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Quick Modding/Hacking Answers Thread

Sep 5, 2017 at 8:31 PM
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Look in the sfxlist.txt file and the sound "Puppy Bark" should be in there.
Should be sound 105
Thanks both of y'all
maybe ill try to share my game when it's done a lot of you have helped sometime i may go and put all of your names in the credits for people who helped with programming
if i'm allowed don't know all of that copy right stuff or whatever legal things so wahoo
 
Sep 6, 2017 at 11:26 PM
lol
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Is there a way to give the player exp through a script that isn't putting a bunch of empty sprites and changing them to exp like in the first Balrog right. (<SOU0045<CNP0150:0001:0000) Is there a way to give the player exp through an exp terminal? I currently have the sprite done and the script for it in head, but if possible how do I make it give the player exp similar to how the refill station gives <LI+1000/AE+.
 
Sep 6, 2017 at 11:44 PM
Soup Man
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Is there a way to give the player exp through a script that isn't putting a bunch of empty sprites and changing them to exp like in the first Balrog right. (<SOU0045<CNP0150:0001:0000) Is there a way to give the player exp through an exp terminal? I currently have the sprite done and the script for it in head, but if possible how do I make it give the player exp similar to how the refill station gives <LI+1000/AE+.
probably not without asm hacks. but putting a bunch of empty sprites should work just fine.
 
Sep 6, 2017 at 11:45 PM
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Is there a way to give the player exp through a script that isn't putting a bunch of empty sprites and changing them to exp like in the first Balrog right. (<SOU0045<CNP0150:0001:0000) Is there a way to give the player exp through an exp terminal? I currently have the sprite done and the script for it in head, but if possible how do I make it give the player exp similar to how the refill station gives <LI+1000/AE+.
You can use <SNP to make the crystals spawn without needing a billion null entities. I've done it a couple times in my mods, though I really wish there was a way to make those crystals spawn in as medium or large ones as opposed to the normal small crystals.
 
Sep 6, 2017 at 11:48 PM
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probably not without asm hacks. but putting a bunch of empty sprites should work just fine.
@TheCyberSleuth Fair enough, I've never done assembly hacking so then I doubt it's a possibility.
You can use <SNP to make the crystals spawn without needing a billion null entities. I've done it a couple times in my mods, though I really wish there was a way to make those crystals spawn in as medium or large ones as opposed to the normal small crystals.
@SeasonsOfDestiny I'll try it out, I'm glad there's a command for it, even if it's just small crystals, and I agree, there should've been a command for medium/large crystals. (Update 20 minutes later) Yep it works like a charm for however minimalist it'll be without assembly hacking, thanks!
 
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Sep 10, 2017 at 1:41 AM
ZYZZ Spur is the best gun because its super cool
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I'm making a game and at one point I want the guy to fight the omega boss
I did it in the sand zone so all the scripts and stuff is the same, but for some reason omega is just floating in the air even before the boss fight begins!
I don't know what to use to lower it, there only is 2 sprites (i deleted misery)
The horizontal vertical trigger (to start the fight) and something sprite 0 with a event of 201

Please help i want omega to be lowered and I don't know how

thanks
 
Sep 10, 2017 at 1:57 AM
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it's not possible
 
Sep 10, 2017 at 2:17 AM
ZYZZ Spur is the best gun because its super cool
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it's not possible
oh

if you ever update boosters lab again make that one of the things in the hacking thing "set omega location" or something like that
not sure if that's easy though
darn got any ideas for what I should do? maybe ill somehow lower the map im not sure
 
Sep 10, 2017 at 4:42 AM
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Sep 10, 2017 at 6:02 AM
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You're just going to have to change the map layout to workaround this obstacle, as much as it sucks. Then again, mods always have to use workarounds one way or another...
 
Sep 10, 2017 at 3:41 PM
ZYZZ Spur is the best gun because its super cool
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Ok I have a new issue now! For some reason I have one of those puppies stuck on my head!
I don't have the puppy item in my inventory, nor have I replaced it. How do I remove it??


EDIT: no longer an issue, I found 2 ways to fix it!
 
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Sep 10, 2017 at 4:03 PM
ZYZZ Spur is the best gun because its super cool
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It's an entity that spawns when a flag is set. Just delete the entity. If you're using the original Sand Zone map, look in the top left. Same thing with the "curly on your back" entity.
thanks, i found two ways out
one was change something inside it so it would always appear invisible
the second one was i realized I accidentally put a "carry puppy" sprite

I guess I'm supposed to edit this, i hope people check this
So i have another issue now
I have a sprite 0 "null" changed into a crow with the skeleton head
but whenever i try to <DNP it it only deletes the crow and leaves a floating skeleton head!
I think I know why this happens, but I don't know how to fix it. PLease help!!!!!

