Jul 18, 2015 at 1:48 AM
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Kim Tyranto said:
What's the maximum amount of entities that can be placed on a map?
It's 0x200 hexadecimal, which is 512 in decimal (as a normal number). This is the size of the entity array, which is fixed/can't be changed, at least not without some heavy ASM work I think.
 
Jul 18, 2015 at 1:50 AM
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I think though entities from the map data only go in starting at 0x100 so that would half it effectively
 
Jul 18, 2015 at 2:54 AM
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Noxid said:
I think though entities from the map data only go in starting at 0x100 so that would half it effectively
I thought entities from the map data went in starting at 0, and most of the spawned entities went in starting from 0x100 (like projectiles and stuff), since the first 256 would normally be used by map data entities?
 
Jul 18, 2015 at 3:46 AM
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oh hmm
I dunno now

maybe you're right about that
 
Jul 18, 2015 at 4:11 AM
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Fixer90 said:
Is it possible (and I know it is. I'm just clueless) to change the music format of Cave Story? Not by changing the ORGs themselves, rather by changing the music player itself (or whatever else works).
What do you mean by "music format"?...

I've been thinking about modding Cave Story to use MP3s instead of ORGs.

EDIT: this may be of some interest to you: http://www.cavestory.org/forums/threads/2681/
 
Jul 18, 2015 at 10:05 PM
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duncathan said:
I think that's exactly what he means. I would love you if you did that, and if there's one person I'd trust to follow through it'd be you.
The only issue is the music itself.. has anyone released non-looped MP3's of the Cave Story soundtrack?
 
Jul 20, 2015 at 9:25 PM
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Can anyone tell me how to make the character die after falling out of the game?
 
Jul 20, 2015 at 9:35 PM
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Camero said:
Can anyone tell me how to make the character die after falling out of the game?
Use a H/V Trigger at the lowest part of your map, set the flags to "option 1", and then set the event ID to the same # as the "you were never seen again" event ID.

(You can look in the head.tsc script to find the number of this particular event)
 
Jul 20, 2015 at 10:02 PM
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Jpzarde said:
Use a H/V Trigger at the lowest part of your map, set the flags to "option 1", and then set the event ID to the same # as the "you were never seen again" event ID.

(You can look in the head.tsc script to find the number of this particular event)
Thank You!
You mean flags times1 by first option right?
 
Jul 20, 2015 at 10:12 PM
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0x0100, to be specific. That's the flag that makes the trigger horizontal specific if I'm not mistaken. Option 2, (0x2000) will make the trigger vertical specific.
 
Jul 21, 2015 at 8:54 AM
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Don't know wether this has been posted, but how do I change the blue background from first cave and a few other areas?
 
Jul 21, 2015 at 9:06 AM
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Some maps like Start Point, Kings, and First Cave have the background scroll type 4, "Hide" in the MapData properties. You can change that to any scroll type that isn't the other "Hide" scroll type and you now have a visible background!
 
Jul 21, 2015 at 11:06 AM
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Thanks, is there also a way to change the blue during transitions? Because changing the fade sprites still causes a few frames of blue during a transition.
 
Jul 21, 2015 at 3:17 PM
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it requires a small assembly edit
 
Jul 21, 2015 at 5:11 PM
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Here's the assembly line where you can edit the blue during the fade-out transition:

CPU Disasm
Address Hex dump Command Comments
0040DE77 |. 68 00002000 PUSH 200000 ; /Arg1 = UNICODE "gscht"


You can change the 200000 to any hex code for the palette you want (it's usually found on the colors window on Paint.net).
 
Jul 21, 2015 at 10:15 PM
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q3hardcore said:
The only issue is the music itself.. has anyone released non-looped MP3's of the Cave Story soundtrack?
Anyone? Apparently a Humble Bundle included this, but I'd rather not use that for (hopefully) obvious reasons.
 
Jul 22, 2015 at 12:36 AM
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I'm using CaveEditor, I put in a custom background, and guess what? It shows up! (well, on CaveEditor)

But in game, it's just blackness. I have tried changing the scroll type and whatnot, but nothing seems to work...
 
Jul 22, 2015 at 2:34 AM
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I am currently working on a mod. I did a few things to the exe involving the title screen. After doing this, the exe icon got screwed up. The only icon that will show is the small one. Is there any fix for this?
 
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