Quick Modding/Hacking Answers Thread

May 27, 2009 at 6:11 PM
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Alright there's a problem I just noticed with TWoR, the <GIT box is screwed up. I'm too lazy to post a screenshot, so just play through it and look closely at the right edge of the <GIT box, it's screwey. Does anyone know the offset for the code that generates the <GIT box from the graphic in the file "TextBox.pbm"?
 
May 27, 2009 at 7:49 PM
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Okay, it's 'finished' but there are so many problems that seem too complicated to explain, for me anyway, so I offer you the chance to playtest it in all its glory, or lack thereof. Someone who's smarter than me such as just about any of you could tell me how to fix it, or something?

Press Story.
 
May 27, 2009 at 8:36 PM
Been here way too long...
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agh!
what's wrong with the music?!?!!?!
 
May 27, 2009 at 8:55 PM
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Huh..? I don't hear anything wrong with the music. I'll try downlaoding it myself from MegaUpload to see if that screwed it up...

Edit: There's nothing wrong with the music at all. o.o
 
May 27, 2009 at 9:25 PM
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right...
I just installed a new sound card, so that might be why it's funky.
 
May 27, 2009 at 9:26 PM
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yup, just checked on the normal cs, and it's my sound card.
It ...
... terrifies me.
 
May 27, 2009 at 10:03 PM
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Hrm....

Um, Quick Modding/Hacking Answers Thread, yesno?
Your mod has been posted in the wrong place, =/
Nice double-post, too, greedy Lace =P

Anyways, haven't played it yet, cheese, but is the graphics itself funky on the PBM, or just when it's rendered in-game?
 
May 28, 2009 at 12:27 PM
graters gonna grate
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Just when it's rendered in game. The text box, the <GIT box, and the items/arms interface box are all derived from the same graphic in the *.pbm. It's just the <GIT box that's messed up, the other two are fine.

EDIT: Oh yeah, the boss health bar also is derived from that graphic, and I think it's messed up too.
 
May 28, 2009 at 7:41 PM
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Fine Lowell, I'll go post it elsewhere >.>
 
May 28, 2009 at 11:28 PM
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wedge of cheese said:
Just when it's rendered in game. The text box, the <GIT box, and the items/arms interface box are all derived from the same graphic in the *.pbm. It's just the <GIT box that's messed up, the other two are fine.

EDIT: Oh yeah, the boss health bar also is derived from that graphic, and I think it's messed up too.
Hmm, have you been using a lot of other 3rd party programs?
My Title Screen got screwed up when I first began messing with Reshack.
Thank goodness for backups. :D
Upaa said:
Fine Lowell, I'll go post it elsewhere >.>
Hey, gotta keep this clean for modding and hacking questions D=

Speaking of which, one of Lace's planned TSC hacks is suppose to give power over the variables controlling the player's horizontal and vertical movement {or something =D}....
...How hard would that be to put in an already existing mod, real quick? :D {Probably replace <CAT or something...}
 
May 28, 2009 at 11:53 PM
Cold Agony of Resolute Vacuum
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Upaa said:
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?

If you mean the opening scene with the doctor, yes. See map 72.
If you mean the "Cave Story" New / Load screen, what lace said.
 
May 29, 2009 at 8:18 PM
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Okay, now I must ask a rather complicated question. I want to make an edit of map 72 where there is a press, who opens its eye slowly before the title sceen appears. I just need to know how I would script an npc that does that.. so, it stays with its eye shut for about 5 seconds, then for the last 5 seconds, it takes about 2 seconds to open its eye then stares for the remaining 3. And you also need to tell me how I'd 'put' such and entity onto SW, I'm not very skilled at all...
 
May 29, 2009 at 9:22 PM
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Upaa said:
Okay, now I must ask a rather complicated question. I want to make an edit of map 72 where there is a press, who opens its eye slowly before the title sceen appears. I just need to know how I would script an npc that does that.. so, it stays with its eye shut for about 5 seconds, then for the last 5 seconds, it takes about 2 seconds to open its eye then stares for the remaining 3. And you also need to tell me how I'd 'put' such and entity onto SW, I'm not very skilled at all...
You're talking about Heavy Press? Or a regular Press?
I don't know the animations for those, and haven't found a complete animation list anywhere, so you'll have to end up going through <ANPXXXX:0001:ZZZZ,
<ANPXXXX:0002:ZZZZ, <ANPXXXX:0003:ZZZZ and so on until you find the right animations, yourself..
I had to do that for the Doctor XD
Now, if the eye opens too fast or too slow for you, you can't really fix that unless you mix some <PRIs and <WAIs in with the animations.... {Zomg, I just had another great idea ^.^}
And, for the Entity number, you should check your NPC.txt... {Should come with either editor...}
Altough, I'm not all too sure about how the Special Bosses {Heavy Press} work, when placed, yet XD
 
May 29, 2009 at 11:33 PM
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I need help with this scripting.

Scripting i need help with:
Doors
Chests
Talking (A box below with text inside)
And thats all.
 
May 30, 2009 at 12:02 AM
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Ergh...

sonic6335 said:
I need help with this scripting.

Scripting i need help with:
Doors
Chests
Talking (A box below with text inside)
And thats all.
You know, all four of those are super easy to learn, just by looking in the original script....
Go look through the original levels >.>;

Here's a previous explained dialogue thread, that you should have found if you had used the Search Button...
 
May 30, 2009 at 12:33 AM
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I looked everywhere and i couldn't understand it! I got to the room with the polar star and i copied the code but it didn't work. :D i need sombody to give me a tutorial for basic coding...
 
May 30, 2009 at 12:53 AM
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Tutorial..?

sonic6335 said:
I looked everywhere and i couldn't understand it! I got to the room with the polar star and i copied the code but it didn't work. :D i need sombody to give me a tutorial for basic coding...
Tutorial...?
Have you tried the Search Button at all?
A lot of this stuff is really easy to learn, as long as you learn the TSC commands and read the original scripts...
{Cave Editor has a built in TSC command list, but both editors should come with a TSC.txt file}
 
May 30, 2009 at 3:33 AM
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VoidMage_Lowell said:
Tutorial...?
Have you tried the Search Button at all?
A lot of this stuff is really easy to learn, as long as you learn the TSC commands and read the original scripts...
{Cave Editor has a built in TSC command list, but both editors should come with a TSC.txt file}

Do you even know what im using. im using sue's workshop. and ITS NOT THAT EASY! so please help me...
 
May 30, 2009 at 3:36 AM
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Oo oo

sonic6335 said:
Do you even know what im using. im using sue's workshop. and ITS NOT THAT EASY! so please help me...
I only use CE, so you'll have to either change to that or wait for someone who uses SW to look at this thread..
Besides, the stuff you're asking for? That's basic stuff for both editors...
Really not that hard to learn....
 
May 30, 2009 at 12:32 PM
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Well, doors are usually events 100 to 103. You need to place a door (Sprite 18), copy event 100/101/etc from the door script in a map that leads to your preferred destination, click edit flags and then click 'Call Event on action'. As long as you script event 100 to lead you to where you want it to, and make the door's event 100, it should work.

Edit:
The script for a door is:
<KEY<SOU0011<ANP0100:0000:0002
<FAO0000<FLJ1534:0101
<CMU0024<TRA0000:0090:0019:0021

Change <TRA0000 to include the map number for the destination. For example, if you want the door to lead to Grasstown, change it to <TRA0006 and if you want it to lead to Yamashita farm, change it to <TRA0017
 
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