Oct 3, 2011 at 11:34 PM
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Code:
[B]0xc3c0:[/B]
55 8B EC 8B 45 08 D1 60 08 D1 60 0C D1 65 10 D1 65 0C 8B 45 14 8B 08 89 0D C4 D4 49 00 8B 50 04
89 15 C8 D4 49 00 8B 48 08 89 0D CC D4 49 00 8B 50 0C 89 15 D0 D4 49 00 8B 45 14 8B 4D 0C 03 48
08 8B 55 14 2B 0A 8B 45 08 3B 48 08 7E 20 8B 4D 14 8B 55 0C 03 51 08 8B 45 14 2B 10 8B 4D 08 2B
51 08 A1 CC D4 49 00 2B C2 A3 CC D4 49 00 8B 4D 08 8B 55 0C 3B 11 7D 1C 8B 45 08 8B 08 2B 4D 0C
03 0D C4 D4 49 00 89 0D C4 D4 49 00 8B 55 08 8B 02 89 45 0C 8B 4D 14 8B 55 10 03 51 0C 8B 45 14
2B 50 04 8B 4D 08 3B 51 0C 7E 23 8B 55 14 8B 45 10 03 42 0C 8B 4D 14 2B 41 04 8B 55 08 2B 42 0C
8B 0D D0 D4 49 00 2B C8 89 0D D0 D4 49 00 8B 55 08 8B 45 10 3B 42 04 7D 1E 8B 4D 08 8B 51 04 2B
55 10 03 15 C8 D4 49 00 89 15 C8 D4 49 00 8B 45 08 8B 48 04 89 4D 10 8B 55 0C 89 15 B4 D4 49 00
8B 45 10 A3 B8 D4 49 00 8B 4D 0C 03 0D CC D4 49 00 2B 0D C4 D4 49 00 89 0D BC D4 49 00 8B 55 10
03 15 D0 D4 49 00 2B 15 C8 D4 49 00 89 15 C0 D4 49 00 8B 0D C4 D4 49 00 0F AF 0D 14 F9 48 00 89
0D C4 D4 49 00 8B 15 C8 D4 49 00 0F AF 15 14 F9 48 00 89 15 C8 D4 49 00 A1 CC D4 49 00 0F AF 05
14 F9 48 00 A3 CC D4 49 00 8B 0D D0 D4 49 00 0F AF 0D 14 F9 48 00 89 0D D0 D4 49 00 6A 00 68 00
80 00 01 68 C4 D4 49 00 8B 55 18 8B 04 95 88 D3 49 00 50 68 B4 D4 49 00 8B 0D 84 D3 49 00 8B 11
A1 84 D3 49 00 50 FF 52 14 8B 45 08 D1 68 08 D1 68 0C D1 6D 10 D1 6D 0C 5D C3 00 01 68 C4 D4 49
00 8B 55 18 8B 04 95 88 D3 49 00 50 68 B4 D4 49 00 8B 0D 84 D3 49 00 8B 11 A1 84 D3 49 00 50 FF
52 14 5D C3

Look at me! I'm doing simple hex editing!
Noxid created that particular sequence of numbers, btw.

ALSO:
Noxid said:
And CE doesn't have the run button because it's not that hard to just leave the game folder open in a seperate window and run it yourself. Or if you're just editing map and script (and not adding maps or changing their properties), you can just leave the game running.

Bad logic. It's not that hard to open paint rather than use ce's pbm editor; it's not hard to remove (c)Pixel.
However it is more convenient, and therefore better, TO include them.

ergo, it is a feature ce should have.
 
Oct 4, 2011 at 2:18 PM
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It's not that hard to open paint rather than use ce's pbm editor
Are you implying that people actually use CE's shitty little pbm editor?

But really it's an unnecessary feature; why give the program the ability to run the program when you can do the same thing by double clicking it? There's no point in implementing a feature that saves little to no time at all.
 
