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Quick Modding/Hacking Answers Thread

Nov 6, 2021 at 3:42 PM
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What exactly do you mean by "verified" in the CSMC? We don't give you a blue checkmark by your name once you've reached a certain quota of contribution to the community or something like that, you just build a reputation through your actions.
 
Nov 6, 2021 at 7:49 PM
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Tried opening Booster's Lab (v0.5.0.0) but got this message instead.
"Could not find the main class. Program will exit."

Version 0.4.5.0 runs just fine, though.

So question is, is there a way to get BL v0.5.0.0 to work?

(If this has already been answered elsewhere, sorry; my mobile device doesn't like the search function so I can't use that. :-/ )
 
Nov 6, 2021 at 7:58 PM
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Not sure what your problem is, but I would suggest making sure your Java is up to date. I'm running Windows 10 64-bit, and BL v0.5.0.0 seems to work fine for me.
 
Nov 6, 2021 at 8:34 PM
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If you're not able to access the text channels in the CSMC, too bad cause you have to get verified to access them. usually takes up to 24 hours.
Don't you just have to put the name of the blond robot in Cave Story and then wait until you get verified.
 
Nov 6, 2021 at 8:43 PM
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Oh hang on, are you talking about the Cave Story Tribute Site Forums Discord Server? You were already on there, Brite. But then Tpcool booted you, because you were kind of spamming:
SpamtonBrite.png
 
Nov 6, 2021 at 10:10 PM
whaaaaaaaaaaaat?!?
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Nov 6, 2021 at 11:10 PM
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aren't you banned from there or was that an old account
Exactly what I said.
Code:
(CSTSF)brite == (CSMC)spamton

Ironically appropriate, actually, to name yourself spamton and then post a bunch of silly messages in the server.
 
Nov 7, 2021 at 12:12 AM
Sincerity will always triumph over irony.
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Error Type: User Error
Problem: User joined CSMC server with two brand new accounts, spammed/excessively-pinged in the welcome channel, and then had the two accounts argue with each other.
Solution: None. Verification/Filtration works as intended.
 
Nov 19, 2021 at 11:57 AM
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Seeing as I'm currently unable to update Java, I'll stick to Cave Editor (though only where necessary) and Booster's Lab 0.4.5.0; I do, however, have questions.

Firstly, how many maps can CS mods have (if they weren't Cave Editor'd)?
Secondly, I got an "error copying files" error when duplicating a map in BL. Should this worry me? Or is it something easily dealt with?
Thirdly, what are the size limits for maps? (I think 21x16 is the minimum, but not sure on the maximum...)
 
Nov 19, 2021 at 2:59 PM
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I believe the map limit for Cave Story is 128. Although if you can help it, I'd suggest replacing existing maps instead of adding new ones.
That's weird, the duplicate map feature in BL seems to work okay for me. Might be a problem with version 0.4.5.0, but obviously that can't be helped much in your case.
I'm not aware of any specific limit on the size of maps, but I do know that the game will let you make maps that are pretty darn big. Generally, one design practice we try to discourage is to make your maps too enormous. Even in the case of mods that did this gracefully, like Jenka's Nightmare and CS Redesign, it can make the mod hard to navigate. Also, not sure if this matters, but if your map exceeds certain dimensions (don't know the dimensions off the top of my head), then the map system won't work on that map.
 
Nov 19, 2021 at 3:33 PM
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I believe the map limit for Cave Story is 128. Although if you can help it, I'd suggest replacing existing maps instead of adding new ones.
That's weird, the duplicate map feature in BL seems to work okay for me. Might be a problem with version 0.4.5.0, but obviously that can't be helped much in your case.
I'm not aware of any specific limit on the size of maps, but I do know that the game will let you make maps that are pretty darn big. Generally, one design practice we try to discourage is to make your maps too enormous. Even in the case of mods that did this gracefully, like Jenka's Nightmare and CS Redesign, it can make the mod hard to navigate. Also, not sure if this matters, but if your map exceeds certain dimensions (don't know the dimensions off the top of my head), then the map system won't work on that map.
I believe Boosters Lab allows you to have more maps than 128, if I remember correctly.

