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Andwhy's mod porting thread


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#21 26 August 2010 - 03:04 PM

xhmmxc22x Offline
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andwhyisit, I've been trying to convert mods to the psp myself, and downloaded your csz tools and can create a data.csz with no problems. My question is, how did you get the eboot? Or rather, what was edited in the eboot to make it run?

#22 26 August 2010 - 03:14 PM

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Mods ported to Mac:
Fire Red Version
Jenka's Nightmare
Death Story
Fjord's Adventure
Boss Rush
Julian's King
Schism
Balrog Rush
A Lost Land
Mimiga Army
Comedy Story?
(special thanks to cultr1 for testing these)

Mods ported to PSP:
Fire Red Version
Jenka's Nightmare
Death Story
Fjord's Adventure
Boss Rush
Julian's King
Schism
Balrog Rush
A Lost Land
Mimiga Army
Comedy Story?

Original post:

Spoiler


Great!:p:D:D:D I didnt know also..

#23 27 August 2010 - 12:15 PM

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Andwhyisit, you ROCK!!! Now not only my windows laptop can enjoy the mods, but my mac an PSP too! (PSP most of) Thank god we have andwhyisit! You're a gift from heaven!
You have to pick ur battles... some times you're barking up the wrong tree.

#24 27 August 2010 - 01:25 PM

andwhyisit Offline
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andwhyisit, I've been trying to convert mods to the psp myself, and downloaded your csz tools and can create a data.csz with no problems. My question is, how did you get the eboot? Or rather, what was edited in the eboot to make it run?

You need to insert the mapdata from the mod into eboot.pbp and maps.dat.

One of these days I should throw together a mod porting guide. Copying data files is easy. Porting (and in some cases converting) mapdata, converting stray 24-bit pbms into 8-bit pbms, writing tsc to replace start co-ordinates (if needed), and in the case of the mac version, renaming save file names in both Info.plist files, all make the process slightly less than straightforward to the average person.

Posted Image

Spoiler

 


#25 04 September 2010 - 12:09 AM

sixtyseconds Offline
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There's a big glitch in mac MA. In the Gaudi area the actual terrain and background don't show up. So I'm more or less blind, except for Abert and the gaudi.

Hey Andwhy? Little help here?
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at first i was like :droll: but then i was like :muscledoc:

#26 06 September 2010 - 01:00 PM

andwhyisit Offline
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Hey Andwhy? Little help here?

I'll look into it. What's the name of the map?

Posted Image

Spoiler

 


#27 06 September 2010 - 02:53 PM

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I'll look into it. What's the name of the map?


Power Plant
Umm...First Cave originally
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at first i was like :droll: but then i was like :muscledoc:

#28 07 September 2010 - 02:03 AM

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What about the Enemy Rush mod? I'd be surprised if that contains any assembly hacks.

You still haven't attempted porting ones with assembly hacks, right? Doing that properly would require not only copying the hacks but also translating them to PPC assembly (both PPC and x86 versions of the hacks would be needed for it to work on all Macs).

I tried the Boss Rush mod under Rosetta, and it appears to work fine even with the PPC code, which is good. (Did you copy the map data in two places in the executable, by any chance? I don't know know if it's duplicated, but it seems possible. If it is, one version may be in a different endianness if applicable.)

On a random note, I'm also pleased to see that you remembered to change the bundle identifier for the Mac ports. :D

While this doesn't break the pc version due to its case insensitivity, that is not the case with the psp version (plus I don't know how it affects the mac version).

While I realize that this problem has been fixed, I feel the need to mention that it could break the Mac version. Although the Mac filesystem is typically case-insensitive, there is an option to make it case-sensitive when you reformat your hard drive. So, it's possible it could have broken the Mac version for some people.

Well I've got a solution for you: Think before you type. Sheesh...

Some people really need to take this to heart. Not necessarily just the ones it was originally addressed to, either.

Good thing the internet is made of backups


#29 08 September 2010 - 12:19 AM

andwhyisit Offline
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What about the Enemy Rush mod? I'd be surprised if that contains any assembly hacks.

Yes sir! :eek:

You still haven't attempted porting ones with assembly hacks, right? Doing that properly would require not only copying the hacks but also translating them to PPC assembly (both PPC and x86 versions of the hacks would be needed for it to work on all Macs).

I ported the assembly hack for Project 1108 to vanilla CSMac, but I was waiting for the next release before I use it to port Project 1108.

I tried the Boss Rush mod under Rosetta, and it appears to work fine even with the PPC code, which is good. (Did you copy the map data in two places in the executable, by any chance? I don't know know if it's duplicated, but it seems possible. If it is, one version may be in a different endianness if applicable.)

I wrote a tool that converts the PC mapdata into the two different Mac mapdata formats and another to insert them both into the executable, so I have accounted for that.

Posted Image

Spoiler

 


#30 10 March 2011 - 09:27 AM

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Sorry for the bump,but if you still make mods for the PSP can i have the download links? Also some of the mods are way tooo difficult to get over in the game(s).Like Mimiga Army when you get in the dark room with the Gaudi's all over the place,i cant see where i am going and die the whole time.And in the original Cave Story you get more health backs(?) or that box with a health grower more contstantly,while in your mods I die in one attack from a moster.Although great work on making those mods and thanks for your hard work!

P.S. i love those smileys!! :p :chin: :orangebell: :heart:



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