Apr 5, 2013 at 10:29 PM
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MagicDoors said:
Do you have a relevant .pxa file for the tileset? PrtWeed.bmp, for example, also needs Weed.pxa to function.
All you do is get an ordinary tileset, one that you might have copied off of, and make a copy of it. Then rename that copy, the name of your original tileset. (Just not the "Prt" part.)
 
Apr 6, 2013 at 12:10 AM
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Geez, I wonder if someone can lie? Nope, nonexistent, people ALWAYS know what's correct, even if what they saw may be a little confusing...
 
Apr 6, 2013 at 1:02 AM
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Er um I thought that was obvious
I mean copy-renaming a .pxa file
Would just
Do the same thing as the original for a different tileset
 
Apr 6, 2013 at 1:51 AM
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How do i set an h/v trigger to only trigger in the specific tile its in and not anywhere else on the map?
 
Apr 6, 2013 at 1:53 AM
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Surround it with tile 44
 
Apr 6, 2013 at 1:54 AM
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Thanks!
EDIT:How do i end the credits? and does + and - add or remove parts of the credits depending on which flags are set?
 
Apr 6, 2013 at 1:56 AM
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I interpreted it as him saying that I was lying about knowing what he was saying in his original post, which would probably mean he didn't actually read my post in the first place
 
Apr 7, 2013 at 1:21 AM
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liammillay said:
EDIT:How do i end the credits?
You can either put a "/" to make the text stop scrolling, or you can simply not do anything, and allow the text to scroll off the screen and automatically end.
liammillay said:
and does + and - add or remove parts of the credits depending on which flags are set?
No, those do not have to do with that. The +XXXX command sets the x value of all upcoming text, and the -XXXX command separates lines of scrolling text by x number of pixels. You appear to be trying to figure out how credit TSC code works. If that is the case, then you will be happy to know that there is existing documentation on it, courtesy of yours truly. You can either find the credit tutorial in the help files of Booster's Lab, or here. If you have a version of Booster's Lab on your hard drive right now, I recommend opening that up instead of clicking on the link, as IP Board did some odd things to my post, and the BL documentation version is in the format it was meant to be read.
 
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Apr 7, 2013 at 2:20 AM
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Thanks, that tutorial's really good, haydenstudios.
Also, 3rd question, how do i make the rocket entity go right instead of up if flag 7000 is set, and left if flag 7001 is set? (It would need to go up as well if those aren't set.)
 
Apr 8, 2013 at 2:13 AM
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I already read that topic. No dice. Sorry, but will anybody do it for me? It's on page 409.
 
Apr 8, 2013 at 3:03 AM
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does anyone know how to edit Quote's tile set to make him taller? (by about three of four pixels)
 
Apr 8, 2013 at 3:24 AM
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Edit the framerect's with assembly.
 
Apr 8, 2013 at 2:23 PM
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Name said:
I already read that topic. No dice. Sorry, but will anybody do it for me? It's on page 409.
I can't do anything useful with hex, so unless someone else can I'll need you to upload the save file for me to fiddle with. Alternately, you could create or edit an event already in the game to remove the Spur and then give it back ammo-free (literally all this should take is <AM-0013<AM+0013:0000)
 
Apr 9, 2013 at 10:39 AM
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How do i make the title screen just a 320x240 image?
And where are the hexadecimals that tell the game where to put the quote sprite on the screen for the new and load buttons?
 
Apr 9, 2013 at 5:24 PM
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