AQUA BARRIER had around 142~ maps in the freeware exe, if that says anything. I believe it crashed after 142, but that might've been a weird windows issue that has been fixed since. I remember testing in June/July, and you may be able to add as many maps as you want. You'll start risking it after 128 maps though, probably.
 
Nov 19, 2021 at 5:31 PM
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Okay, I may've figured out the error's cause (duplicating a new map that hasn't got a script; duplicating maps with a script don't bring up the error), so that's hopefully not an issue now.

Thank you! =)
 
Nov 20, 2021 at 8:11 PM
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Thirdly, what are the size limits for maps? (I think 21x16 is the minimum, but not sure on the maximum...)
307200 tiles is what I've heard. Theoretically this allows a perfectly square map no larger than 554x554, but any dimensions within this bound should work (albeit not be fun to traverse in). Also as Hayden said earlier the map system item will stop working correctly far below this threshold (unless you use the modloader .dll that dynamically resizes its rendering).
 
Last edited:
Dec 23, 2021 at 10:54 AM
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Problem:
Player does not appear on map until reloading game

Details:
The mod uses the TSC+ hack (and IMG/PHYS add-ons), and after the cutscene (following the PHYS stuff), the player... just isn't there.
Thought they were out-of-bounds so I added the Map System equip flag, but turns out they are at the starting point where they should be, just hidden... and SMC doesn't reveal them.
I even used TRA, to no avail.

So far, the only way to actually go on as normal is to reload (there's an "autosave" in the script at the start of the mod that I copied from one of the mods I've worked on in the past, but that didn't cause any issue in that mod).

I was wondering, is there anything that can be done, other than using LDP and an H/V trigger for part of the cutscene?
 
Dec 23, 2021 at 2:49 PM
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I'll try, but my mobile device imposes a character limit. -_-
So I'll have to shorten it (by a lot), at least until I can find a way around that.

Code:
#0200
<KEY
<PHY0000:0812 (etc.)
<PHY0016:0000<FL+0500
<MS2<TUR
text<WAI0040<CLO<MS2<TUR
more text, etc.<WAI0040<CLO<MSG<TURDo you wish to shorten (or even skip) cutscenes?
(alt+0134)<YNJ0201<FL+0432<EVE0201

(events 0201 to 0207 are more YNJ questions like "more save points?" or "disable optional areas?")

#0208
<CLO<MS2<TURDone.
Autosaving.<WAI0080<CMU0008<SVP<CLRAutosave complete.
Press any key to continue.<NOD<CLO
<FL+0431<EQ+0002<TRA0013:0210:0030:0024

#0210
<KEY<FAI0004<SMC<FLJ0432:0211<IMGJil1<MSG
some dialogue<NOD<CLO<IMG0000<END

#0211
<KEY<IMGJil1<MSG
...? Where am I?<NOD<CLO<IMG0000<END

(Alt+
 
Dec 23, 2021 at 11:46 PM
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All I see is that maybe when you equip item 0002, with whatever you've done with it, causes you to disappear. That or the flag.
 
Mar 29, 2022 at 7:29 PM
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What's the most recent version of Resource Hacker that's needed to replace ORGs and such?
(As I understand it, using the latest versions would be unwise?)
 
Mar 29, 2022 at 8:58 PM
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Mar 29, 2022 at 9:55 PM
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Thanks; it seems version 4.2.5 works, but it always helps to have an older version just in case. =P

All I see is that maybe when you equip item 0002, with whatever you've done with it, causes you to disappear. That or the flag.
Removed one, tested it, player is invisible and uncontrollable until reload.
Tried the other way around, same issue.
Removed both flag and equip flag, no change.

Since I can now post from a PC (rather than a lousy mobile device), I might as well post the full script from the starting map.
Code:
#0090
<MNA<CMU0008<FAI0000<END
#0091
<KEY<MYB0002<WAI0002<PRI<MNA<CMU0008<FAI0001<END
#0092
<MNA<CMU0008<FAI0002<END
#0093
<MNA<CMU0008<FAI0003<END
#0094
<MNA<CMU0008<FAI0004<END