Oct 4, 2011 at 11:36 PM
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Oct 10, 2011 at 4:31 PM
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GIRakaCHEEZER said:
Are you implying that people actually use CE's shitty little pbm editor?

But really it's an unnecessary feature; why give the program the ability to run the program when you can do the same thing by double clicking it? There's no point in implementing a feature that saves little to no time at all.
Having a run button means it could take control of Cave Story and add on a debug mode layer; for example, examining flags while the game is running, or maybe even stepping through TSC code (though that one would be a lot of work to do, I expect).

Even if it doesn't do that, it's more convenient than hunting down your executable and double-clicking it.
 
Oct 16, 2011 at 11:50 PM
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Hey, I am sorry if this is a n00by question, I searched and everything... >.<

So I start up my game ('New Game'), and as I enter the first room the door script starts running right away and send me to where the door was supposed to send me. This happens for any script I enter, it occurs right away. I set ID and # for all the entities so I don't know what I did wrong D:
 
Oct 16, 2011 at 11:59 PM
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I don't really understand your question, but event 200 will by default run whenever you start a new game. If your door event is 200, or if you do not have an event 200, this might explain your problem.

But, as I said, I'm not even sure that's what your problem is, so it might be good if you tried rephrasing it.
 
Oct 17, 2011 at 12:11 AM
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Lace said:
I don't really understand your question, but event 200 will by default run whenever you start a new game. If your door event is 200, or if you do not have an event 200, this might explain your problem.

But, as I said, I'm not even sure that's what your problem is, so it might be good if you tried rephrasing it.

Oh, my door is event #0201. I have a message at #0200, but that works fine. When the game starts, the message appears, the stage is displayed for a short time, then I get sent to my destination immediately even though I didn't enter the door.
Do you want me to post my script?
 
Oct 17, 2011 at 12:45 AM
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Oct 17, 2011 at 12:49 AM
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Code:
[B]#0200[/B]
[FONT="Lucida Console"]<KEY<MSGtesttest<NOD
test!<NOD<CLO<FAI0004

[B]#0201[/B]
<KEY<SOU0011<ANP0202:0000:0001<FAO0001
<TRA0002:0000:0010:0010<END[/FONT]
:hoppy:
 
Oct 17, 2011 at 12:54 AM
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Tpcool said:
Code:
[B]#0200[/B]
[FONT="Lucida Console"]<KEY<MSGtesttest<NOD
test!<NOD<CLO<FAI0004

[B]#0201[/B]
<KEY<SOU0011<ANP0202:0000:0001<FAO0001
<TRA0002:0000:0010:0010<END[/FONT]
:hoppy:

The problem is...
you don't have an <END at the end of #0200.
 
Oct 20, 2011 at 1:36 AM
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So, I'm being silly and poking around the .exe in ResHack. Does anyone know what determines the # a song is? (# as in the order that <CMU uses) I want to see if I can alphabetize the song list, among other things. I'm assuming it's in the hex for a given song but I probably couldn't hex my way out of a wet paper bag.
Forgive me if this is a horribly 'nooby' question with an obvious answer.
 
Oct 20, 2011 at 1:40 AM
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BoringToaster said:
see if I can alphabetize the song list, among other things.

I already did that.
The song # is determined by the order of the strings in the executable. Or rather, the order of the pointers to the strings.
 
Oct 20, 2011 at 2:30 AM
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Noxid said:
I already did that.
The song # is determined by the order of the strings in the executable. Or rather, the order of the pointers to the strings.

Now, this is probably going to sound really stupid since hex isn't my thing, but would it be possible to use that or something along those lines to add an extra song to the list without replacing an existing one?
 
Oct 24, 2011 at 9:44 PM
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What would be the best music maker if you can't use ORG veiwer?
 
Oct 24, 2011 at 10:55 PM
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OrgMaker, since OrgViewer doesn't even make orgs.
 
Oct 24, 2011 at 10:56 PM
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