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Quick Modding/Hacking Answers Thread

Sep 1, 2023 at 2:18 PM
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OH sorry, somehow I was convinced it was normally possible to put a background behind a tile, on further inspection I see nothing of the sort in the vanilla maps, so sorry aaaa
This is what I was trying to say but yea that doesn't exist, I'm just being dumb lol oof

View attachment 9039
You can technically still do this by either editing the tileset to have a version of the statue with that background or by having said background as, well, the background.
 
Sep 7, 2023 at 5:15 AM
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I assume this means it isn't going to work? I mean, base Cave Story and the few mods I've used have working layering, any replacements at the least?

I'm a bit late to this, but there is actually a DLL inject for Layers mode that got released in the Cave Story Modding Discord server a little while back,
https://cdn.discordapp.com/attachments/312733438153326593/1113572572408315934/layers.zip by Periwinkle
Layers mode is not a freeware feature and Cave Editor does not support it, so you'll have to use the layers version of BL if you'll be utilizing this!!
It works with both Clownacy's Mod Loader and standalone, so if it's the only DLL you're using you can rename it to dinput.dll. Otherwise, make a folder in the mods folder with the same name as the DLL and add it to mods.txt.

EDIT: Ah shit, I don't mean to be a broken record, for whatever reason it didn't show that there was another page when I was reading the thread, sorry! Hope this helps as an explanation for importing into freeware at least.
 
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Sep 7, 2023 at 5:55 AM
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I'm a bit late to this, but there is actually a DLL inject for Layers mode that got released in the Cave Story Modding Discord server a little while back,
https://cdn.discordapp.com/attachments/312733438153326593/1113572572408315934/layers.zip by Periwinkle
Layers mode is not a freeware feature and Cave Editor does not support it, so you'll have to use the layers version of BL if you'll be utilizing this!!
It works with both Clownacy's Mod Loader and standalone, so if it's the only DLL you're using you can rename it to dinput.dll. Otherwise, make a folder in the mods folder with the same name as the DLL and add it to mods.txt.

EDIT: Ah shit, I don't mean to be a broken record, for whatever reason it didn't show that there was another page when I was reading the thread, sorry! Hope this helps as an explanation for importing into freeware at least.
THANK YOU I didnt understand what the last guy meant due to me being a moron but your post made it clear xD this is a huge help as I was trying to make all the tiles I needed in different combos which obviously ate up all the space on the 256x256 tileset immediately, lol
Also sorry for the deleted quote, I was a moron and forgot to paste it into the main mod folder and not my backup and realized as I posted it...
 
Sep 13, 2023 at 7:19 AM
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THANK YOU I didnt understand what the last guy meant due to me being a moron but your post made it clear xD this is a huge help as I was trying to make all the tiles I needed in different combos which obviously ate up all the space on the 256x256 tileset immediately, lol
Also sorry for the deleted quote, I was a moron and forgot to paste it into the main mod folder and not my backup and realized as I posted it...
it also makes it so that you can use tilesets bigger than 256x256 as a side effect of the tile code rewrite i think
 
Jan 28, 2024 at 2:34 AM
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Sorry if this question sounds dumb/should have been asked in the modding Discord, but is there any way to set a weapons maximum level below 3? I highly doubt this would work, but I just wanted to ask. (As far as I am aware there hasn't been any question regarding this, so..)
 
Jan 28, 2024 at 3:03 AM
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Probably a good idea to ask in the modding discord. Otherwise, if you want to be a little cheap on it, you can set the Lv. 3 Polar Star to shoot Lv. 2 bullets through the hackinator in Booster's Lab, if you don't mind the glaring "3" next to the EXP meter.
v0c6jp.png
 
Feb 16, 2024 at 6:22 AM
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Testing to see if this will fix the emptied latest post slot
Edit: Very good, proceed as normal
 
Feb 16, 2024 at 8:40 AM
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Testing to see if this will fix the emptied latest post slot
Edit: Very good, proceed as normal
noticed that yesterday, really odd, wonder how that happened
 
Jul 31, 2024 at 12:10 AM
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Okay, this is probably going to just be shouting in the void for help, but what the fuck does the first argument in <CIN (Character INput) do?

<CINxxxx:yyyy:zzzz

I get yyyy is the max amount of characters you can type in (up to 16 characters), and zzzz is what kind of characters you're inputting (0 - nothing, 1 - letters only, 2 - numbers only, 3 -letters and numbers), but what does xxxx fucking do? It really doesn't help either when the only mod, that ever has that TSC command in use, that I ever know of, is K:SS, and it's only ever used twice. Never again.
Code:
In room 9: <CIN0000:0010:0001
This is for naming lab samples, you can type up to 10 alphabetical characters, xxxx does seemingly nothing, despite having 0 as the value.
In room 10: <CIN0010:0009:0002 - for the password, you can type up to 9 numerical characters, xxxx does seemingly nothing, despite having 10 as the value.

