
 
Jan 6, 2011 at 12:31 PM
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Shouldn't be possible (aren't they a child entity to the core body?) but there's an easy enough way to test your theory - just change the name of the tileset to PrtDnomla or PrtFFFFFFF or whatever you feel like and then update the .exe with CaveEdtitor, to see if they stick around.
 
Jan 7, 2011 at 8:03 AM
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Noxid said:
Shouldn't be possible (aren't they a child entity to the core body?) but there's an easy enough way to test your theory - just change the name of the tileset to PrtDnomla or PrtFFFFFFF or whatever you feel like and then update the .exe with CaveEdtitor, to see if they stick around.

Just comes up with an error message :(.
 
Jan 7, 2011 at 2:14 PM
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Did you remember to chance the name of the tileset in CE as well..? >.>
 
Jan 8, 2011 at 3:42 AM
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Shadow Major said:
Just comes up with an error message :(.

If you make a new tileset, make sure you set the tile properties using the Tileset Editor (like solid, water, shootable block, etc for every block). If you don't, it'll probably crash when you reach the map in-game.
 
Jan 9, 2011 at 2:04 AM
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Noxid said:
Did you remember to chance the name of the tileset in CE as well..? >.>

Chance it?
 
Jan 9, 2011 at 2:09 AM
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Jan 9, 2011 at 2:13 AM
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Jan 9, 2011 at 4:59 PM
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<CMP is permanent right?
 
Jan 9, 2011 at 5:02 PM
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No, it changes back when you save and load or when you leave the map.
 
Jan 9, 2011 at 6:45 PM
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Yeah <CMP would have to edit the physical stage codes for it to be permanent.
It is possible to use flag checks to <CMP before the fade-in, giving the impression of permanent change.
Also you could just make a different map if the changes are significant.
 
Jan 10, 2011 at 2:32 AM
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Back to the Core fight water effect.
In the code I can't seem to find anything that tests collision with the moving water, or even starts the underwater timer. The onlt CALLs that are even there are for the random number generator (entity 191) and for the render map background, which applies to all maps. Can anyone tell me where the actual offset for the collision is or just give me a place to look, because everything so far is about the graphics and movement.

offsets already seen:

44e400
442830
 
Jan 11, 2011 at 1:13 AM
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HyMyNameIsMatt said:
Back to the Core fight water effect.
In the code I can't seem to find anything that tests collision with the moving water, or even starts the underwater timer. The onlt CALLs that are even there are for the random number generator (entity 191) and for the render map background, which applies to all maps. Can anyone tell me where the actual offset for the collision is or just give me a place to look, because everything so far is about the graphics and movement.

offsets already seen:

44e400
442830

00499c90 = GlobalWaterDepth [How deep the water is - think "core battle."]

Set the above offset to something to change the water depth.

Underwater Timer:
push y
push x
call 41a350
add esp,8

The timer is called at 0041084E. I believe that's the only place.

If you want to perform some particular action when the player hits the water, just attach extra code to the oxygen timer and it should work.

What exactly are you trying to accomplish with checking for water collisions?

EDIT: Here are some more rough notes form the compendium:
Code:
49e63c - Which tiles is the PC contacting?
1-
2-
4-
8- Standard "solid" tile
10- Slope Up (L or R?)
20- Slope Up (L or R?)
40- (slope down?)
80- (slope down?)
100- 
200- 
400- Spike Tile
800- 
1000-
2000-
4000-
8000-

&100 might mean in water...? I don't know, just a hunch. This list really needs to get filled up.
 
Jan 11, 2011 at 2:41 AM
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I wanted the water to do damage when touched. And I have already used water in the game so I do not want to edit the water sa that all water does damage, plus I plan to use later when the characters health is higher than 19 so I can't use the spike water tile.

And the address youu gave me was wrong. Ollydbg said nothing was there.

EDIT: Never mind that last part. I typed it in wrong.
 
Jan 11, 2011 at 7:13 AM
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What do you use to edit enemies' health and damage and all that stuff?
 
Jan 11, 2011 at 7:29 AM
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An NPC.tbl editor, there's one in Cave Editor.
 
Jan 11, 2011 at 7:43 AM
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hammil said:
An NPC.tbl editor, there's one in Cave Editor.

I've seen it, but I'm not quite so sure as to how to use it?
 
Jan 11, 2011 at 11:56 AM
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Just use the slider on the right, the entity numbers that change are the same as you see in the map editor.
 
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