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#Post#: 33--------------------------------------------------
<BOA guide [version 1.00]
By: Kim Tyranto Date: January 29, 2015, 12:38 pm
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[font=courier]Apparently there wasn't a guide for using the BOA
code in scripts, so I decided to try my best to make a guide for
this.
It is by no means complete, however.
The TSC command BOA works on room bosses (Omega, Balfrog, Heavy
Press, Core, Undead Core, Ironhead, Dragon Sisters, Monster X
and Ballos), and works similar to ANP. IIRC there can only be
one room boss in a map.
It's rather verbose, though.
Also, while some of the known values were found within the
script, some others were found through guesswork.
BALFROG:
0000: resets position and fully invulnerable
0001: appears to have him slide in the direction he was moving?
Also makes him impossible
to harm, which makes it harder to test how much HP he
might have
0010: sits there with mouth open; fully invulnerable; contact
deals damage
0020: sits there with mouth open; fully invulnerable; contact
deals damage; flashing
0100: starts boss-fight patterns; constantly generates frogs
falling from the ceiling
0130: defeat animations; Balrog automatically seems to leave the
area, which deletes him
(Note: if you use 0010 or 0020 after 0130 {maybe 0100?} then
Balfrog seems to fall down
and through tiles. If you use 0100 then Balfrog seems to try to
jump but fail at it)
BALLOS:
0000: makes him vanish?
0001: freezes frame; it seems that if he uses that falling skull
attack that it will continuously
be used
0100: makes a crosshair at the player's location. Ballos then
falls there, then opens eyes and
grins like an idiot
0200: Starts boss fight animations
0220: Ballos closes eyes again and lands
0300: Ballos is surrounded by those weird eye minion things,
these remain if other BOAs are used
and they even STACK
0311: Ballos moves clockwise; starts boss fight animations of
third phase, like the above, those
minions remain if BOA'd to something else
This one gets interesting - it looks like that if none of
those eye minion things are
there, and this is used, he instead goes to his fourth
phase with the spikes and the
moving platforms and the Butes.
Thereafter, using 0300 and then 0311, he will move
clockwise around the room with those
eye-things and those platforms. Alternatively, using 0200
after 0300 will make Ballos
jump around.
1000: Ballos' death animation; this removes all those spikes
CORE:
0000: resets the Core entirely (even if made invisible)
0001: freezes frames (as does 0015 and 0020)
0200: starts boss fight animations
0500: lots of smoke, it moves to a specific point in the map (~
X:0062 Y:0011 at a guess)
0600: teleports it away and makes it invisible (so you'd
essentially have an invisible core
with visible mini-cores if you use BOA0200 next)
DRAGON SISTERS:
0000: not sure what exactly it does, but it moves them around at
random; they are stationary
after this but they still attack. 0002 - 0019 and 0022 -
0025 does the same, it seems,
as does 0200, 0300, 0500 and 0600.
This might change the movement of the Dragon Sisters
somewhat; it's possible to have them
move in a clockwise elliptical direction
0001: they stop moving in a clockwise direction
0020: they appear, starts boss fight animations. They move in a
clockwise circular direction.
0100: they start quickly moving in a clockwise direction again
0400: they slowly begin moving in a clockwise direction
1000: death animation; this deletes them. Even in this state,
however, they deal contact
damage.
HEAVY PRESS:
0000: resets position (as does 0010)
0001: freeze frame in mid-air
0020: stationary, with smoke
0030: falls a short distance; after that it remains still with
smoke; it won't fall beyond
Y:0030 however, and this doesn't destroy blocks
0100: starts boss fight animations regardless of position
0500: death animations; falls (and kills) and destroys seven
specific tiles (between X:0007
Y:0014 and X:0013 Y:0014). It will fall a little futher
than Y:0030 though; any contact
with it, even from the side, deals 127 damage
IRONHEAD:
0000: resets Ironhead to normal
0001: freezes it; still deals damage and can still be killed;
seems to prevent those fish from
spawning. 0002 - 0009 has the same effect
1000: death animation; this deletes the entity that spawns those
blocks but not the entity
that spawns Ikachan. This does NOT seem to delete
Ironhead, however
(Note: appears as though just having it as the room boss spawns
it; its Y co-ordinate seems to
follow the player's so testing this was hard. Also, not sure
how the check for a no-damage
victory goes, unless the Generator - Ikachan entity does that
if ANP'd.)
