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Quick Modding/Hacking Answers Thread

Jun 8, 2020 at 7:30 PM
Moo~
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Okay, I've made a modded version that fixes the Entity Flag dialog in both the map editor and in npc.tbl, so there won't be anymore further confusion between Cave Editor users and Booster's Lab users.
Download
p373384-0-drwqyk.png
p373384-1-f2dbfl.png
 
Jun 14, 2020 at 11:32 PM
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Hello, I'm having problems with my mod. To me it works fine but to others not. According to the error log, PrtCave.bmp and NpcSym.bmp are returning 1 instead of 0. The characteristic these two share is that I edited them with GIMP (GNU Image Manipulation Program), but I've also edited PrtMimi.bmp with GIMP and this file still returns 0. I'm using CEditor and not using CSE2. I have also actually used the edited tiles of PrtCave and NpcSym in maps, but not the edited tiles of PrtMimi. Here's the download link.
 
Jun 15, 2020 at 12:05 AM
Moo~
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The characteristic these two share is that I edited them with GIMP
Ahah, here's the problem. You using GIMP! You know what they say, all toasters toast toast!

I'd suggest any other image editing software, GIMP is always the source to "my Cave Story bitmaps are broken!". Paint.NET, FireAlpaca, or Aseprite are often recommended.
 
Jun 15, 2020 at 12:06 AM
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Ahah, here's the problem. You using GIMP! You know what they say, all toasters toast toast!

I'd suggest any other image editing software, GIMP is always the source to "my Cave Story bitmaps are broken!". Paint.NET, FireAlpaca, or Aseprite are often recommended.
ah ;-; that's a pity, I love GIMP.
Thank you very much!
 
Jun 15, 2020 at 5:09 PM
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Booster's Lab is giving me a headache because apparently it has something against Ubuntu users.
p373480-0-czemf0tbk3551.png
p373480-1-awgc5zsbk3551.png
ik it's like my third question in a row but i am Mildly Frustrated, can someone help please?

Edit: Thanks to the modding discord community I was able to solve the problem!
 
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Jun 25, 2020 at 3:05 AM
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How you edit the credits?
 
Jun 25, 2020 at 3:12 AM
whaaaaaaaaaaaat?!?
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...i'm not sure why you're asking here, on a long dead thread for my kinda mediocre first mod of all places, but yeah. booster's lab's help section has a guide on how to edit the credits, it's not that tricky once you get the hang of it.
 
Jun 26, 2020 at 1:54 AM
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There's a guide for that in Booster's Lab.
I will try another time, make the Booster's Lab work.

EDIT: I got it, thanks!
 
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Jun 28, 2020 at 2:27 PM
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So regarding Entity #20 (Computer), it has 3 different sprites that I redesigned for the Mechanto Gate in Gun v2. So considering that Entity #20 has 3 different sprites, can you switch between them with ANP?
 
Jun 28, 2020 at 6:29 PM
Moo~
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So regarding Entity #20 (Computer), it has 3 different sprites that I redesigned for the Mechanto Gate in Gun v2. So considering that Entity #20 has 3 different sprites, can you switch between them with ANP?
Probably not. Especially when the computer entity doesn't have an animation table of it's own. You'll have to write one in with ASM.
 
Jun 29, 2020 at 10:41 AM
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Probably not. Especially when the computer entity doesn't have an animation table of it's own. You'll have to write one in with ASM.
If that's the case, then I'm under the mistaken assumption that the computer sprite is animated considering it has 3 sprites. So what are the three sprites actually used for?
p373583-0-tcbcrkw.png
p373583-1-5jftyr6.png
 
Jun 29, 2020 at 4:24 PM
Moo~
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Looking into the assembly, the sprites are all looped depending on direction. One just happens to be in a one frame animation and one happens to be in a two frame animation. However, neither are dependent on <ANP, nor is there code like JMP DWORD [E_X*4+4XXXXX] in the NPC. There isn't even an animation table at the end, the code just jumps straight to NPC 021.
p373586-0-vdmqj8.png
 
Jun 29, 2020 at 5:07 PM
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Looking into the assembly, the sprites are all looped depending on direction. One just happens to be in a one frame animation and one happens to be in a two frame animation. However, neither are dependent on <ANP, nor is there code like JMP DWORD [E_X*4+4XXXXX] in the NPC. There isn't even an animation table at the end, the code just jumps straight to NPC 021.
p373586-0-vdmqj8.png
Well damn, it was a worth a shot at least. Thanks for you help anyway, Serri.
 
Jun 29, 2020 at 10:00 PM
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meh, i dont know how to animate the player with out breaking my computer. or at least adding entities in cave editor
 
Jun 29, 2020 at 10:51 PM
Moo~
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meh, i dont know how to animate the player with out breaking my computer. or at least adding entities in cave editor
What do you mean with any of this? What were you planning to do?
 
Jul 11, 2020 at 2:27 PM
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Oh boy, it's been a while since I last asked a question here.
Anyway, I was trying to export my work to CSE2 and some files do work, but others(new .PNG files in particular) crash the game immediately.
Now, what I did is: I converted the .BMP files to PNG and then I put them in their respective CSE2 folders making sure that they had the same exact names, then I ran the game to make sure everything was working fine, but then it closed the program without even leaving an error.txt.
What did I do wrong?
 
Jul 22, 2020 at 12:48 PM
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You know how the Core fight has the water raise and lower? I wondering how to pull this off for my own mod, considering that I found Selenic Shadow's usage of this technique quite impressive.
 
Jul 22, 2020 at 3:06 PM
Moo~
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By itself, i thought the water level's only animation is rise. The rising and lowering cycle in the Core battle are hardcoded, I'm pretty sure.

EDIT: In the case of mods like WTF Story or Terri's Night Out, the entity itself was relocated (or really, manipulated through null entity transformations), rather than animated downward, to give the illusion that it is.
 
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Jul 22, 2020 at 3:28 PM
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By itself, i thought the water level's only animation is rise. The rising and lowering cycle in the Core battle are hardcoded, I'm pretty sure.

EDIT: In the case of mods like WTF Story or Terri's Night Out, the entity itself was relocated (or really, manipulated through null entity transformations), rather than animated downward, to give the illusion that it is.
Okay then. However in Selenic Shadow's Grié'dýr : Water, the water rises up and down. The script for it goes like this though I have trouble trying to understand it:
p373894-0-r89zdfj.png
 
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