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  1. S

    On the subject of TSC

    If you mean writing your data to memory in code space, it'll go away as soon as the program closes. You have to explicitly write your data to disk if you want it to come back. What you can do is use some unused code space to insert your own routine that will do the saving explicitly. If you want...
  2. S

    On the subject of TSC

    Oh yeah, so what method did you decide to go with to save your data?
  3. S

    On the subject of TSC

    You know there's a whole 'nother set of character sprites for the Mimiga mask, right? You could completely replace them with a totally different character, if you wanted to do like you said. Then change the check to check against the player equipped byte instead of the status byte, so it...
  4. S

    On the subject of TSC

    Hi Lace, yes, I know about that! I've been there too. FYI, the meanings of the variables in that section are as follows (this is for "normal" physics). The "walkspeeds" and "fallspeeds" are the maximum velocity you can have. The "accel" speeds are how quickly you will reach that velocity (are...
  5. S

    On the subject of TSC

    Essentially yes. It's not just TSC-related; every function in the whole game--in fact almost every program on your computer--does it. But yes, it's to keep nested functions from screwing up their callers. There are other ways to find offsets too but that is the main one I use. If you get into...
  6. S

    On the subject of TSC

    Ok ebp: This is generated by the compiler around every function. It's a pretty standard mechanism in any program and has to do with passing parameters into functions. Are you familiar with how the parameters are passed on the stack? Say I'm foo(), and I want to call thingy(), passing it x and...
  7. S

    On the subject of TSC

    You know how when you get hit, the bar turns yellow to show how much you got hurt, then after a moment, the health kind of "ticks away" until you're left with however much? Well, 49e6d4 is the hp that's currently shown on the bar. I call it "displayed_health". 49e6cc is how much hp you really...
  8. S

    On the subject of TSC

    Ok, one more response. This particular program isn't into ideas like abstraction and code re-use. Get used to it. Maybe Pixel uses a lot of macros, maybe he just codes that way. There's a lot of stuff you'll find that seems like it would have been a whole lot simpler to make it more of a global...
  9. S

    On the subject of TSC

    Geez...this is tricky. From what I've seen of the TSC parser the code seems to be a real mess. I think the way it works is it that it's a huge chain of if/else type constructs that decodes each letter, for example, if (cmd_name[0]=='A') { if (cmd_name[1]=='E') { if (cmd_name[2]=='+') {...
  10. S

    PXT Sound Editing Tool

    Hi CyberBot, no I do not have anything like that. What I do have is C source code I wrote for a module that is capable of playing back .org files through SDL sound. My offer was that if there are any programmers out there looking to write a program that uses .org files maybe we could exchange...
  11. S

    PXT Sound Editing Tool

    I saw, neato. I look forward to seeing what you guys come up with. I noticed later that I wrote in the readme people could email me about it if they wanted but maybe didn't make it clear where to get the address. For the record, you click "About" on the menu bar while in the normal mode (not...
  12. S

    PXT Sound Editing Tool

    andwhyisit: Yes no problem. For the record, consider the license freeware - can be freely distributed as long as credit is given (to "sshsigi" is fine). I'm not sure whether I want to release the source or not yet, so if anybody is interested in it, contact me about it. wedge of cheese...
  13. S

    Balrog: Toaster-like or Suitcase-like?

    Huh? I don't think you can just coincidentally make up a name like Chthulu! Possibly he'd heard the name and didn't know what it was....but that doesn't strike me as something he'd do though. I think he knew the original meaning and reused the names, whether there's some hidden meaning behind it...
  14. S

    Borrowings

    I'm sure I'm not the first person to point out the obvious; but one of the first things I remember from when I first played Cave Story was the tune that played when I collected that first life capsule in the First Cave. It's Metroid! Now I was never a big Metroid fan but if I'm not mistaken...
  15. S

    Misery's Hair... Blue or Green?

    Isn't there a Japanese thing where blue and green are just shades of the same color, kinda like R and L? I believe their traffic lights turn what we would call "blue", don't they?
  16. S

    Balrog: Toaster-like or Suitcase-like?

    Well just to throw this in the mix, you know Balrog is the name of a Tolkien monster. Just like the island natives; Chthulu? What's up with that?
  17. S

    PXT Sound Editing Tool

    Here's a sound editing application I wrote, akin to PixTone but I think, much better. It's backwards-compatible with the PXT format used in Cave Story, which means you can use it to edit all the sounds in Cave Story and then put them back in and they will play in-game. I included a separate...
  18. S

    mod with simultaneous bosses

    The main problem is that the stage bosses have their own object structure and are hardcoded to directly use the global variables in that structure instead of an index into the objects array as with normal entities. I'm not clear on if it's a separate instance of the object structure entirely or...
  19. S

    Where can i learn to use a hex editor

    It's called a base system. The decimal system is specifically base 10. It took me a moment to figure out what you were saying because of that. So first thing is don't call hex a 'decimal system' ever again because you'll confuse people. Now, the "codes" you want are actually called "offsets"...
  20. S

    Help editing damage

    FFFF IS -1 as Celtic Minstrel said. However one should also add that that is only if the variable is a short (16 bits). An int is 32-bits and so FFFF is 65535. If you want -1 you need to say FFFFFFFF. The "00 00" is an important part of the damage; it's the 2 most significant bytes of the...
  21. S

    Help editing damage

    That's because in the Sand Zone crocs, the pointer to the object structure was in EDX, but in the Outer Wall, the object structure happened to be in ECX (this is just an arbitrary decision made by the compiler, it works exactly the same way). Try "C781" instead of "C782". Why not get yourself a...
  22. S

    Help editing damage

    Hmm that is an interesting take on it. And explains why not -128--since the maximum positive range of a signed char is +127. +127 + -127 is 0 hp left. I didn't think of that. But no, it is an integer. Try it: write 0x2000 to the remaining health variable at 49e6cc. Your bar will jump to 8192...
  23. S

    Get rid of (c) Pixel?

    So?? Change that, too. It's well documented how to remove (C)Pixel. The JNZ opcode which jumps if the file has (C)Pixel is located at 40bb02 which maps to 0xBB02 in the executable. Change the 75 to an EB. Piece of cake. And hey, right above that I noticed a push of the string "%s\\%s.pbm". I...
  24. S

    Help editing damage

    The SandCroc's bite works by setting the damage value to 10 once his closing jaws animation reaches frame 3 during state 2 of the AI routine 42f3f0. It goes like this: case 2: if (++o->animtimer > 3) { o->animtimer = 0; o->frame++; } if (o->frame==3) o->damage = 10; if (o->frame==4) {...
  25. S

    Get rid of (c) Pixel?

    Has anybody ever considered just changing the extension the game loads back to BMP, so you can just edit the files directly without all the renaming crap back and forth? I can see getting rid of the requirement for editing purposes, but actually changing the string to something else...isn't...
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