Sep 20, 2013 at 3:15 PM
The TideWalker
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Fatih120 said:
Yeah, like soo much drawing and

well

(I hacked into some 2x games and the maps look like shit, and I'm just like "HOW DO YOU EVEN DRAW MAPS LIKE THAT")

Seriously, hack into a 2x mod and tell me how the maps look.
You don't have the 2x version of BL or CE.


GIR, could I have an answer for real?
 
Sep 21, 2013 at 1:45 AM
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Dunc2403 said:
Why do you not understand yet that they're COMPLETELY SERIOUS?
Honestly I'm amazed by your obliviousness.
I COMPLETELY UNDERSTAND and want it anyways.

I want to know if It affects bosses or the NPC count or the tiles number or the editing ability or the increased likeliness of unknown crashing.

ect.

Your not helping you know.
 
Sep 21, 2013 at 2:20 AM
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Oh my god open your eyes
First of all if you actually researched 2xres you would have learned that you HAVE to choose some enemies to remove and one special boss as well, plus it basically fucks up the executable so good luck doing assembly hacks
And yes it has already been established that it can fuck with certain computers
 
Sep 21, 2013 at 2:40 AM
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If you COMPLETELY UNDERSTOOD like you think you do you'd know that double res is something you don't want to have to work with.
For one, I can guarantee you that if you think it'll make your mod popular or something it won't.
Second, I find it extremely unlikely (especially since your mod relies heavily on existing sprites) that you'll find the willpower to double res every asset.
Thirdly, I hate to break it to you, but your spriting isn't very exceptional. If you think you need more space, you're thinking about spriting the wrong way.
And finally, you don't need it. If you could somehow tell me a reason you need double res, please, do, because I certainly have for a while and haven't come up with anything.
 
Sep 21, 2013 at 3:17 AM
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Dunc2403 said:
If you COMPLETELY UNDERSTOOD like you think you do you'd know that double res is something you don't want to have to work with.
For one, I can guarantee you that if you think it'll make your mod popular or something it won't.
Second, I find it extremely unlikely (especially since your mod relies heavily on existing sprites) that you'll find the willpower to double res every asset.
Thirdly, I hate to break it to you, but your spriting isn't very exceptional. If you think you need more space, you're thinking about spriting the wrong way.
And finally, you don't need it. If you could somehow tell me a reason you need double res, please, do, because I certainly have for a while and haven't come up with anything.
This isn't for Suu No Monogatari. Nox said "no" and that's that. It was a statement, not a suggestion.

And I don't want popularity. look a haunted house story for example. ("What's that?" most would say)

And 99% of the sprites will be made by me and my brother. (I'm using character from CS like WTF story did) but all the tiles will be brand spankin' new.

And your right, I don't need the 2x, I agree with you on that, but that doesn't change that I want them and I would make my hack overall better.


Edit:

And call me a crybaby, but I would appreciate it if you would just be a tiny bit nicer and more considerate to me on the forum every once in a while.
 
Sep 21, 2013 at 3:30 AM
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2xres won't magically make your mod better. You know what will make your mod better? Learning how to properly create video games and modding practice.

And for god's sakes it's you're, not your
 
Sep 21, 2013 at 3:43 AM
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MagicDoors said:
2xres won't magically make your mod better. You know what will make your mod better? Learning how to properly create video games and modding practice.

And for god's sakes it's you're, not your


You assuming I'm not learning ASM.



for shame...
Code:
| offset npc216 ;replaces Debug cat
| 
| push ebp                          ;This starts the code
| mov ebp, esp                      ;You must always do this. Or die!
|                                   ;And also note that ALL NUMBER ARE IN HEX (unless otherwise stated)
|                                   ;[arg-1] = [EBP+8] for referance
| 
| ;============================
| ;=====<///FRAMARECTS\\\>=====
| ;============================
| 
| SUB ESP,10                        ;10 represents the total ammount of framarects. (must match ths highest EBP-___)
| MOV DWORD PTR SS:[EBP-10],100     ;framarects are ordered Left...
| MOV DWORD PTR SS:[EBP-C],0C0      ;UP
| MOV DWORD PTR SS:[EBP-8],110      ;RIGHT
| MOV DWORD PTR SS:[EBP-4],0D8      ;DOWN (notice that you MUST count by four's [in hex] for your framarects).
| 
| ;this gives us a sprite (4 borders)
| 
| ;================================
| ;=====<///BEHAVIOUR CODE\\\>=====
| ;================================
| 
| 
| 
| ;----RECTS----
| 
| MOV EAX,DWORD PTR SS:[EBP+8]    ;"+8" puts object pointet in EDX. NEVER FORGET TO DO THIS!
| ADD EAX,54                      ;holds 54 in the EAX
| 
| MOV ECX,[EBP-10]               ;takes EBP-10 (framarect 1) and stores the value of ECX into it.
| MOV [EAX],ECX                  ;takes the 54 from the EAX and adds it to the argument and runs "+54" aka Frame_L to 
                                 ;recognize that it is the left side on the NPC.
| 
| MOV EDX,[EBP-C]                ;takes EBP-C (framarect 2) and stores the value of EDX into it.
| MOV [EAX+4],EDX                ;adds 4 to make "+58" aka Frame_U to recognize up side of NPC
| 
| MOV EDX,[EBP-8]                ;takes EBP-8 (framarect 3) and stores the value of EDX into it.
| MOV [EAX+8],ECX                ;adds 4 to make "+5c" aka Frame_R to recognize right side of NPC
| 
| MOV EDX,[EBP-4]                ;takes EBP-4 (framarect 4) and stores the value of EDX into it.
| MOV [EAX+0C],EDX               ;adds 4 to make "+60" aka Frame_D to recognize down side of NPC
|
| ;==============================
| ;======<///END OF CODE=========
| ;==============================
| mov esp, ebp
| pop ebp
| retn
I learned this in 20 minutes.



