Feb 12, 2013 at 11:30 PM
Been here way too long...
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While Magic is technically correct, that's not what you did wrong. It appears you've saved your bitmap as an 8-bit, meaniong you only get 256 colours. When you save like this, your image editor will automatically recolour the image to fit its palette. I'd say redo the sprite and save it as a 24-bit bitmap instead.
 
Feb 13, 2013 at 6:24 PM
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1: Hack the framerects so that you have a larger version of the player (which would kind of screw up game mechanics unless you do stuff right)
Also, how would I go about doing this? I've decided to make the character taller, not wider.

EDIT: Also, I had my PBM question resolved within 15 minutes;
I assumed paint would either screw up the colors or save it as Face.pbm.bmp
 
Feb 13, 2013 at 6:28 PM
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If you make it taller then you will clip through blocks above your head
 
Feb 13, 2013 at 6:51 PM
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Please just tell me how to edit the character framerects... I know there will be problems.
 
Feb 13, 2013 at 7:08 PM
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Go to this tutorial, then go to the table of contents and under book 3 and see "Framerects". It should tell you how to hack framerects. Now that you know how to do that, here are the offsets for stuff about the character:
The Assembly Compendium said:
0049E67C QuoteHitRect.L [used to determine quote's solidity]
0049E680 QuoteHitRect.U
0049E684 QuoteHitRect.R
0049E688 QuoteHitRect.D
0049E68C QuoteSizeRect.L [used to determine quote's size]
0049E690 QuoteSizeRect.U
0049E694 QuoteSizeRect.R
0049E698 QuoteSizeRect.D
 
Feb 13, 2013 at 7:11 PM
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Actually hayden those are the very ones you do not want to be editing as they will cause weird physics bugs
I haven't got my notes handy but the actual framerects are local variables in the "draw PC" function which should be in the function list under Player
 
Feb 13, 2013 at 7:18 PM
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Ah, sorry about that. I've hardly done any assembly hacking, so I was taking a bit of a gamble on whether or not that was reliable.
 
Feb 13, 2013 at 7:27 PM
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Editing those wouldn't have done much good anyway, since they're RAM values. You'd have to know where they were initialized to make it change 8V
 
Feb 13, 2013 at 9:13 PM
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Alright, new question. How can I find out what number an NPC has?
I'm trying to make a script where the NPC explodes, and disappears forever.

Only problem: I don't know the NPC Number, and I don't know the value for an explosion animation.

EDIT: Found out the NPC number is the event number an NPC has. A list of all possible animations would be nice and useful.

EDIT: Found the "Large Explosion" animation at 0214. Again, a list would be extremely helpful for a CNP script.

EDIT: Okay, Exploded the character, but upon map refresh, the characters that were removed with DNP or CNP return. Is there a flag I can set to keep them from appearing anymore?

EDIT: Derp. I forgot about the "NPC is invisible if X flag is set" command XD
Don't worry guys, I'm slowly figuring this out.

EDIT: One more question. Editing text. My hex editor cannot pick up item names for some reason. My intended use is to modify item names and descriptions. I want to change "Arthur's Key" into "Dad".
 
Feb 14, 2013 at 1:02 AM
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Item names and descriptions are in a tsc file, not in the executable.
 
Feb 14, 2013 at 3:02 AM
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okay... is there any way to make the Toroko attacking with her sword event so that she doesn't activate a fall over event on one single hit so that I can use her as a boss?
 
Feb 14, 2013 at 3:10 AM
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The Toroko AI seems a little too simple to be used as a boss.
 
Feb 14, 2013 at 9:07 PM
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yes, it may be too simple. that's why I'm going to add some battle effects (Ballos's homing lightning) to make her more eligible as a boss. now... how do I edit her so that she will be defeated once all her HP is gone instead of her just falling down on one shot?
 
Feb 14, 2013 at 10:00 PM
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Edit her boss script... (I'm not sure how, I think the stage with that boss holds all of it. Then again, that may be where the script is.)
 
Feb 14, 2013 at 10:03 PM
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no. Toroko with her sword isn't an actual boss in the original Cave Story... CNP or ANP doesn't cause the fall state either. I just need an NPC 0063 offset for ASM with all the commands so I can change it, really.
 
Feb 15, 2013 at 9:31 PM
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How would i assembly hack NPC 039(Save sign) to make a ship object that goes while playing the blade level 1 thrown sound repeatedly?
 
Feb 15, 2013 at 9:50 PM
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Uh
you'd have to rewrite the entity from scratch

hope you enjoy learning x86
 
Feb 15, 2013 at 9:58 PM
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Noxid said:
Uh
you'd have to rewrite the entity from scratch

hope you enjoy learning x86
(|: /) You're no help.
 
Feb 15, 2013 at 10:00 PM
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.n. I'd like some assembly help too, but a bit more simpler. I just need Entity 0063's offset with it's commands so I can make it so Toroko (sword) falls down once all her HP is gone instead of just in one shoot.
 
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