If anyone else has also worked with the <CIN hack, if at all because the version Noxid released in their open-source hacks thread in 2012 is incomplete (and no longer available), any further knowledge would be hugely appreciated. :heart:
 
Jan 5, 2025 at 2:02 PM
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Can you make Organya View allow 10 character names? For some reason when ever I do it, the EXE just doesn't open and it only works if I put spaces at the beginning of the Window name/Version window name, making the character count 12 instead of 10. Is there anyway to make it accept less than 12 character names?
 
Jan 5, 2025 at 2:05 PM
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you mean the track names? how are you editing them? if it's through a hex editor, you have to make the character count stay the exact same as the vanilla title and just buffer 'leftovers' with spaces full stops at the end
 
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Jan 5, 2025 at 4:01 PM
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What's the name you were thinking of changing "Organya View" to? For the title there are two strings to edit it under.

From 0xd200 to 0xd21f, the string "Organya View [Music Stopped]" is all in a 32 byte-long bank.
0a75e8.png


And from 0xd220 to 0xd22b the string "Organya View" is in a 12 byte-long bank.
zhrzzf.png


If you wish to make the "Organya View" name shorter you can absolutely do that, you just need to fill the rest of the memory that allows it with zeroes, as shown here.
c02jvj.png


And the result should work just fine.
g7a2nj.png
i2btwx.png
 
Mar 5, 2025 at 3:40 AM
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Does anyone know of a way to interrupt or break from a running event?

Screenshot 2025-03-05 033026.png

I'm trying to have a textbox that just idly shows text while you're in a trigger area, to use for showing level names (or just, some kind of tooltip or whatever.)
The problem is the player can't interact with objects (like doors) while the textbox is open. So you're just awkwardly stuck waiting for it to close.

I've tried removing any <WAI commands and just letting the H/V trigger trigger the event over and over, so the textbox atleast closes once you're no longer in the trigger, but that just results in ugly text flickering (and you still can't interact with anything for the frames the text is on screen, which just feels awkward and janky aha)

Any help would be much appreciated!
 
Mar 5, 2025 at 4:34 AM
Moo~
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TSC events are very much just single threaded, and there is really no other way to run one event while another is running. You're going to need to workaround through other means like through entrance events (while you're entering a room) or even find better places where the textbox can be plopped in long enough before the <WAI timer finishes and goes to <END.

A possible idea is to place in another null NPC above the one used for the doorway, with the "Run Event on Contact" and "Spawn with Alt Direction" flags turned on, and while the text shows up, <MNP said null NPC to a different position, preferably somewhere where the player won't be able to bump into it, as well as add in a <FRE and a <WAI timer while the textbox is still on, and then still be able to interact with the null NPC used for the <TRA event afterwards. Clunky idea, but it's an example on what you can do to workaround the issue.

If that doesn't suffice and you're still wanting to use two different TSC events to run at the same time, there is one possible means, that can allow you to run two TSC events at the same time, given you're working on a freeware mod. Just be sure to plug in the ASM properly, and follow the instructions on how to use it. It is a proof of concept, but if it works, then that's great!
 
Mar 5, 2025 at 6:54 AM
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Unfortunately, the textbox being open requires the event to be running from what i can tell. Which means as long as it's open, interacting with interactable npcs is disabled >.>
I've tried a setup like this:
#0101
<WAI0001<EVE0101
#0102
<CAT<MS20-1: Hello World!<EVE0101
In the hopes that maybe I could maybe use some out of bounds flag checking in event 101 to poll for the player pressing down, to actually enter the level or something while the textbox is still open, but unfortunately even jumping to another event closes the textbox entirely :<

(and even if it worked i guess without some other way of breaking out of a currently running event, that still wouldn't solve me wanting the textbox to disappear if you move away from the door >.>)
 
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Mar 5, 2025 at 7:24 AM
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Yeah, I get what you're going for, but I think even with custom ASM, you won't be having any luck with how the TSC goes in Freeware. Maybe it can be more feasible through the other two engines, CSE2 and d-rs, depending on whether you'd like to take the extra time to learning C++ or Rust. I know there's some people in the CSMC that can suggest ideas for that, even if the TSC required for that won't be 1:1 to your plans on how they'll work.
 
Mar 5, 2025 at 7:37 AM
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Noted, thanks for your help in any case :>
 
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