Quick Modding/Hacking Answers Thread

Dec 5, 2011 at 4:06 AM
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DoubleThink said:
3000 posts, and in addition this is now the single largest thread on the forums.

U guys ;_;
It hasn't even been that long since 2000. =P

DoubleThink said:
Aaaand 2000. Gosh that was quick :muscledoc:

Once again thanks to everybody. Hope that this threads' jump in popularity is a sign of many more mods to come :muscledoc:
 
Dec 5, 2011 at 7:41 PM
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Let's keep up the good work and reach 4000!:o
 
Dec 7, 2011 at 1:36 AM
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Sorry about the double post.
Is there a command to lock the camera in place?
 
Dec 7, 2011 at 1:36 AM
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You can add an entity 0 with event number XXXX, and then <FONXXXX:0016 and <FOM when you are done
 
Dec 7, 2011 at 1:43 AM
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How could I freeze the camera if I wanted to run the event after the player fell off a cliff? I want to set the "You were never seen again..." part way through the map, and Quote falls for a few seconds and then disapears.
 
Dec 7, 2011 at 1:45 AM
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You could do two layers of horizontal triggers; one to grab the camera (focus onto the trigger itself) and then one to disappear the player (run dying script and <HMC)
 
Dec 7, 2011 at 2:03 AM
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Alternatively, if you just want the camera to stop moving completely on a dime, you could get pretty close to achieving this by doing <FONxxxx:9999 where xxxx is some entity in the general vicinity of the camera. Technically, that doesn't freeze the camera, just makes it move REALLY slow. Though, depending on where the camera coordinates are stored as floats or ints, it's possible it would actually freeze the camera completely due to rounding error.

edit: though I think Noxid's method would look a bit more natural, assuming I understand correctly what you're trying to do.
 
Dec 7, 2011 at 2:05 AM
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there is (almost) no floating point math in cave story
maybe in like TWO SPOTS but those might only be called at startup to populate a sine/cosine table
 
Dec 7, 2011 at 2:08 AM
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Ah, in that case, my method would freeze the camera completely. Unless the camera is more than 9999 pixels away from its target, which is unlikely.
 
Dec 7, 2011 at 2:15 AM
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Noxid said:
You could do two layers of horizontal triggers; one to grab the camera (focus onto the trigger itself) and then one to disappear the player (run dying script and <HMC)
Wouldn't it be more efficient to use one for both? Two might cause problems (booster/mach gun perhaps), and one h trigger is more organized.
 
Dec 7, 2011 at 2:21 AM
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I guess that would work too
 
Dec 7, 2011 at 2:33 AM
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...How many entities are allowed in one room (couldn't find a specific way to search that, heh)? I believe my room crashed when I entered it because of all the entities.
 
Dec 7, 2011 at 2:40 AM
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512 is the hard limit of entities at any specific point in time, I can't remember if the function that loads entities from file starts at 0 or 256 though.

Also that shouldn't crash it, I think the code is pretty idiot-proof in that regard. It just can't create new entities if it runs out of slots.
 
Dec 7, 2011 at 12:08 PM
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No, it crashes, I've done it before.
Yeeeeaah...don't put in 450 h/v triggers in a map
 
Dec 7, 2011 at 1:27 PM
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Dec 7, 2011 at 1:29 PM
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Okay
Can someone explain how <BOA and <BSL work? I have played around with them, but I really don't understand how they work.
 
Dec 7, 2011 at 8:31 PM
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Pigaro said:
Okay
Can someone explain how <BOA and <BSL work? I have played around with them, but I really don't understand how they work.
<BOA animates a special boss (omega, monster x, heavy press etc). For more info "see how pixel did it", I think there are specific numbers for specific bosses.
<BSL basically creates a healthbar at the bottom of the screen for an entity with event # XXXX. That's it, everything else is done manually.
 
Dec 7, 2011 at 8:52 PM
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for the record, the special bosses are the ones which are tied to specific maps. <BOA essentially sets the boss's scriptstate. unless you know assembly, use wwpd to figure out which number to use.
 
Dec 7, 2011 at 10:00 PM
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Noxid said:
512 is the hard limit of entities at any specific point in time, I can't remember if the function that loads entities from file starts at 0 or 256 though.

Also that shouldn't crash it, I think the code is pretty idiot-proof in that regard. It just can't create new entities if it runs out of slots.
MagicDoors said:
No, it crashes, I've done it before.
Yeeeeaah...don't put in 450 h/v triggers in a map
So, 375 entities shouldn't crash the game then? I believe that is the only thing that could have crashed it, but does somebody wants to check my game? Or should I just remove the entities until I get to a reasonable amount?
 
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