Quick Modding/Hacking Answers Thread

Jun 23, 2015 at 9:45 PM
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I don't know if this will help me but is it possible to add in additional songs to the game? Is there a pre-existing ASM hack for it or something?
 
Jun 23, 2015 at 10:28 PM
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PhantopCS said:
I don't know if this will help me but is it possible to add in additional songs to the game? Is there a pre-existing ASM hack for it or something?
Indeed, there is.
 
Jun 24, 2015 at 2:24 AM
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I dont know much about asm but, looking at what the page says, when I look, the data is in a different place in the exe. I cant find the asm code. What am I doing wrong?
 
Jun 28, 2015 at 6:17 AM
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Hi everyone,



I'm having a bit of trouble with intre-map doors.



Here's the script I'm using:


#0202

<KEY<SOU0015<HMC<MOV0057:0013<WAI0020<SMC<END



#0203

<KEY<SOU0015<HMC<MOV0058:0025<WAI0020<SMC<END



When moving from door #0202 to #0203, everything works as intended, but when moving back the other way, there is a delay and a stuttering sound before the script runs. To be precise, the sound appears right when Quote faces the door (after pressing down).



Do any of you have any ideas as to what might be causing this? I've tried running the script without <SOU0015, but the buggy sound persists.



Thanks a bundle.






 
Jun 28, 2015 at 7:28 PM
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Dont know if this will work but I changed the script to be a bit more appealing:



#0202
<PRI<CNP0202:0000:0000
<SOU0011<HMC<MOV0057:0013<WAI0020<CNP0203:0000:0000<SMC<END

#0203
<PRI<CNP0203:0000:0000
<SOU0011<HMC<MOV0058:0025<WAI0020<CNP0202:0000:0000<SMC<END
 
Jun 28, 2015 at 8:48 PM
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Thanks for the reply (and for moving my post to the appropriate thread).



I copied your code, but I still have the sound issue unfortunately. The sound bug is triggering with other doors as well, including doors meant to move to a new map.



I'll copy the entire script I have and then describe the problem in more detail:
#0200

<SMC<FAI0004<END



#0201

<KEY<CNP0201:0000:0000<SOU0011<HMC<FAO0004<TRA0001:0206:0007:00010<END



#0202

<PRI<CNP0202:0000:0000<SOU0011<HMC<MOV0057:0013

<WAI0020<CNP0203:0000:0000<SMC<END



#0203

<PRI<CNP0203:0000:0000<SOU0011<HMC<MOV0058:0025

<WAI0020<CNP0202:0000:0000<SMC<END



#0204

<KEY<SOU0011<HMC<FAO0004<TRA0016:0202:0037:0004<END

Door #0201 works perfectly fine, but now door #0204 is acting in the same way as door #0203 in that it triggers the earlier described sound bug, and then moves the player to the coordinates (58, 25) on the same map.



Is it possible that I've somehow corrupted the .exe file? I'm pretty new to this business, but I'm having trouble seeing where the problem in my script is.



Thanks again.
 
Jun 28, 2015 at 9:40 PM
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First of all, you're using SMC and HMC for transport between rooms. This is unneeded.
Also, maybe you could try replacing MOV with TRA. That might work. I would recommend checking HaydenStudios' door tutorial at http://www.cavestory.org/forums/threads/3966/ if you haven't already.
 
Jun 28, 2015 at 9:53 PM
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PhantopCS said:
First of all, you're using SMC and HMC for transport between rooms. This is unneeded.
That's kinda actually necessary since he means to transport between two doors in the same room.
 
Jun 28, 2015 at 9:57 PM
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TLincoln said:
That's kinda actually necessary since he means to transport between two doors in the same room.
If you read what I said, I wasn't talking about the same room, I was talking about different rooms.
 
Jun 28, 2015 at 10:06 PM
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Yeah, I had to reread the entire thing. My bad! But yeah, are there any events with missing flags that connect to the events you're using for the doors?

EDIT: Actually, you should also see if there are events that don't have 4 numbers in it (as in check if you accidentally put in #XXX instead of #XXXX) and check if the event number isn't mislabeled (like an entity with event 105, and there is no event 105 but the actual event for the entity being event 106).

EDIT 2: Yeah, so far this is what I can find from an old mod of mine, which has that sound glitch in some events.
 
Jun 29, 2015 at 2:03 AM
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Yeah, I had to reread the entire thing. My bad! But yeah, are there any events with missing flags that connect to the events you're using for the doors?

EDIT: Actually, you should also see if there are events that don't have 4 numbers in it (as in check if you accidentally put in #XXX instead of #XXXX) and check if the event number isn't mislabeled (like an entity with event 105, and there is no event 105 but the actual event for the entity being event 106).

EDIT 2: Yeah, so far this is what I can find from an old mod of mine, which has that sound glitch in some events.
There is one error at event 201.
This:
<TRA0001:0206:0007:00010<END
 
Jun 29, 2015 at 5:43 AM
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Thanks for the tips and corrections! I'll be more careful about the numbers from now on.
 
Jun 29, 2015 at 3:13 PM
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applemusician said:
Thanks for the tips and corrections! I'll be more careful about the numbers from now on.
I'm going to assume you fixed the sound.
 
Jul 5, 2015 at 3:38 AM
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Question, is it possible to modify the damage output of the missile launcher through bullet data?
 
Jul 5, 2015 at 4:10 AM
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Yes.
 
Jul 5, 2015 at 4:53 AM
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Bionicobot said:
I'm asking because damage #s for all of the missile bullets seem to be set to zero. Is there another value I must change?
 
Jul 5, 2015 at 5:43 AM
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Jpzarde said:
I'm asking because damage #s for all of the missile bullets seem to be set to zero. Is there another value I must change?
Missile launcher coding is weird. You have to modify the bullet data under the "extra missiles" symbol, rather than the missile launcher symbol.
 
Jul 5, 2015 at 5:48 AM
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Isn't damage also dependent on the size of the explosion hitbox, much like the Lv3 Blade?
 
Jul 5, 2015 at 1:47 PM
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you mean the nHits field, which determines how many frames of damage the bullet can do before it disappears?
 
Jul 6, 2015 at 5:22 PM
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I'm using CaveEditor, and I need to know how to expand the color palette, so I can fit more colors. That's pretty much it.
 
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