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Quick Modding/Hacking Answers Thread

Jan 3, 2017 at 12:07 PM
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Thanks guys :)
 
Jan 8, 2017 at 2:07 AM
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So, I figured some of my stuff out. (Thanks!)
However, I came to an issue.
How do I make the walls close in at the start point like they do at the end of the good ending, when you beat Ballos? I want to have the walls close in after discovering a secret, but I don't know how.
 
Jan 8, 2017 at 4:14 AM
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There are two ways of doing this that I can think of:

1. The same way Pixel did in the Seal Chamber- with an invisible death wall entity. Place an entity of the type "invisible death trap wall" on the top left and right corners map, or what ever region you want the walls to enclose from. For the one on the left, set the entity flags to 0x1000 by ticking option 2. When you execute the part of the script that is supposed to make the walls start closing in, use an <ANP command on both entities to make them do animation number 10. Make sure that the one on the left side has 0002 as its last parameter instead of 0000, since it closes in the opposite direction. So your script would look something like "<ANP0410:0010:0000<ANP0411:0010:0002". While this is easier to implement than the second technique, it's a lot less custom because it looks like each step in the animation goes at specific timed intervals, and it looks like it always has to replace the tiles with tile 109 on the tileset.

2. The other way is to use lots of <CMP commands. When you're ready for the next step to execute, just put in all those <CMP commands that change the map tiles to the ones you specify. This is more tedious to do, but you can more easily control the timing of the walls closing in and directly choose which tile you want the map to change to. To see an example of this technique being used on a smaller scale, look at event #0402 in map #064 in the original game, the Throne Room. This is the part where the platforms appear for you to ascend to the King's Table after defeating Misery.
 
Jan 8, 2017 at 11:31 PM
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How do I release my mod?
 
Jan 15, 2017 at 7:59 PM
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So every I type anything in the Cave Editor's Script Editor, it's VERY slow. Like 20 characters behind me. CE works fine on all my other machines, but it types VERY slow on my laptop (Which I am currently using to mod). If someone could help, that would be amazing. Typing works EXTREMELY fast everywhere outside of CE, and it seems nothing is draining my CPU usage when using it. Anyone know how to fix this?
AFAIK this can be pretty situational, here are some things that might be handy to know;
1: How large is the script you are writing?
2: Are there any other things in your mod of considerable size?
3: Do you have anything noteworthy running?
4: CPU usage might not be high, but what about disk usage?
5: What are your system's specs, if you don't mind sharing them?
 
Jan 15, 2017 at 8:33 PM
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4: CPU usage might not be high, but what about disk usage?
the editor itself wouldn't grind I/O just while typing so that isn't a factor in this case.

CE woefully re-highlights the entire document on every edit as far as i'm aware. It gives consistent results in a very naiive way but unfortunately not performant as you might guess. The more TSC you have, the longer it takes.

BL is a bit different in that it only scans the whole thing on load, and then does -3/+3 lines on an edit. Which is also naiive, but doesn't take too long. The downside of my approach is that it's wrong all the time but I don't really care.
 
Jan 16, 2017 at 9:52 AM
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Noxid also made a standalone script editor if you want to try using that while still in CE, it's on the site front page
 
Jan 16, 2017 at 7:12 PM
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Oh, one more question. Is there any program for converting .pmd files into ORGs?
There is not. You'd have to transcribe them from PiyoPiyo to ORGMaker yourself to do that. That's what I did for making an org version of Pixel's Rubber Resort song that came with his PiyoPiyo player (リゾートラバー.pmd).
 
Jan 17, 2017 at 9:10 PM
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how do you edit the starting screen to say different things like you added the silver

i am using sues editor but i can probably change just everything else always gets everything all jumbled

i've tried cave editor but i dont know how to use that
 
Jan 18, 2017 at 12:16 AM
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Uh rule one of modding: Don't use Sue's Workshop.
Rule one is always make backups of whatever progress you make.

@Walrus_Guy
But I'd recommend avoiding Sue's Workshop like the plague since it will wreck the game if used with any other editor (meaning if you use it on a mod and didn't back up, you are stuck with using sues workshop for it), and it it obsolete compared to what Boosters Lab and Cave Editor can do.
 
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Jan 19, 2017 at 1:14 PM
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please tell me
how to make a character selection ?
 
Jan 19, 2017 at 1:19 PM
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how to make a character selection ?
I think you're going to need to elaborate on that statement a little bit in order for us to understand what you're asking.
 
Jan 19, 2017 at 1:30 PM
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please tell me
how to make a character selection ?
I assume you want to use somethng that lets the player look different (like in switching characters).
Using <EQ+0064 and <EQ-0064, you can switch between the mimiga mask sprites and normal sprites in the mychar.bmp file.
If you want more characters, you have to use the <MIM hack.
 
Jan 19, 2017 at 1:47 PM
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I saw this in one modification.
I can't find what
MOD.png
 
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