Oct 21, 2014 at 10:00 PM
2dbro
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such noob
what do i use to open .tbl files and/or edit them
 
Oct 21, 2014 at 10:13 PM
scrungy
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2DBro said:
such noob
what do i use to open .tbl files and/or edit them
Booster's Lab. Open up the mod, then the entity editor, then select "Edit npc.tbl".
...or you could use CaveEditor.
 
Oct 22, 2014 at 2:42 AM
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Alright, I have a few quick questions, and not enough patience to go through 500+ pages. (Search didn't help me.)
1. How does one change the Booster 2.0's fuel? I also need the address for the code.
2. Where is the Spur's address located? Specifically for the bullet fired.
3. How to change the Spur's charging time?
 
Oct 22, 2014 at 2:50 AM
Its dark in here
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Reddie said:
Alright, I have a few quick questions, and not enough patience to go through 500+ pages. (Search didn't help me.)
1. How does one change the Booster 2.0's fuel? I also need the address for the code.
2. Where is the Spur's address located?
3. How to change the Spur's charging time?
try here:
http://www.cavestory.org/forums/threads/5256/
 
Oct 22, 2014 at 12:44 PM
Professional Whatever
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If you look in the assembly compendium you can find the address where the booster fuel is stored, which you can search for in an assembly editor and change.
Funny, I think I did a similar thing in my mod a while ago - the limited fuel thing.
Fuel is at 0x49E6E8. Find where the game sets this value and change it to 2, and you'll get what you wanted.
 
Oct 22, 2014 at 8:37 PM
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I'm terrible at this. I'm not sure how you search up values such as that, and ended up in a block of byte adding commands...
 
Oct 22, 2014 at 8:50 PM
Professional Whatever
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diph.php

diph.php

diph.php

I assume the MOV DWORD PTR DS:[49E6E8],32 commands are what you would change. Change them from 32 to 2. If you just want to change the booster 0.8, or the booster 2.0 (not both) then edit only one of the two MOV DWORD PTR DS:[49E6E8],32 commands. The first one is probably booster 0.8's.

If you're not using OllyDBG or a similar assembly editor I would suggest using one.
 
Oct 22, 2014 at 9:46 PM
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Alright, it works. Thanks for your patience.
 
Oct 26, 2014 at 3:24 AM
2dbro
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CTone lets me edit .pxt
Pusher lets me replace .pxt
Pusher does not replace my edited .pxt correct;y
Then no new sounds ingame

(Pusher is not putting in my edited sounds correctly. I have not used used the track "Pitch2" or the WhiteNoise channel. Is pusher outdated or something? It seems that it's not working.)
 
Oct 26, 2014 at 12:31 PM
Its dark in here
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2DBro said:
CTone lets me edit .pxt
Pusher lets me replace .pxt
Pusher does not replace my edited .pxt correct;y
Then no new sounds ingame

(Pusher is not putting in my edited sounds correctly. I have not used used the track "Pitch2" or the WhiteNoise channel. Is pusher outdated or something? It seems that it's not working.)
have you turned "read only" property on the doukutsu folder off?
 
Oct 26, 2014 at 2:09 PM
2dbro
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Yes, but the sounds still wont replace.
 
Oct 27, 2014 at 11:35 PM
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Yo, couple of questions here. How can I:

Reduce the power of <QUA, turning it into merely a soft shake?
Make the camera focus higher above ol' Mr. Traveler?
Lower the amount of clouds that the cloud generator spawns?
 
Oct 27, 2014 at 11:50 PM
Lvl 1
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Yo, couple of questions here. How can I:

Reduce the power of <QUA, turning it into merely a soft shake?
Make the camera focus higher above ol' Mr. Traveler?
Lower the amount of clouds that the cloud generator spawns?
1) Spawn the soft-quake entity for a brief period of time. This is the easiest solution.
2) Assembly hack the camera focus function for focusing on the player, or perhaps simpler would be to assembly hack in an invisible entity that's always some number of pixels above quote and have the game focus on that entity
3) Assembly hack the cloud generator.
 
Nov 2, 2014 at 9:32 PM
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So since i'm new to modding, I'll probably use this thread a lot.

I assigned an event to a door to take me to the next room.

I put in #205
<KEY<SOU0011<ANP202:0000:0001
<FAO0004
<TRA0002:0205:0019:0001

When I interact with it in-game, it plays an earlier event in which the player receives the Polar Star. I checked everything several times and i'm pretty sure it's all correct. Do you know what I may be doing wrong?
 
Nov 2, 2014 at 9:35 PM
2dbro
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Did you make sure the script number on the entity is the same as the script?
 
Nov 2, 2014 at 9:41 PM
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2DBro said:
Did you make sure the script number on the entity is the same as the script?
Yes I did.
 
Nov 2, 2014 at 9:46 PM
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Nov 2, 2014 at 9:52 PM
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Can anyone tell if there is a way to make enemies have negative health, so that they wouldn't die, but will die when a gun that adds health to the entity it fires at it, making its health go to zero? Just a thought after I saw that guns could add health, and wanted to implement it in my mod.
 
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