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Quick Modding/Hacking Answers Thread

Apr 6, 2021 at 5:47 PM
ZYZZ Spur is the best gun because its super cool
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Unless I'm somehow mistaken im pretty sure the weapon specific hacks have max on-screen properties?
p375452-0-snnxmh2.png
i dont see any custom/vanilla editting folder or properties/sfx for these bullets

Edit: just got a new version of boosters lab and these options now show
 
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Apr 6, 2021 at 6:27 PM
Moo~
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Unless I'm somehow mistaken im pretty sure the weapon specific hacks have max on-screen properties?
p375452-0-snnxmh2.png
How did i miss that? I looked in those subfolders, too! :balrog:
 
Apr 6, 2021 at 6:54 PM
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How do I change the game's icon to a custom one, I've been trying different ways to do it and they won't work.
Convert a .png to a .ico (you can do this online) and then use a program called "Resource Hacker".
 
Apr 7, 2021 at 12:43 AM
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Ok I Have made the .ico and it worked, thanks.
 
Apr 7, 2021 at 5:57 PM
ZYZZ Spur is the best gun because its super cool
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am i able to have over 100 maps

i thought i read somewhere that that breaks the game but idk if that was ever true
 
Apr 7, 2021 at 7:12 PM
Moo~
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am i able to have over 100 maps

i thought i read somewhere that that breaks the game but idk if that was ever true
You are. Just don't use Cave Editor.
 
Apr 11, 2021 at 11:02 PM
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I'm trying to have a door that leads to a map but when the event occurs, it gives me this error:
1618178491829.png
Here's the code in the event:
<PRI<CNP0100:0000:0000<SOU0011<FAO0001<TRA0011:0094:0027:0056
 
Apr 12, 2021 at 2:46 AM
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I'm guessing that the error lies in your <TRA command. I actually tried running your script segment, and it worked okay for me. My guess is that somehow event #94 that gets executed when you transition to map #11 either doesn't exist, or has some error with it. Either that, or in that event or code that gets executed, it's trying to load some image that's corrupted or run some command that's corrupted. Maybe it would help if you share with us your script from room #11 in your mod, especially event #94.
 
Apr 12, 2021 at 2:50 AM
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I'm guessing that the error lies in your <TRA command. I actually tried running your script segment, and it worked okay for me. My guess is that somehow event #94 that gets executed when you transition to map #11 either doesn't exist, or has some error with it. Either that, or in that event or code that gets executed, it's trying to load some image that's corrupted or run some command that's corrupted. Maybe it would help if you share with us your script from room #11 in your mod, especially event #94.
I fixed the problem, apparently the tileset I was using was corrupted, so I resaved the file and it fixed it.
 
Apr 12, 2021 at 5:13 AM
Moo~
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In case you come across similar messages, I recommend using the Errors hack in the Hackinator, it helps translate the error messages to English. Disregard this if it was already suggested, however.
p375479-0-647rrx.png
 
Apr 14, 2021 at 10:22 PM
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How exactly do you get the Curly AI to follow you around like in the Labyrinth?
 
Apr 14, 2021 at 10:34 PM
Moo~
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How exactly do you get the Curly AI to follow you around like in the Labyrinth?
Looking in the vanilla TSC, looks like you can just give it an event number and use <ANPXXXX:0020:0000.
 
Jun 16, 2021 at 7:29 PM
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How do you change the font in cave story?
 
Jun 16, 2021 at 8:19 PM
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How do you change the font in cave story?
The font is stored in "Config.dat".

The quickest way to change the font is to directly open up Config.dat in a hex editor, and change "Courier New" to whatever font you want. Some fonts seem to work, and others don't seem to work for me, for reasons I don't fully understand. Might have to do with my local system settings and what fonts are embedded in my OS. "Arial" and "Papyrus" are working fine for me, but for some reason, "Comic Sans" doesn't seem to work. If you want a quicker solution, you can use FontConfigEdit, by Mint. Just place the exe in the same folder as your Cave Story game, run it, and type in the name of the font you want to use.

Ultimately, the best solution is to change the font in DouConfig.exe. The reason for this is that every time you click "OK" in DouConfig, it regenerates the "Config.dat" file, and by default it's only going to set the font to Courier New. So for a better solution, open up DouConfig with a hex editor, and change "Courier New" to your desired font at offset 0xBCE0. This will make it always save the settings with your desired font.

Another thing I should note is that even if you get the custom font showing up, it might look a little wonky. The Cave Story typer was originally designed for a font more like Courier New, so anything with characters that look much different in shape may be warped. Papyrus, for example, looks pretty bad in the game, even though it technically works.
 
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Jun 16, 2021 at 9:11 PM
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How do you change the Sounds? Not music.
 
Jun 16, 2021 at 9:13 PM
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The main program you'll be using to edit sounds in Cave Story is SeaTone. Most of the documentation should be in the download, and it should be pretty self-explanatory.
 
Jun 16, 2021 at 9:21 PM
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Last but not least @EnlightenedOne How do you get music in your mods that's uh... not an org. Like in your Tower mod? Or anyone else know?
@HaydenStudios ?
 
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Jun 17, 2021 at 12:36 AM
Moo~
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Last but not least @EnlightenedOne How do you get music in your mods that's uh... not an org. Like in your Tower mod? Or anyone else know?
@HaydenStudios ?
Clownacy's Mod Loader is what they used. It pretty much gives you the benefits of CSE2, but you're still working with the vanilla executable.
 
Jun 17, 2021 at 12:50 AM
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How do you get the music in though? What is the number? @Serri I DONT GET IT!
Look i have them in the cave story folder.
 

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Jun 17, 2021 at 1:44 AM
Based Member
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Okay, first off, let me give you a tip on using Windows. You appear to have a factory default setting that is hiding some file extensions. In your Windows Explorer window, click on "File" -> "Change folder and search options" and select the "View" tab. Un-check the checkbox that says "Hide extensions for known file types". And click "Apply".

Once you've done this, this should make that file "mod_loader" now appear as "mod_loader.dll," which is the file that appears to be missing from the "mods" folder. So try putting that "mod_loader.dll" file into the "mods" folder, and see if it behaves any better.
 
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