"Nothing":An Adventure Beyond Reality

Jan 25, 2013 at 11:41 PM
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Pixel inspired by Metroid/Castlevania, people in turn inspired by Pixel.


The circle of creating.
 
Jan 25, 2013 at 11:53 PM
Amaya
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MetaSeraphim said:
Pixel inspired by Metroid/Castlevania, people in turn inspired by Pixel. The circle of creating.
Yes.

Isn't it beautiful? :awesomeface:

I wonder if, in the future, Cave Story will be considered one of the classics? By more people, I mean.

Like The Guardian Legend. Back when it was made, people hardly knew of it thanks to bad advertising and crappy box art. Now, lots more people can play(and love!)the game.

It's awesomesauce £=
 
Jan 26, 2013 at 12:32 AM
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Cave Story will most likely always stay a cult classic.
 
Jan 26, 2013 at 12:48 AM
Amaya
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Pues quien sabe. Only time will tell...
 
Jan 27, 2013 at 2:40 PM
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I'm going to try and hack this game. I'm no hacker, but at least I'll try...
 
Jan 27, 2013 at 5:01 PM
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Anuken said:
I'm going to try and hack this game. I'm no hacker, but at least I'll try...
What for?!?

It's much more fun to explore the game then to hack it apart and see what's inside!
 
Jan 27, 2013 at 5:24 PM
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I meant try to finish or add something the game, not find the secrets/beat it.
 
Jan 27, 2013 at 5:45 PM
Amaya
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Anuken said:
I meant try to finish or add something the game, not find the secrets/beat it.
Ah. Like, pull a Magic Doors?

Unless you're good with Multimedia Fusion, I don't think that's a good idea. There's still a chance that the game is under development - after all, Logan Ames said himself that he's worked on and off on the thing for a few years now.

If you're just planning on messing around, though, I suppose I can't really stop ya.

Good luck...
 
Jan 27, 2013 at 8:36 PM
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Should result in interesting results.
 
Jan 27, 2013 at 11:12 PM
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This is so confusing.

100% WTF so far.
 
Jan 28, 2013 at 12:32 AM
Amaya
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Anuken said:
This is so confusing. 100% WTF so far.
Oh, yeah. O.o

I'm no hacker, but considering all of the arcane file extensions and general confusion in the game's data, I wont be surprised if the coding runs on Nonsenseolium.

I mean, I couldn't even find any music :balrog:
 
Jan 28, 2013 at 2:01 PM
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The music is in .it format,my music player can play it.

EDIT: Yay,level editing!

p163357-0-oehhtwz.png



Edit hmcave-b.lvl with wordpad.
 
Jan 28, 2013 at 3:30 PM
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> wordpad

:muscledoc:

assuming it's binary data you should probably at *least* use a hex editor.
 
Jan 28, 2013 at 4:35 PM
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Anuken said:
The music is in .it format,my music player can play it. EDIT: Yay,level editing!
p163357-0-oehhtwz.png
Edit hmcave-b.lvl with wordpad.
:eek:

You hacked a game with wordpad?

Now I feel like even more of an idiot for not knowing how to hack. :p
 
Jan 28, 2013 at 6:40 PM
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It was a fail...there's just a bunch of gibberish and if you happen to edit the right character it changes the map randomly.

As I said,this is my first time trying to hack anything.


..yeah...

I'm going to try hex editing,even if I don't really know what that is.


EDIT: This makes sense.
p163360-0-mfoxntj.png



/sarcasm



..I liked wordpad more. It's hopeless to try and edit levels normally without having the level editor.
 
Jan 28, 2013 at 8:26 PM
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You know, if this is your first time hacking, perhaps you should try to figure out what editing does first.

Do your homework, I guess. Not that I'm one to talk >_>

Good luck though!
 
Jan 28, 2013 at 10:27 PM
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why is it that it seems only the desire to right other people's overwhelming incompetence can motivate me to do anything

w/e
layer 1 starts at 0x50, 1 byte per tile
map size is 20x15 or 300 (0x12C) tiles in hmcave-a
predictably, what appears to be another layer of tile data starts at 0x17C
Two more layers appear to be programmed in but in this map they are all empty tiles (01 being used as empty tile in this instance)
So, a total of four laters. Like CSEngine.
After that appears to be a listing of entrances/exits. Interesting to note that map names seem to be locked at 8 characters long.

Immediately following the map name is where you will spawn in the subsequent room. the first two bytes seem to indicate an amount of "screens" (x*20, y*15 ???) with origin being on screen 01 01, and the next two bytes being which "tile" on that screen you're on. Weird setup.
Map transport indicators are always terminated with a 01.

No testing done on the first 0x50 bytes of a map file.
file<x>.dat appears to contain saves, with game.dat being the debug save.
cap<x>.dat is a simple 8bpp .bmp file that contains a screenshot of profile x's save.
config.dat
Palettes are contained within the color<x>.pal files obviously enough.
Array.map is interesting as the file header CNC ARRAY seems to indicate that the game was made with MMF / some ClickTeam product re: http://www.create-games.com/article.asp?id=819
Maybe that was just the level editor he used though.
The purpose of backy.dat is unclear at this moment.
tileset.dat is clearly *related* to maps but it looks too small to really be all the image data for the maps.. but maybe I'm wrong. Assuming 8BPP storage it'd only hold around 16 16x16 tiles 8V

The exe holds a *lot* of data at the end, possibly some kind of compressed packfile structure of data. This is probably where a lot of the graphics are but I don't know how one would get them /out/ of the exe.
 
Jan 28, 2013 at 10:33 PM
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Most of what you said was in another language to me..
 
Jan 28, 2013 at 10:36 PM
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