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  1. Noxid

    Quick Modding/Hacking Answers Thread

    1) Motion wall is that thing on top and bottom of Ironhead fight. For how to use it look at that map and see what Pixel did because I'm not sure. 2) Just put <SVP in some TSC. At the end of a cutscene, in a H/V trigger, wherever you want. Pretty sure both those things are covered by NPC...
  2. Noxid

    Quick Modding/Hacking Answers Thread

    If by infinite tile sets you mean an unlimited number of different sheets then sure, that's not an issue. Make as many as you want. If instead you mean one tileset that's infinitely large, I'm afraid that it's not feasible. The tileset information is stored as one byte per tile. The map is like...
  3. Noxid

    Ugh I can't even see it being possible to feed it through allegro without doing EVERYTHING that...

    Ugh I can't even see it being possible to feed it through allegro without doing EVERYTHING that way because how do I give it a DirectDraw surface? I'm pretty sure it can't use that. Possibly related to our issue? http://alleg.sourceforge.net/latestdocs/en/alleg009.html
  4. Noxid

    Do you mean or for entity vs. bullet, which I don't think I have at the moment but should be...

    Do you mean or for entity vs. bullet, which I don't think I have at the moment but should be somewhere in that general vicinity
  5. Noxid

    Help, looking for Outer wall. a png of the entire map

    Something like that, yeah.
  6. Noxid

    Idunno. Building a DLL to overtake graphics rendering functionality from CS will be no light...

    Idunno. Building a DLL to overtake graphics rendering functionality from CS will be no light undertaking, and if we go that far then why not go the whole 9 yards and use Allegro to provide PNG loading, or translucency? Why not just write the whole engine over? These are the questions that must...
  7. Noxid

    Help, looking for Outer wall. a png of the entire map

    There was a collection of a zip linked on a thread in this forum, but when I looked it was dead. Sad day. If anybody has it other than me they can upload it, otherwise I GUESS I could do it SOMETIME tonight.
  8. Noxid

    http://www.mediafire.com/?cxl1f0subhdepkd Threw together a rudimentary particle class, on my...

    http://www.mediafire.com/?cxl1f0subhdepkd Threw together a rudimentary particle class, on my crappy laptop it can handle upwards of 30k without any fuss. I've never made a DLL before though, so I must assert that this doesn't mean anything other than there should be no issue with this many renders
  9. Noxid

    Cave Story 3DS Discussion

    I was planning to get a 3DS anyway since my original DS is more or less tanked. Isn't it only supposed to be like $250 anyway? Doesn't seem like a bad price, I mean that's around how much the original one was at release. Apparently the 3DS is coming out like this summer? So I guess it won't be...
  10. Noxid

    Cave Story 3DS Discussion

    They've been hinting at this for a long time, but I never imagined they'd actually have the skills to pull it off. Of course, it looks like they've got help. Perhaps it won't be a total wash. but translation :debug:
  11. Noxid

    Was drawing. I'll see if I can figure something out now.

    Was drawing. I'll see if I can figure something out now.
  12. Noxid

    Pixel Art

    By popular demand I have moved the sun and made it brighter.
  13. Noxid

    Pixel Art

    That's oddly specific, but I'll certainly give it a try. I love drawing famous felines, and this one looks like a pretty cool cat :debug: >_< I hadn't actually heard of Kuma before though! I still dont' get it. Also I will be editing my first post in this thread to have EVERY cat.
  14. Noxid

    That's the real question.

    That's the real question.
  15. Noxid

    I had an idea. It's kind of crazy though! What if we used a DLL to render the particles via a...

    I had an idea. It's kind of crazy though! What if we used a DLL to render the particles via a different method.. that was somehow faster? I might take a look at Allegro and see how many particles it can render at once...
  16. Noxid

    Still no significant difference; the process % remained in the 0-3 range from the beginning of...

    Still no significant difference; the process % remained in the 0-3 range from the beginning of the test to when the max # of unrendered particles was reached. I then turned on rendering and it immediately overtook the entirety of one of my cores. (It only will use one at a time)
  17. Noxid

    Without rendering there was no noticable slowdown when particles reached the upper limit of A00...

    Without rendering there was no noticable slowdown when particles reached the upper limit of A00, even with collisions turned on.
  18. Noxid

    Haven't found anything new yet. I'll try a no-draw run in a few mins, and tell you how it goes.

    Haven't found anything new yet. I'll try a no-draw run in a few mins, and tell you how it goes.
  19. Noxid

    Youtube General

    JUST HOW HIGH DO YOU EVEN HAVE TO BE JUST TO DO SOMETHING LIKE THAT.........
  20. Noxid

    The Physics of Cave Story

    0x14000/0x200 = 0xA0 = 160 = half the width of the screen The other one I am confident is 120. Each pixel is 0x200 ingame units.. I have said this many times. 1 shl 9 is 0x200. This is done to make smooth fluid motion physics without floating point numbers.
  21. Noxid

    Community Minecraft Server!

    Then how did I log in and take those pictures this afternoon :confused: :) :momo:???
  22. Noxid

    There *is* a method I discovered, during my late-night dredges, called IDirectDraw::FastBlt()...

    There *is* a method I discovered, during my late-night dredges, called IDirectDraw::FastBlt() that might be workable. I wasn't able to successfully implement it last night but that could have been the exhaustion. It boasts:
  23. Noxid

    The sickeningly cheerful say hello, introduce yourself; now where's my cookie? topic.

    Welcome. The Cave Story Discussion forum seems like as good a place as any, although if you're making lots of inferences based on in-game evidence (I'm not sure how but who am I to say) then it could possibly also fit under Theories.
  24. Noxid

    I can guarantee it'll be noticable. It'll be like all particles are semi-transparent which I...

    I can guarantee it'll be noticable. It'll be like all particles are semi-transparent which I think would be kind of sloppy and not really the effect I'd be going for. Also the desync between blits means if particles overlap then it'll no longer be transparent which is also funky.
  25. Noxid

    Wouldn't that cause flicker?

    Wouldn't that cause flicker?
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