Sue's Workshop buggy editor
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#1
20 April 2006 - 06:21 AM
With adding in extra enemies in the original maps. After about 40 or so entries, some of the NPC start to lose collison detection and you know as soon as you try to shoot them, the weapons have no effect and they still walking around when they're supposed to be dead.
When adding in new enemies in the custom-made maps. After about 100 or more entries, the same problem starts happening again but if you try to add in more entries after this problem starts up, then those extra entries carry the same bug.
PROBLEM: Spritesets are unsuable in the custom-made maps, the sprite sheet settings make no difference. The spritesets are mixed with other spritesets from already visited maps. Creating a HALL OF MIRRORS.
Surely Pixel knows the solutions to this problem....
BUT IN ORIGINAL MAPS, the NEW NPC Entries SPRITESETS slowly start to turn into a hall of mirrors when adding them into the original with Sue's Workshop.
PROBLEM: I put a red forcefield in my map (NPC). HOW do I get it to TURN
OFF? I need step by step instructions on how to remove an NPC entity
from the map.
PROBLEM: Altering a original PBM file in Ulead Express and then adding the Pixel thing at the end of the changed file, the game dosen't recognize the file and I get just a blue screen and it has been converted to PBM format using another program. So I can make custom backgrounds, I just cant seem to get them to work in the game.
Were these PBM files made with a special editor for PBM files, if so, which one? The game won't recognize a file converted into PBM from another graphic format.
QUESTION: HOW do we add in extra face pics for use in message dialogues? Adding in a new entrry after the last facepic, they don't show, up in the game, but it will show up if I use the first slot which is left blank.
#2
20 April 2006 - 06:43 AM
![]() | "Wow! The more I drink of this magical beverage, the more games I can play! Wheee!" |
Were these PBM files made with a special editor for PBM files, if so, which one? The game won't recognize a file converted into PBM from another graphic format.
As far as I know, those PBM files are just renamed Windows Bitmaps. Just changing the extension from pbm to bmp works just fine, so the reverse should too. But I have heard of PBMs before (Portable Bitmap?), so that might be where you're getting mixed up.
#3
20 April 2006 - 10:37 AM
All because someone wrote this for instruction:
"Just add ©Pixel to the end of each file you change or make"
I didn't know the change had to be done in binary to get the game to recognize it as part of the machine code checking process. I thought you type the change in ASCII text format. But doing the change in text and saving in a text editor just corrupts the binary code of the files and overwrites it with ASCII CODE JUNK instead, thus corrupting your custom-made maps.
Pixel put in a binary copy protection against hackers and to me it looks like this was done to discourage modding so that only he himself could mod the changes to his game. So I hope he knows all about the people pulling his game all to pieces for he obviously didn't want people to change things in his game.
If he don't like this modding business happening to Cave Story then we may have some problems, hopefully Variantinteractive has talked with Pixel and that he may be kind enough to allow moddling on the freeware version....
BUT It wouldn't surprise me if files being overwritten with ascii junk through using a text editor instead of a binary hex editor is why all the sprite sheets became all corrupted, corrupt NPC's not registereing their hotspots with weapon fire, and why the custom-made PBM's became full of ASCII JUNK, no wonder the game wouldn't show anything and just crashed or gave a blank screen or all messed up.
Having said that, can someone tell me how to shut off my forcefield?
#4
20 April 2006 - 07:34 PM
![]() | "Wow! The more I drink of this magical beverage, the more games I can play! Wheee!" |
Is it still showing red damage numbers? That sounds like flag 0200 behavior, it calls the entity's event instead of destroying it when its HP hits zero.the weapons have no effect and they still walking around when they're supposed to be dead.
I don't understand what you mean by hall of mirrors. Can you take a screenshot?The spritesets are mixed with other spritesets from already visited maps. Creating a HALL OF MIRRORS.
BUT IN ORIGINAL MAPS, the NEW NPC Entries SPRITESETS slowly start to turn into a hall of mirrors when adding them into the original with Sue's Workshop.
