Quick Modding/Hacking Answers Thread

Feb 14, 2011 at 8:35 PM
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Right ok, cool. Its actually based on the polar star so this will be a great help. I'll let you know how i get on with it, thanks for the help :p
 
Feb 15, 2011 at 5:41 AM
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Is it possible to copy an npc table from a different cave story game and put it into the one with the broken table?
 
Feb 15, 2011 at 5:43 AM
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Yes.
 
Feb 15, 2011 at 5:46 AM
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Noxid said:

Okay, but does this actually fix it?
If so, how do you do it?
 
Feb 15, 2011 at 6:12 AM
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Npc.tbl is a file in the "\data" folder. Just copy the desired npc.tbl from the unbroken cave story's data directory, and paste it into the broken cave story's data directory.

This should fix it, although it would reset any changes you made to the table in the first place.
 
Feb 15, 2011 at 6:20 AM
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GIRakaCHEEZER said:
Npc.tbl is a file in the "\data" folder. Just copy the desired npc.tbl from the unbroken cave story's data directory, and paste it into the broken cave story's data directory.

This should fix it, although it would reset any changes you made to the table in the first place.

Thanks a bunch for the help, and no, I made no changes, which is good fortune. So is there any actual way why the table breaks?
 
Feb 15, 2011 at 6:38 AM
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Cave Editor's latest release.

Stop using it. Roll back to an earlier version

People who use cave editor/ 98% of the forum will tell you what version is best
 
Feb 15, 2011 at 6:46 AM
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Okay, my next question: What is the recommended Cave Story Editor?
 
Feb 15, 2011 at 8:30 AM
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Miza

(that was a joke it's actually a link to the old CE)
 
Feb 15, 2011 at 8:47 PM
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65,535 x 65,535

In theory.
 
Feb 15, 2011 at 9:07 PM
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Well I don't know, I've never done it.
I guess it would depend on your system?

Still, the program is fairly efficient at large sizes, so just make it as big as you want. If you are planning on a level that's over 1000x1000 then that's just mean.
 
Feb 15, 2011 at 9:21 PM
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Noxid said:
Well I don't know, I've never done it.
I guess it would depend on your system?

Still, the program is fairly efficient at large sizes, so just make it as big as you want. If you are planning on a level that's over 1000x1000 then that's just mean.

No, I wasn't planning on it as a level. I was contemplating how to make a large-scale map system. Basically, something that would let you scan over a dummy map for an entire sector, since all the [real] maps fit together like puzzle pieces. Might be able to use <FOM + <HMC + <UNI to 'navigate' the thing. The 'map system' would have a custom tileset of just background tiles of different shape, color, etc. Kind of like how Metroid games have a sector-map you can navigate.

Just a thought, though.
 
Feb 15, 2011 at 11:13 PM
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A 1000x1000 map ehh...
I can think of an area I would make that big. Time to make Noxid angry. WouldN't that make the map really laggy though? Considering Npcs and whatnot. Though it may consist of a lot of empty space.
 
Feb 15, 2011 at 11:22 PM
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Well if it's a custom method you're defining then just make it to suit your own needs; think about what the largest reasonable area you would do and then account for that + 25% or something.

I don't know how laggy the map would be. Only objects within the actual frame of view get drawn, so that wouldn't be an issue. NPC AI would still get run, but the max # of entities is only 512 so it's not like there's a whole lot of overhead there to worry about either. Each and every tile would go through the animating process at least partway though. It would get caught at 40c3c0's clipping. 1000x1000 is 1,000,000 checks though... I'm not sure how slow that would be. Computers are pretty magical.

This is on my recollection that the game checks every tile for render and not just those within a certain vicinity of the camera position. If you set up a contingency for that, I *GUESS* you could make the map as large as you wanted??

No wait, doesn't map data go into some internal memory buffer? Which would have a set maximum size?

I will check later.

EDIT: It is later.

The game reserves 0x4B000 bytes of data for the pxm file. Each tile takes up one byte of data, so he reserves enough memory for 307,200 tiles. That's a maximum (square) map size of approx. 554x554. You could also do 19200x16 too. Or 21x14628.
 
Feb 16, 2011 at 12:53 AM
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Then I suppose I am stuck with 554x554. I suppose making the largest well functioning map would be an achievement. Probably won't make it till the 3rd beta release though.
 
Feb 16, 2011 at 8:58 AM
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The limit far exceeds current computer capacity.
 
Feb 18, 2011 at 9:45 PM
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There's no way how to make a new weapon, is there?
 
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