OK NOW I HAVE ANOTHER ISSUE
no one seems to be answering, probably becasue theres nothing to show anyone has typed anything
I did a map and its SUPER GLITCHED
it's like the blocks aren't even there!
I can see everything, but my guy just falls right through them
and the waterway moving river blocks still look like arrows.... WHY?
 
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Sep 11, 2017 at 12:22 AM
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I have a quick question regarding the smoke entity in Cave Story, so in WTF story the first level uses a "broken-wire" to get the player from place to place on the map with a little smoke entity to indicate where the jumps are, I want to extend this to my mod and actually have it be the game's teleportation system. But when I put the smoke entity in Cave Editor and switch back to the modded game, the smoke appears for it's one time and disappears. Is there a way to prolong the smoke infinitely or is it impossible without ASM?
 
Sep 11, 2017 at 12:27 AM
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It uses the Smoke Generator entity from Grasstown, it's where the crashed motorbike would be near Santa's House.
 
Sep 11, 2017 at 12:46 AM
ZYZZ Spur is the best gun because its super cool
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Can someone help with my old post?

For some reason I keep falling through the map!
I'm using the River tileset, and the arrows are still showing up as arrows (I know they're supposed to be the flowing things, but it's acting like it's a background rather than blocks)
 
Sep 11, 2017 at 4:15 AM
Soup Man
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I guess I'm supposed to edit this, i hope people check this
So i have another issue now
I have a sprite 0 "null" changed into a crow with the skeleton head
but whenever i try to <DNP it it only deletes the crow and leaves a floating skeleton head!
I think I know why this happens, but I don't know how to fix it. PLease help!!!!!

OK NOW I HAVE ANOTHER ISSUE
no one seems to be answering, probably becasue theres nothing to show anyone has typed anything
I did a map and its SUPER GLITCHED
it's like the blocks aren't even there!
I can see everything, but my guy just falls right through them
and the waterway moving river blocks still look like arrows.... WHY?

The skeleton head is a new entity so you can't <DNP it. However, you can do an <DNA for the skeleton head entity (deletes all instances of a certain type of entity), but this would delete ALL the skeleton heads in the area.

There could be several problems with your map. The tileset could be too large (anything after 256 pixels (iirc) is terribly glitched), or the tileset might not have any of the tile types set (somehow)...
 
Sep 11, 2017 at 9:06 PM
ZYZZ Spur is the best gun because its super cool
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Join Date: Jan 15, 2017
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The skeleton head is a new entity so you can't <DNP it. However, you can do an <DNA for the skeleton head entity (deletes all instances of a certain type of entity), but this would delete ALL the skeleton heads in the area.

There could be several problems with your map. The tileset could be too large (anything after 256 pixels (iirc) is terribly glitched), or the tileset might not have any of the tile types set (somehow)...
I think that's it..
I made my map 260 tiles
DARN i deleted my old one because I thought the map was glitched forever

edit: I changed it to 50x50 but it still doesn't work
Any other solutions?
by the way what is iirc?
 
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Sep 11, 2017 at 11:14 PM
Soup Man
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I think that's it..
I made my map 260 tiles
DARN i deleted my old one because I thought the map was glitched forever

edit: I changed it to 50x50 but it still doesn't work
Any other solutions?
by the way what is iirc?
I don't think it's the map size, but the tileset size. (the tileset is the little thing in the right of/above your map that displays the tiles you can place. You may have done something when editing the tiles.

iirc means "if I recall correctly" iirc
 
Sep 12, 2017 at 4:31 PM
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I think that's it..
I made my map 260 tiles
DARN i deleted my old one because I thought the map was glitched forever

edit: I changed it to 50x50 but it still doesn't work
Any other solutions?
by the way what is iirc?

50x50 is incorrect it should be 16x16px per tile at 16x16 tile per sheet. If you have 2x, it is 32x32px per tile at 16x16 tiles per sheet. Try resizing to 16x16px. 50 is not a multiple of 16. I may be misunderstanding your comment tho so don't hesitate to correct me.

If that doesn't work
The PXA file format isn't corruptible. So I think that you may have screwed up the PXM. Open up your map in a hex editor and resize the character view so it matches your map. Check that the hex view looks like your map. If it looks nothing a like, try resizing the character view. If it still doesn't work, reply to this.
 
Sep 12, 2017 at 6:11 PM
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The PXA file format isn't corruptible.

I actually know what happened here since it used to happen to me all he time, the PXA did "corrupt" in a sense.

Basically, really old versions of Booster's Lab (found in old Deluxe packages or whatever, Walrus_Guy said he used multiple old editors all on the same file) would sometimes on accident completely wipe the pxa, setting everything to 00 (background) and causing the issues he had.

In a profile post I told him to grab river.pxa from vanilla and replace it, and he said everything was working again.

But yeah, you're right in that the tilesheet should be no bigger than 256x256 pixels, preferably 256 wide in all cases and in a height dividable by 16.
 
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