MONSTER X:
0000: turns Monster X invisible? (except for the wheels) after
BOA0010'd it will slide in the
direction it was moving previously. If using BOA0010 after
it, it looks weird
0001: makes Monster X appear (if the boss bar is visible, it
will look like Monster X is very
damaged); after BOA0010'd it will slide in the direction
it was moving previously; using
this while Monster X's shutter is open will make it look
weird, but this will restore the
green things that fire at you
0010: start its boss animations; if done after the four green
things are destroyed, it won't
be restored. 0011, 0100, 0200 does this as well.
0012: opens its eyes (even if the shutter is closed)
0300: opens its shutter and starts boss fight patterns. 0400
does this too.
0600: opens its shutter and acts as though it no longer has
those four green things; those missile
fish will appear and it starts boss fight patterns,
continuing as normal depending on its HP
and the green things.
1000: instant death
1001: screen shakes, smoke, then it just turns into a giant cat
(without the explosion)
(I'm not seeing anything for the many large explosions when
Monster X is normally killed)
OMEGA:
0000: resets its position and makes it a background object,
essentially
0001: freezes frames (as does 0002 - 0019, 0021 - 0026)
0020: appears and starts boss fight patterns. Use it again and
weirdness ensues - Omega will
go higher than it should, though when it goes back down,
it will appear at normal height.
If you do this again when he starts jumping, he will
remain jumping, rather than go
back to its default state of hiding in the sand. However,
he will still come out of the
sand (or thin air, or whatever the case may be).
On death, it is deleted.
0050: immediately attacks using its first phase attack; starts
boss fight patterns
0150: death animation (not used in the script itself, strangely)
UNDEAD CORE:
0000: freezes sprite in current frame, slides in direction it
was moving in when BOA'd. The
same applies to 0002 - 0014, 0016 - 0019 and 0021 - 0029.
0001: moves sprite to ~ X:0033 Y:0004 in an inactive, motionless
state. Mini-cores are also
motionless.
0015: activates the first face, like in the cutscene in vanilla
Cave Story (with smoke).
Cannot be damaged though. Slides in direction it was
moving in when BOA'd.
0020: activates the first face, starts boss fight patterns,
using 0001 will make the mini-cores
move around a bit weird when using 0020 again. Also spawns
those semi-solid mini-cores
(the ones that you can jump on) from the right; any other
BOA will make those stop
0500: death animation; can cause weirdness if BOA'd during the
animation (like being partially
off-screen when BOA0020'd). If the animation finishes
playing, the Undead Core is entirely
deleted; you'd probably have to re-enter the map to be
able to BOA it again. This destroys
all mini-cores as well.
There's probably going to be a few errors; it's not perfect, but
for now, it's probably better than nothing. =)
A log, just to help me keep track of things~
30/01/2015, 12:44 AM: started this thread
30/01/2013, 10:24 AM: updated with some more possible values
that might work [/font]
#Post#: 34--------------------------------------------------
Re: <BOA guide [version 0.01a]
By: Kim Tyranto Date: January 29, 2015, 12:40 pm
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So, uh. Yeah. I decided to work on this guide. It's supposed to
help people out with the <BOA TSC code. However, this is just a
back-up of the first draft; I plan on testing everything out
soon. Just. After. I. Play. Ama.
EDIT:
[s]Omega
Balfrog
Ballos
Core
Undead Core
Heavy Press
Dragon Sisters
Monster X
Ironhead[/s]
EDIT:
At 11:18 PM [GMT+0], only two bosses remain. I'll work on those
later tomorrow, I bet.
And with that, I'll just leave this behind~
(pic moved to next post)
EDIT:
At 00:46 AM [GMT+0]... I am finally done. See this thread at the
Cave Story forums
HTML http://www.cavestory.org/forums/index.php?/topic/6431-the-boa-thread/.
Note: BALLOS IS THE MOST POWERFUL BOSS EVER CREATED IN CAVE
STORY EVEN WITH ITS FOUR FORMS
#Post#: 37--------------------------------------------------
Re: <BOA guide [version 1.00]
By: Kim Tyranto Date: January 30, 2015, 4:09 am
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Another update, but things get ridiculous. How so? See the
screenshots to find out~
HTML http://www.createaforum.com/gallery/lunarshadowcs/0/1-300115011716.png<br
/>(Yes, really.)
HTML http://www.createaforum.com/gallery/lunarshadowcs/0/1-300115121137-10427.png<br
/>(Yes, I could walk under him.)
HTML http://www.createaforum.com/gallery/lunarshadowcs/0/1-300115121138-121510.png<br
/>(... what the absolute heck did I unleash)
HTML http://www.createaforum.com/gallery/lunarshadowcs/0/1-300115121138-132149.png<br
/>(what)
HTML http://www.createaforum.com/gallery/lunarshadowcs/0/1-300115121138-141653.png<br
/>(WAT)
HTML http://www.createaforum.com/gallery/lunarshadowcs/0/1-300115121138-15872.png<br
/>(what is this I don't even-- I seriously don't know how I did
that, honest. Was it <BOA0008 or something? :o Might be related;
I'll have to look into it if I get the time.)
