That's a big "nope", I'm afraid. I'm not even sure I [I]played[/I] the first version, and I tend to replace older versions of mods unless they're significantly different anyway. No dice, sorry man :(
I guess when all of this is done I'll have to give CE a try :P.
Under the description on the Downloads page, it says it has a less user friendly interface? What's so unfriendly about it?
Anyways, I replaced a map, so mine is working. I'm going to add two more maps to my mod, and make a "hard" version where I remove the save point in the middle. Unfortunatly, save points don't save Nikumaru Counter time, so it gets reset if you die. I hope that contest doesn't end this week, otherwise this is pretty much for naught.
I tried making another new map. I copied the first events from my starting map and it froze on me. no gibberish this time, it just told me "Doukutsu has stopped working." and exited out. Now, I deleted a map I didn't need (one of the ones used for the credits I think...and made a NEW map at the same number (93), and BAM. it works no problem. I tried TRAing to the map #95, and the same error occured. I have no idea why, but apparently I can't go above number 94. :(
I'm not sure WHAT caused the game to crash, but here's what I did.
Coming from someone who can't draw (in real life AND on the computer), i took the lazy route and changed one of the 4 tiles that create a 2x2 block of skulls into a water block by using tileset editor. I used the bottom right block. Anyway, I made a VERY tall map, 100x20 or so...and made 9 or 10 rockets. I put the event for the rockets, and made the starting point in that room. I go to run the game...and got that gibberish error message.
By typing that out for myself, I think I just realized the problem. Under settings:gamesettings you can tell the game what event to run on the starting map, and the event I have for my normal starting map didn't exist on the new one. GOD I'm an idiot :(((. Guess I'll try again tomarrow.
you must've JUST missed my edit. Sry to waste your time. The second one worked. Thanks for the help.
Random thing, I tried to make a room, and I put about 10 different rockets (the one on the plantation) entities. Above that, I changed one tile of the hell tileset to a water function, and made it cover the top of the map. The idea being, if you didn't choose the right one, you drowned because you couldn't really do anything once you'd chosen it. I go to the room, and I get an error. I tried removing the rocket entities, nope, didn't work. So I deleted the map. Could the problem lie in that my edited tileset that can't load in sue's workshop for some reason? I have a placeholder "Hell1" tileset that I change everything to in SW, then change it back for the actual game. I could only change the Hell1 tileset, because tileset editor couldn't load my modded hell tileset to change one tile to water...ugg.
I have a new idea for an evil map, thanks to you teaching me (or at least telling me) about the <CMP command. Maybe in the days to come.....
I had the skipflag in there so if they decided to go back there they wouldn't be trapped forever...The game glitches if you have the same item/weapon twice, and otherwise they couldn't advance. I don't know. Trying now...
nope. STILL no music. no idea why. thanks for trying...
EDIT: the SECOND ONE WORKED!!!
Somehow, the SKIPFLAG was giving me trouble!
Jeez, that must be the 3rd time in THIS SHORT MOD that skipflags have given me trouble. Thanks again!
Hi. I need help with a script of mine, but I'm not sure what's wrong.
When you obtain the "key of epicness", no music plays, even a <CMU0010 is right before the message. I switched things around, made the music it's own event, but nothing changed. Here's the current script, even though I don't think anything's wrong with it:
<PRI<MSGHERE IT IS!!!<NOD
THE KEY OF EPICNESS!<CLR<NOD<FL+0390<FL+0555<FL+1641<SKJ0025:0106<EVE0108
<GIT1001<IT+0001<MSGFound =Key of EPICNESS=!<FLA<WAI0160<TAM0002:0013:0000<FL+1644<FL+0303
Sorry to trouble you, though I'm at a standstill with this.
that's actually the neatest of the bunch, because the majority of the stuff I'm doing is rearranging the procedures, so you look at the hud, and it's a thousand relative jumps, going between and around and under each other.
I wish there was a program that made your code neater.
Hey, I just noticed the mimiga with the purple hat in your profile. Is he for your mod too? Btw. I saw your basic modding guide. Although I knew that basic stuff, it was fun to read it and there were some good advice on planning too. Hope you will continue it.
to find xx1, you would covert it's letters into ascii (so 58,58,51), and then search for a "mov e_x,[004A5AD8]". and then a cmp [e_x+1],58. What this is doing is comparing the first char of the read-in data with 58 (x). If it's not x, it jumps to the next command, and if it is x, it does another check, etcetera. What this code ends up looking like is:
movsx e_x,byte ptr [eax+0001]
cmp e_x,__ ;Checks if the first letter is __
movsx e_x,byte ptr [e_x+0002]
cmp e_x,__ ;Second Letter
movsx e_x,byte ptr [ecx+0003]
cmp e_x,__ ;Thoid
So you'd look for something like this that cmps 58, then 58, then 3D.
To make the command something else, you would just relace the ascii with other values, such as 4D, 4C, 3D (for ML=)
(Code for xx1 isat 00425149 btw)
To change the command itself, you simply need to look at the code after the intro check up until a jmp away. Here you just need general hax knowledge to make you're own command. Don't exceed the length given, but that's an obvious.
the big-fart tsc commands are in two parts, the normal bit, which is in the parser, and then a subroutine, which is generally the last call in the tsc. you can go into the subroutine of a tsc event to write you're own code, too.
probably the most important thing your tsc command needs is this ikkle bit of tagalong code that's either near the start or the end that looks like this:
mov e_x,dword ptr ds:[4A5AE0]
add e_x,(chars used up by your tsc command, one with no arguments would take up 4)
mov dword ptr ds:[4A5AE0],e_x
and this allows the parser to move on, and doesn't break the game.
and a little bonus for you all, if you do this:
425244: jmp 4252ac
what this does is makes it so that if a tsc command doesn't exist, it treats it as text, instead of crashing.
[/QUOTE] there were a lot of things wrong, so I sorta redid it. :O
and here are some more tsc-related offsets [QUOTE]General:
0x422510 - Parser Offset
0x4225d5 - Galloping Triplets
0x425770 - End of Parser
0x421900 - ASCII to number