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       #Post#: 33--------------------------------------------------
       <BOA guide [version 1.00]
       By: Kim Tyranto Date: January 29, 2015, 12:38 pm
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       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: &lt;BOA guide [version 1.00]
       By: Kim Tyranto Date: January 30, 2015, 4:09 am
       ---------------------------------------------------------
       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: &lt;BOA guide [version 1.00]
       By: Shane Date: February 3, 2015, 8:48 am
       ---------------------------------------------------------
       Um.
       WHAT THE EMERALD
       This guide is rather useful, though; you deserve a medal for
       that, in my opinion.
       #Post#: 106--------------------------------------------------
       Re: &lt;BOA guide [version 1.00]
       By: Kim Tyranto Date: February 3, 2015, 8:56 am
       ---------------------------------------------------------
       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: &lt;BOA guide [version 1.00]
       By: Ellen Date: April 27, 2016, 3:58 am
       ---------------------------------------------------------
       Is it possible to find more, perhaps?
       #Post#: 3540--------------------------------------------------
       Re: &lt;BOA guide [version 1.00]
       By: Kim Tyranto Date: April 27, 2016, 5:41 am
       ---------------------------------------------------------
       [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
       ---------------------------------------------------------
       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: &lt;BOA guide [version 1.00]
       By: King (2.0) Date: May 19, 2021, 1:21 pm
       ---------------------------------------------------------
       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)
       *****************************************************