HTML http://www.createaforum.com/gallery/lunarshadowcs/0/1-300115121138-16280.png<br
/>(Defeated, yes, but IT STAYS ON THE MAP. And it can be shot ov
er
and over again for the same "Defeated Monster X" text. And those
missile fish are everywhere.)
So, yeah. Ridiculous.
But totally worth it.
#Post#: 104--------------------------------------------------
Re: <BOA guide [version 1.00]
By: Shane Date: February 3, 2015, 8:48 am
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Um.
WHAT THE EMERALD
This guide is rather useful, though; you deserve a medal for
that, in my opinion.
#Post#: 106--------------------------------------------------
Re: <BOA guide [version 1.00]
By: Kim Tyranto Date: February 3, 2015, 8:56 am
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If I didn't know any better, I'd think you were referring to the
Chaos Emerald :P
Thanks.
This ought to make modding a bit more easier for people; TSC is
powerful stuff.
#Post#: 3536--------------------------------------------------
Re: <BOA guide [version 1.00]
By: Ellen Date: April 27, 2016, 3:58 am
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Is it possible to find more, perhaps?
#Post#: 3540--------------------------------------------------
Re: <BOA guide [version 1.00]
By: Kim Tyranto Date: April 27, 2016, 5:41 am
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[quote author=Ellen link=topic=23.msg3536#msg3536
date=1461747490]
Is it possible to find more, perhaps?
[/quote]I guess?
Hard to believe this thing's a year old :o
#Post#: 10170--------------------------------------------------
#BloomSeymourCSModdingII
By: King (2.0) Date: October 30, 2019, 7:30 am
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Is Kim going to update this? I'm sure that her development of
Apocalyptic Shadow Tower has allowed her to discover new things
she could add to the <BOA Guide.
Aside from that (and I'm sorry for this):
#BringBackBloomSeymour
#BringBackTheRealBloomSeymour
#BloomSeymourCSModdingII
#Post#: 14941--------------------------------------------------
Re: <BOA guide [version 1.00]
By: King (2.0) Date: May 19, 2021, 1:21 pm
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So here's some for the Dragon Sisters that I discovered while
engaging in <CNP Manipulation testing:
<CNP0000:0666:0000 (Crashes the game)
<CNP0000:0370:0000 (Dragon sisters spawn where the player is,
then drop down and leave.)
<CNP0000:0369:0000 (Invisible wall at the right hand side of the
arena)
<CNP0000:0368:0000 (Rumbling sounds. Jumping before the bosses
show up crashes the mod. When they do show up,
they're using the Core's A.I. Touching the yellow one causes 935
damage.
<CNP0000:0367:0000 (Speeds up Dragon Sisters)
<CNP0000:0366:0000 (Causes several weird objects to appear)
<CNP0000:0365:0000 (One of the dragon sisters stays to the left
(and moves right
when shot) and fires projectiles while the other rotates around
while it's sprites are misformed.)
<CNP0000:0364:0000 (Crashes the mod)
<CNP0000:0364:0000 (The Dragon sisters don't spawn)
<CNP0000:0363:0000 (Rumbling sounds and several weird entites
fall from the ceiling, damaging the player if
touched)
<CNP0000:0362:0000 (Rumbling sounds and several weird entites
fall from the ceiling, damaging the player if
touched. Attacking them causes the boss to lose HP.)
<CNP0000:0361:0000 (Same as regular Dragon Sisters)
<CNP0000:0360:0000 (Same as regular Dragon Sisters)
<CNP0000:0359:0000 (Same as regular Dragon Sisters)
<CNP0000:0358:0000 (Same as regular Dragon Sisters)
<CNP0000:0357:0000 (Sparkles show up at the right side of the
screen;same as regular Dragon Sisters)
<CNP0000:0356:0000 (Same as regular Dragon Sisters)
<CNP0000:0355:0000 (Crashes the mod)
<CNP0000:0354:0000 (Places an invisible death wall at right side
of arena; same as regular Dragon Sisters)
<CNP0000:0353:0000 (Same as regular Dragon Sisters)
<CNP0000:0352:0000 (Same as regular Dragon Sisters)
<CNP0000:0351:0000 (Same as regular Dragon Sisters)
<CNP0000:0350:0000 (Same as regular Dragon Sisters)
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