Nov 2, 2019 at 12:39 PM
It works fine on mine, maybe yours is broken?In BL, the options to change tileset, npc and background prefixes don't work, it is just a placeholder?
Problem is putting these commands in the right order, and figuring out what they actually do. I won't be using assembly hacks because I'm starting out and I don't have the skill for it yet.I should probably clear that up, no code is required to work on the scripts for Cave Story (this isn't Game Maker, lol). Instead, you just have to use text script commands (or TSC), in order to set up event flags and actions.
However, if you want custom TSC, custom entities, HUD changes, or anything over the top, you can open up the executable through OllyDbg and apply assembly hacks in x86 (or if you're using CSE2 and you have knowledge in the C language, then you actually do have to code new files through MinGW).
Okay, so it's not as difficult as first thought. It's just a matter of understanding what these commands/entities actually do and them implementing them. Then I also have to learn how flags work. I'd be sure to ask you Mint (and you'll even be credited in the mod's ReadMe file).To put it simply, vanilla modding is a lot of working with a bunch of pre-programmed entities and commands, entities will (often) behave the way they should when put in the map and tsc commands run whatever they are made to do when their events are called (which is usually done through setting event ids and other flags such as interactible on entities).
If you need a more detailed explanation and help getting into it feel free to ask me i guess, i like explaining this kinda stuff.