There are a few ways to activate and deactivate entites, depending on where you do it from and how permanent you want it to be.PROBLEM: I put a red forcefield in my map (NPC). HOW do I get it to TURN
OFF? I need step by step instructions on how to remove an NPC entity
from the map.
A. If the entity is in another room:
1. Set the entity to FlagID xxxx
2. Use the "Edit Flags" command to set "NPC is invisible" or "NPC is visible".
3. Use <FL+xxxx and <FL-xxxx commands depending on which option you set.
This won't work in the same room unless you exit and re-enter, since FlagIDs are only checked when the map is loaded. However, this is the only method that will keep the change after leaving the map, or after saving and loading the game.
--------------------
B. If the entity is in the same room:
1. Set the entity to Event yyyy
2. To deactivate an entity, use <CNPyyyy:0000:0000 command to change the entity's sprite to zero, the default blank entity.
3. To activate a sprite zero entity, use <CNPyyyy:ssss:0000, where ssss is the sprite you want. You can also change 0000 to 0002 to make it face the other way.
--------------------
C. Easier way to remove an entity in the same room:
1. Set the entity to Event yyyy
2. Use <DNPyyyy command.
This will completely delete the entity, and it will not be restored until you re-enter the map. You cannot use <CNP after this.
--------------------
D. Easier way to add an entity in the same room:
1. Use <SNPssss:cccc:rrrr:0000 to create a sprite of type ssss at column cccc row rrrr. You can also change 0000 to 0002 to make it face the other way.
The event, flagID, and flags of the new entity will all be zero. These can only be set when editing entities, so if you need them, use method B instead.
--------------------
In case you're wondering, the original game uses method A to remove the forcefield, and method B to turn it on during the fight with Igor. Method D, the <SNP command, is never used by the original game anywhere, but it seems to work fine.
This might require editing the code in the EXE file to look for more faces, I'm not sure.QUESTION: HOW do we add in extra face pics for use in message dialogues?
#5
20 April 2006 - 11:18 PM
When you say entity, are you referring to the forcefield here?
.
.
#6
21 April 2006 - 05:23 AM
![]() | "This is the greatest handgun ever made! You have to ask yourself, do I feel lucky?" |
Pardon my language SkyeWelse



ZA WARUDO!!!!
JoJo's Bizarre Adventure = Totally Awesome XD
If you save my Cave Story Userbar, right click and open and winrar, or rename the extension to .zip, you can extract the full game of Cave Story out of the image.
#7
21 April 2006 - 06:56 AM
#8
21 April 2006 - 07:41 AM
![]() | "This is the greatest handgun ever made! You have to ask yourself, do I feel lucky?" |



ZA WARUDO!!!!
JoJo's Bizarre Adventure = Totally Awesome XD
If you save my Cave Story Userbar, right click and open and winrar, or rename the extension to .zip, you can extract the full game of Cave Story out of the image.
#9
21 April 2006 - 04:25 PM
#10
21 April 2006 - 06:07 PM
![]() | "This is the greatest handgun ever made! You have to ask yourself, do I feel lucky?" |
That kind of attitude and disrespect from it is just not acceptable.
You've shown zero respect for anyone else in your posts, instead demanding to have everything handfed to you, and criticizing those working hard to understand this game's engine for not providing everything exactly as you want it.
Learn algebra. Learn the difference between ascii and binary file formats, and which editors are appropriate for which. You obviously want to accomplish something with Cave Story. You're not going to unless you put the effort into understanding things yourself.
My own problems and questions I have not recieved the answers I was hoping for, but rather than insult the community for not making reality conform to my wishes, I sat down and tried to figure out myself how to do what I want within the bounds of what I have to work with. That's just what you have to do when modding a game.
As far as I'm concerned, given the tone of your original demands for help, Kapow and eXodus were more than gracious in even trying to answer your problems. Be grateful, not resentful.
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