Quick Modding/Hacking Answers Thread

Apr 11, 2011 at 3:32 AM
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Thanks a bunch and do I have to ask pixel to mod his game or can I just post klonoa's story: dreams return. And which save starts the game with curly? I couldn't find it?
 
Apr 12, 2011 at 3:51 PM
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Lace said:
A kernel is sorta a like a bridge between different applications.
Uh, I don't really think that's a good description. The kernel is exactly what it sounds like; it's the core of the operating system, which handles all the most low-level operations such as accessing files or RAM. Possibly also loading device drivers. I dunno, I'm not an expert on this stuff; I just know a little bit.
 
Apr 12, 2011 at 4:51 PM
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LunarSoul said:
3.08? Isn't the most finished version 0.99c?
Well, I guess it should. It's on the right side, third button from the top.

And by third from the top, I mean first from the top.
 
Apr 12, 2011 at 10:04 PM
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Professor Fufflykins said:
Thanks a bunch and do I have to ask pixel to mod his game or can I just post klonoa's story: dreams return. And which save starts the game with curly? I couldn't find it?

I would guess that 90-98% of people have not asked Pixel if they could mod. The general consensus is that he doesn't like mods, but he doesn't disallow them either, so it's probably best not to bother him. As for the save, I don't know, pick one that says "Hell" or "Labyrinth" or "Before Core"
 
Apr 13, 2011 at 9:23 PM
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I'd ask him, if I spoke Japanese.

Anyways, what's 0046EE50 for? It has something to do with initializing an npc right?
 
Apr 13, 2011 at 9:31 PM
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Reads npc information for npc.tbl
 
Apr 18, 2011 at 4:49 PM
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I'm assuming that there's some sort of index for the NPC's ASM addresses that tells the exe where npc #xxx's code starts. Where might this be?
 
Apr 18, 2011 at 5:15 PM
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Apr 19, 2011 at 6:40 PM
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Thanks yet again Noxid.

How many weapons can the player hold? I know only 5 fit in the inventory screen 'comfortably', but he can carry more. What's the limit? Is it 8?
 
Apr 19, 2011 at 7:25 PM
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I believe so. The simplest way to check would just be to <AM+ a bunch.
 
Apr 19, 2011 at 8:45 PM
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I believe it's 7.
Although it doesn't really cap, it just glitches out. It's good for testing purposes.

Also, I have a question.
How do you figure out what ASM address does what? I've been trying to find the addresses for the snake for a while. Can anyone help?
 
Apr 20, 2011 at 12:51 AM
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Alright assholes, I heard you can have a bossfight with enemies spawning everywhere. How does that work?
 
Apr 20, 2011 at 1:05 AM
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@Woodenrat
In what sense?
The easiest way would be to rig up some h/v triggers.
You could also add a state to the boss that spawns enemies, or add that to another state.
Or create a generator.
What do you wish for exactly?

@Lunarsoul
Often in the operation of anything with multiple states, there is something called an offset table (or switch table, or jump table, etc). Basically, this does
Code:
  jmp [f+4*eax]
...

f 489907
489523
489888
489909
...
Where eax is an index value of some sort, ie the entity number or scriptstate. As such, it continues the code in a different spot according to what the index is. I would assume that the weapons operate in such a manner (don't remember), so if you have the offset of some other weapons, you can backtrack to the table and then to the correct function. The same method is useful even if there isn't a jump table, because similar functions tend to be called to in around the same area.

As for what the code itself does, nopping stuff out randomly helps if you want to be lazy.

ALSO:
http://www.cavestory.org/forums/threads/2046/
 
Apr 20, 2011 at 12:21 PM
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Thanks, lace.

...So, what you're saying is that the code for the weapons JMPs back to these offset tables, then JMPs again to another address (or offset, I guess) to continue the code?
 
Apr 20, 2011 at 12:56 PM
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nono, they are jumped to FROM these places. with olly, though, you can trace back to where something was jumped or call from. just go into the right click menu, hover over goto, and click jump or call to selection.
 
Apr 20, 2011 at 5:12 PM
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Anyone know how many teleporter slots the engine supports?


WoodenRat said:
Alright assholes, I heard you can have a bossfight with enemies spawning everywhere. How does that work?

Take a look at my mod in CE. The bat swarm miniboss does exactly what you want.

Although it does require a tiny ASM patch so that TSC events don't make Quote invincible.


LunarSoul said:
I believe it's 7.
Although it doesn't really cap, it just glitches out. It's good for testing purposes.

Well, the ASM functions that sift through the weapons table (that is, the weapons the player actually has) only goes up to 8 entries. Just wanted a second opinion to be sure.
 
Apr 20, 2011 at 8:22 PM
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Lace said:
nono, they are jumped to FROM these places. with olly, though, you can trace back to where something was jumped or call from. just go into the right click menu, hover over goto, and click jump or call to selection.

Hmm...Seems like a waste of space. Unless it's to group types of ASM code together, like weapon shot code.
 
Apr 20, 2011 at 9:16 PM
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Yeah I ment I want to make an NPC generator.
 
Apr 20, 2011 at 10:51 PM
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Where can i get Miza the one on the website is broken.
 
Apr 20, 2011 at 10:54 PM
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I don't know, but you probably don't want Miza since:
1) No one uses it (most people use Cave Editor these days, some still use Sue's workshop though).
2) I heard it was glitchy/limited.
 
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