Jul 30, 2014 at 1:19 AM
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Woopsie.
There were supposed to be three pieces of code, but while formatting that post I accidentally deleted one and put another at the wrong offset.
The correct code is:

0x415474:
Code:
jmp 415495
0x415584:
Code:
mov eax,dword ptr ds:[49E650]
and eax,00000010			
je short 004155A3				
mov ecx,dword ptr ds:[49E63C]				
and ecx,00000100				
je short 004155A3			
call 00415631	
jmp short 004155B1
cmp dword ptr ds:[49E64C],1
jne short 004155B3
call 00415631
jmp short 004155C5
mov eax,dword ptr ds:[49E6C8]
shr eax,2
and eax,00000001
je short 004155C5
call 00415631
mov esp,ebp
pop ebp
ret
0x4156b0:
Code:
ret
http://www.filedropper.com/doukutsububble
 
Jul 30, 2014 at 7:18 AM
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Wow, it works great! Thanks a lot!
 
Aug 4, 2014 at 3:39 AM
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Has anyone here ever successfully added an additional map in a CS+ mod without replacing an existing one? It seems like the way to do this would be to append another map to your own stage.tbl file with the parameters at the required offsets, and then add the appropriate .tsc, .pxm, and .pxe files to your mod's stage folder. But when I try to transition to this map, the game crashes. I know it's possible to do this because it seems NICALiS did the exact same thing with their additional maps in Wind Fortress, but apparently there's something different about the way I'm doing it that's wrong.

In my example, it should send you to the start point and say "Are you ready for this?" Then it should take you to a copy of the storage and then say "Oh no, they were ready for that!"

Here's a freeware version of the mod: https://www.mediafire.com/?xg4uhckcjidxhxx
And here's a CS+ port of it: https://www.mediafire.com/?9xge12nu5e9aq33

The freeware version works, but the CS+ port crashes for some reason. Also, for those of you wondering, I've tried this both with and without that additional 0x0A byte at the end of the stage.tbl file. I'm not sure if that matters or not, 'cause it's in the base stage.tbl file, but not at the end of the stage.tbl of some challenges in CS+.
 
Aug 16, 2014 at 5:20 AM
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Is there a way to change the title screen color, like from the gray color it uses to another?
 
Aug 16, 2014 at 5:48 AM
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Find offset 40FDA8 in Olly Debug. Change push 202020 to other hex number you want. RGB colour.
 
Aug 16, 2014 at 5:14 PM
Um... Chosen One? Yeah that'll work. : P
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On a similar note, can I pull a cavern tale and use a map / image in the title screen?
 
Aug 17, 2014 at 1:05 AM
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Reddeh Le Steddeh said:
On a similar note, can I pull a cavern tale and use a map / image in the title screen?
If it's used before then you obviously can.

What Cavern Tale had was an ASM hack/patch that replaces the regular title.pbm rendering with that of displaying it as a full background. I would be glad to distribute that code to you... Except that ironically I actually do not myself know where/with whom is originates from.

Back in development, before the release of Part 2, I encountered a serious map-limit glitch that basically broke a couple days of hard work. Not even replacing the executable with the original one fixed the problem, yet somehow using an old copy of BLink's "Sue's Story" file did. We never pinpointed why, but basically I then was forced to use that, which included the full-image title screen.

Whether it's a hack created by BLink or just a patch he has documented from old times, he's the one to know (as it was never planned by me to make the change).
 
Aug 17, 2014 at 3:29 AM
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1. Open Olly Debug.
2. Open Cave Story executable from Olly Debug.
3. Goto offset 40f9b0.
4. Change:
40F9B9 | MOV DWORD PTR SS:[EBP-20],0 -> MOV DWORD PTR SS:[EBP-20],0
40F9C0 | MOV DWORD PTR SS:[EBP-1C],0 -> MOV DWORD PTR SS:[EBP-1C],30
40F9C7 | MOV DWORD PTR SS:[EBP-18],90 -> MOV DWORD PTR SS:[EBP-18],140
40F9CE | MOV DWORD PTR SS:[EBP-14],28 -> MOV DWORD PTR SS:[EBP-14],120
4100b4 | PUSH 28 -> PUSH 0
4100b6 | PUSH 58 -> PUSH 0
5. Right click -> Copy to executable -> All modifications. Press Copy all
6. In a window with icon D, right click inside that window -> Save file.
7. Enter the name. (with .exe at end)
8. Press save.
9. Wait! It's still not done. You must have an image for the title screen. Use this image. Copy that image to data folder.

Easy.
 
Aug 17, 2014 at 7:44 AM
Um... Chosen One? Yeah that'll work. : P
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apis said:
1. Open Olly Debug.
2. Open Cave Story executable from Olly Debug.
3. Goto offset 40f9b0.
4. Change:
40F9B9 | MOV DWORD PTR SS:[EBP-20],0 -> MOV DWORD PTR SS:[EBP-20],0
40F9C0 | MOV DWORD PTR SS:[EBP-1C],0 -> MOV DWORD PTR SS:[EBP-1C],30
40F9C7 | MOV DWORD PTR SS:[EBP-18],90 -> MOV DWORD PTR SS:[EBP-18],140
40F9CE | MOV DWORD PTR SS:[EBP-14],28 -> MOV DWORD PTR SS:[EBP-14],120
4100b4 | PUSH 28 -> PUSH 0
4100b6 | PUSH 58 -> PUSH 0
5. Right click -> Copy to executable -> All modifications. Press Copy all
6. In a window with icon D, right click inside that window -> Save file.
7. Enter the name. (with .exe at end)
8. Press save.
9. Wait! It's still not done. You must have an image for the title screen. Use this image. Copy that image to data folder.

Easy.
Oh my god thank you.
 
Aug 18, 2014 at 1:44 AM
scrungy
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apis said:
You must have an image for the title screen. Use this image. Copy that image to data folder.

diph.php
Dammit.
 
Aug 19, 2014 at 10:11 PM
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This has likely been previously answered, but I cannot find the answer.
For some odd reason, I cannot replace the Cave Story icon in my mod (the .exe icon).
I deduce that I am doing something incorrect, since the icon wont change.
How do I change the icon?
 
Aug 19, 2014 at 10:13 PM
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your icons are cached by the operating system
It worked, but you can't see it.
restart your computer, or search how to delete the cache, or both
 
Aug 19, 2014 at 11:39 PM
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Ah.
Okay, thank you.
On another note that i cant find the answer to, how do I change the title theme?
 
Aug 20, 2014 at 12:43 AM
scrungy
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Zenix said:
how do I change the title theme?

Replace "ORG\CURLY\1041" with the org file you'd like to use.
 
Aug 20, 2014 at 9:51 AM
Um... Chosen One? Yeah that'll work. : P
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This is a bit weird, but is it possible to change gravity in specific maps?
I've got a few areas on the moon where I want the player to jump a bit higher and fall a bit slower.
 
Aug 20, 2014 at 4:15 PM
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just make an NPC that constantly subtracts from quotes Y position, but it less then the gravity level.
 
Aug 20, 2014 at 4:47 PM
Um... Chosen One? Yeah that'll work. : P
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Guessing that's to do with assembly?

or am i just bad with npcs
 
Aug 20, 2014 at 6:08 PM
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BLink said:
just make an NPC that constantly subtracts from quotes Y position, but it less then the gravity level.
This would/could potentially work, but it's very hacky and would be much more bug prone than just editing Quote's gravity physics. Like having a flag toggle between 2 different gravity values for Quote would probably be a better solution.
 
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