And DON'T say good for you. Go do something like 100x better.





mods

(am I flaming?)
 
Sep 21, 2013 at 3:45 AM
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you guys are shitting up my holy land
pls keep drama out of the questions n answers thread

the downsides to the hack are "a lot of stuff that I forget but it's just bad ok"
gir will probably give you the same answer
please accept it and move on.
 
Sep 21, 2013 at 3:50 AM
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As sold has said 2x res will not make your mod better and far more likely to make your mod never be completed. Not only do you not need it, you do not want it.
And for the record, if you'd stop being such an idiot, I'd be kinder. I hold little respect for you, Bombchu, and you just keep digging your hole.

Also learning ASM isn't improving game-making skills, it's improving modding skills. Huge difference.

Also sorry Nox, I'll continue this elsewhere if necessary
 
Sep 21, 2013 at 3:54 AM
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Noxid said:
you guys are shitting up my holy land
pls keep drama out of the questions n answers thread
please accept it and move on.
I'm sorry, I didn't mean to cause this fight.




Can't I do anything right for once?
 
Sep 21, 2013 at 2:44 PM
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When i make a mod with it it chrashes with an error at the start for some reason. Please help ASAP
 
Sep 21, 2013 at 3:41 PM
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Okay if that's all you're gonna say nobody but Bombchu Link can help you. He is expert hacker.
 
Sep 21, 2013 at 3:42 PM
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Don't use sue's workshop and cave editor on the same mod
Don't use sue's workshop

If that doesn't apply to you then you should post more information about the problem so we can actually see what you did, for example having too many maps can crash the game
 
Sep 21, 2013 at 6:06 PM
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I'm going to guess that your Cave Story folder still has read-only checked. If this is so, right-click on the folder of your mod, and select "properties" from the drop-down menu. Un-check the "read-only" checkbox in the window that comes up, and make sure this gets applied to all sub-folders and files.

Another rather fundamental problem may be that you need to remove the (C) Pixel requirement, which can be done in "Game Settings" by checking the "remove (C) Pixel requirement" box.

Next time, please use the Quick Modding/Hacking Answers Thread, rather than starting a new thread entirely.
 
Sep 21, 2013 at 6:51 PM
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Quote 2.0 said:
When i make a mod with it it chrashes with an error at the start for some reason. Please help ASAP
*crashes*
I believe haydon has already stated what you need to do, if that doesn't work then explain without your iffy errors on what you need help with.
 
Sep 21, 2013 at 8:35 PM
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I have a bit of a problem with my CS mod.Whenever I load the starting room (StartZone, it's custom), it does not fade in from blue.
diph.php

This is my code:#0090
<MNA<CMU0025<FAI0000<END
#0091
<MNA<CMU0025<FAI0001<END
#0092
<MNA<CMU0025<FAI0002<END
#0093
<MNA<CMU0025<FAI0003<END

#0100
<PRI<SOU0011<DNP0100<FAO0004<AM+0002:0000<TRA0096:0101:0010:0010

(not in a code box because I couldn't get it to work)
 
Sep 21, 2013 at 9:02 PM
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you don't have an event #0200 for it to run?
or if 100 is your start event it doesnt have a <FAI
 
Sep 21, 2013 at 9:10 PM
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Eh, I'm not actually _sure_ where the problem is, if it's in StartZone or Balrog1.

#0090
<MNA<CMU0025<FAI0000<END
#0091
<MNA<CMU0025<FAI0001<END
#0092
<MNA<CMU0025<FAI0002<END
#0093
<MNA<CMU0025<FAI0003<END


#0101
<MNA<CMU0004<FAI0000<BSL0101<END

#0102
<KEY<FL-0361<FL-0362<CNP0101:0012:0000
<WAI0100<CMU0015
<MSGFought off Balrog!<WAI0140<FAO0000<TRA0097:0000:0003:0011

This is the script (code boxes hate me).
 
Sep 21, 2013 at 9:28 PM
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I just told you what the problem was
your start map has an event that runs when you begin a new game
by default it's 0200
that event needs a <FAI command
 
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