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Main - ROM Hacking - Need help with multiple things. (CaveStory hacking) New thread | New reply


ZarroTsu
Posted on 12-22-08 07:24 PM (rev. 2 of 12-23-08 03:08 AM) Link | Quote | ID: 97332


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A friend of mine and I are making a relatively major Cave Story hack, to which we're generally planning it out, and he's making guessing games on what abouts the game can do. (Generally I'm just REALLY good with it's TSC script, and know only a small, referable amount of other things, such as weapon hacking, for example.)

Anyways, there's a few things he'd like to do that are by all means above what the original game would do. However, the only roadblock is seemingly small, but nobody knows how to get over them.

Assuming you've at least played Cave Story, here's what he'd like:

--

During the end of the game, the player is greeted by nicely drawn credit images that only (and can only) show up during the credits.
Fortunately, I'm able to easily trick the game into this by having the credits end when they begin, unless a flag is on.
UNfortunately, what the credits tend to do is turn the left-half of the screen the same color as the game's fade effect; generally a dark-dark blue. (The game see's pure 000000 black as a transparent color. This is something fluent with everything in the game, and doesn't matter.)

Now, additional to this half-screen fade (Used by the original game for an effect in the 2nd half of the credits), the credit images themselves come as another hard-coded problem. The images, no matter what size they are when changed in resource hacker, are always limited to the same size and side as the half-fade effect done by the credits.

So, the general bottom-line problem we need help with is a means for fixing these problems:

- The half-fade we don't want, as it's useless to us

- The images we want to be able to take up the whole screen; and, if possible, to have the direction they slide in from to be either removed, or changed to upward-from-bottom.

- The number of images at most are 99, as in resource hacker it reads as "CREDITxx". I'm curious if I can change the read names to "CREDIxxx" or "CREDxxxx", as to enable more than only 99. Actually, assuming I can't; would I be able to move on to A0 all the way to FF or F9? hmm.


Thank you in advance, if you can grasp what we need.

Kawa
Posted on 12-22-08 07:47 PM Link | Quote | ID: 97333


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Posted by ZarroTsu
The number of images at most are 99, as in resource hacker it reads as "CREDITxx". I'm curious if I can change the read names to "CREDIxxx" or "CREDxxxx", as to enable more than only 99. Actually, assuming I can't; would I be able to move on to A0 all the way to FF or F9? hmm.
If you're lucky, it might accept, say, CREDIT100 after CREDIT99. Suddenly switching to hexadecimal, however, makes no sense.

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ZarroTsu
Posted on 12-23-08 03:08 AM Link | Quote | ID: 97382


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Switching to hex came as theory from playing SRB2; as it uses hexadecimal after the 99th map number. ( 99, A0, A1 ... A9, B0 ...)


And Ironically, it did accept CREDIT100. I hadn't tried it before, having guessed it either wouldn't work, was limited to only 8-symbol lengths, or would instead accept it as CREDIT10; completely neglecting the additional 0.


Well, that's one problem down; but that was hardly the major problem.

blackhole89
Posted on 12-23-08 03:12 AM Link | Quote | ID: 97383


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Posted by ZarroTsu
Switching to hex came as theory from playing SRB2; as it uses hexadecimal after the 99th map number. ( 99, A0, A1 ... A9, B0 ...)


And Ironically, it did accept CREDIT100. I hadn't tried it before, having guessed it either wouldn't work, was limited to only 8-symbol lengths, or would instead accept it as CREDIT10; completely neglecting the additional 0.


Well, that's one problem down; but that was hardly the major problem.

Does it use hexadecimal or just not carry over from the second digit anymore, instead continuing on the alphabet from that point (i.e. F0,F1,...,F8,F9,G0,G1,...)? (SMW's clock, for instance, works kind of like that, and it's generally a well-found quirks in games that represent hardware-stored numbers in tilemaps)

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ZarroTsu
Posted on 12-23-08 04:40 AM (rev. 2 of 12-23-08 04:41 AM) Link | Quote | ID: 97390


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Initial game runs things from a simple TSC command of
"<AAA####:####:####"
, or any other such lengths. for example,
<WAI0100
waits for 100 ticks (which I presume is 1 second; I'm not entirely sure on the wait length measurements; but it doesn't matter)

As far as the game works; other than using a hex editor, it does not use hexadecimal; it works with numbers between 0 and 9999, unless limited otherwise. (For example, skip flags only go up to 0099)

In any case, the amount of credit images no longer matters; I suppose ASM is required for the rest of it.

Main - ROM Hacking - Need help with multiple things. (CaveStory hacking) New thread | New reply

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