#0100
<PRI<FAO0003<MYD0002<TRA0014:0093:0026:0001
#0101
<PRI<FAO0002<TRA0019:0092:0001:0061

#0200
<KEY
<PHY0000:0812<PHY0001:1535<PHY0002:0080<PHY0003:0032
<PHY0004:0085<PHY0005:0032<PHY0006:0051<PHY0007:1280
<PHY0008:0406<PHY0009:0483<PHY0010:0060<PHY0011:0012
<PHY0012:0072<PHY0013:0072<PHY0014:0025<PHY0015:0720
<PHY0016:0000<FL+0500
<MS2<TUR[            ]
Initializing physics<WAI0040<CLO<MS2<TUR[|           ]
Initializing water physics<WAI0040<CLO<MS2<TUR[||          ]
Initializing graphics<WAI0120<CLO<MS2<TUR[|||         ]
Initializing sound<WAI0120<CLO<MS2<TUR[||||        ]
Loading ORG files<WAI0080<CMU0040<CLO<MS2<TUR[|||||       ]
Loading weapon data<WAI0040<CLO<MS2<TUR[||||||      ]
Loading inventory data<WAI0080<CLO<MS2<TUR[|||||||     ]
Feeding flower dragons<WAI0080<CLO<MS2<TUR[||||||||    ]
Scanning for viruses<WAI0160<CLO<MS2<TUR[|||||||||   ]
Loading character data<WAI0040<CLO<MS2<TUR[||||||||||  ]
Revving it up<WAI0080<CLO<MS2<TUR[||||||||||| ]
Loading map data<WAI0160<CLO<MS2<TUR[||||||||||||]
Done. Initializing questions.
Press any key to continue.<NOD<CLRWARNING! Once most options have been
set, they can never again be changed
from the Hub area.      (Press any key.)<NOD<CLRThese questions will be marked with a
dagger (†). Careful not to hurt yourself
with it.<NOD<CLO<MSG<TURDo you wish to shorten (or even skip)
cutscenes?
(†)<YNJ0201<FL+0432<EVE0201
#0201
<KEY<MSG<TURDo you wish to have more save points?
(†)<YNJ0202<FL+0433<EVE0202
#0202
<KEY<MSG<TURShould NPCs repeat the same things over
and over, with no new text?<YNJ0203<FL+0444<EVE0203
#0203
<KEY<MSG<TURDo you want to restrict items to only
mandatory items? (These will be marked
with a sparkle near the chest.)<YNJ0204<FL+0445<EVE0204
#0204
<KEY<MSG<TUR
Simplify the Hub area?<YNJ0205<FL+0446<EVE0205
#0205
<KEY<MSG<TUR
Disable optional areas?<YNJ0206<FL+0447<EVE0206
#0206
<KEY<MSG<TURPlay on Easy Mode?
(+10 starting HP, and infinite ammo and
 mana for ALL weapons and spells.)<YNJ0207<FL+0448<ML+0010<EVE0207
#0207
<KEY<MSG<TURDisplay warning signs in boss rooms?
(†)<YNJ0208<FL+0449<EVE0208
#0208
<CLO<CMU0000<MS2<TURDone.
Autosaving.<WAI0080<CMU0008<SVP<CLRAutosave complete.
Press any key to continue.<NOD<CLO
<FL+0431<EQ+0002<TRA0013:0210:0030:0024

#0210
<KEY<FAI0004<SMC<FLJ0432:0211<IMGJil1<MSGMmmph… 
Hm?<NOD
Where am I?
Is this… a dream?<NOD<CLR
......<NOD<CLRDon't have amnesia… I mean, my
name's Jillian Percival, age
19.<NOD I'm human, and the chosen
wielder of the legendary sword
Ritesoa, back home.<NOD<CLRBut I see it's not with me. I
think I should… maybe get out
of this dump…?<NOD<CLO<IMG0000<END
                          |   |         |
#0211
<KEY<IMGJil1<MSG
…? Where am I?<NOD<CLO<IMG0000<END
                          |   |         |

#1000
<END
The only ASM hacks applied to the mod in question would be the "errors" one (that translates the errors into English) and the TSC+ with the PHYS and TIMG add-ons.
(I removed a <LDP from the script that was placed before the <TRA event; at the time, that's the only work-around I could think of.)

Or… is it possibly a side-effect from having like 181 maps in the executable (despite only 128 being usable from what I could tell by testing)?
 
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