Just wondering.
And also, how would I install them for Cave Story+?
Sorry if the question has been asked, since I couldn't find any.
I'm also new to modding and all that.
Do Cave Story mods work on Cave Story+?
Started by JiNXeD, Jan 01 2012 03:20 PM
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4 replies to this topic
#1
01 January 2012 - 03:20 PM
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#2
01 January 2012 - 03:30 PM
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I know someone made it so you can access mods from the Challenges menu, so I guess the answer is yes. Someone who has actually done it can tell you how, because I don't remember how to do it or who originally found it out.
I think Cave Story is quite capable of giving you mental issues. Just look at some of our fine members on the forum.
#3
01 January 2012 - 07:57 PM
#4
02 January 2012 - 06:24 AM
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Mods that do not modify graphics, or hack Cave Story should probably can be ported easily.
If they modify graphics, you have to make sure they are bmp files, and at the right size graphics...
I think you can use original graphics with modifications if you create a "ogph" folder in your mod folder (and they are bmp).
HMh...
I think actually, you might have to modify stage.tbl if the stage has a different tileset choice than the original. That can be a little tricky; make backups... I used XVI32 to carefully make changes there...
I don't know if there's an easy tool to edit stage.tbl?
Some little warnings... It might be better to just make a different CS+ copy for each major mod at the present time. I believe that even if you change the portraits (Face.bmp) or images that modify chests, etc (NpcSym.bmp); it might still use either the original base folder or Xmas for portraits.
I should confirm that...
Also, there isn't a whole lot of space for adding mods in the challenge screen. It quickly goes off the edge of the screen when adding a few to the original challenges...
There really needs to be a seperate MODS section, that is scrollable...
If they modify graphics, you have to make sure they are bmp files, and at the right size graphics...
I think you can use original graphics with modifications if you create a "ogph" folder in your mod folder (and they are bmp).
HMh...
I think actually, you might have to modify stage.tbl if the stage has a different tileset choice than the original. That can be a little tricky; make backups... I used XVI32 to carefully make changes there...
I don't know if there's an easy tool to edit stage.tbl?
Some little warnings... It might be better to just make a different CS+ copy for each major mod at the present time. I believe that even if you change the portraits (Face.bmp) or images that modify chests, etc (NpcSym.bmp); it might still use either the original base folder or Xmas for portraits.
I should confirm that...
Also, there isn't a whole lot of space for adding mods in the challenge screen. It quickly goes off the edge of the screen when adding a few to the original challenges...
There really needs to be a seperate MODS section, that is scrollable...
Livestream Status : Currently nothing.
Cloud Story, a Cave Story prequel mod...~ Status unknown
Unnamed Cave Story Mod, an adventure game...~ Status very slow
Cloud Story, a Cave Story prequel mod...~ Status unknown
Unnamed Cave Story Mod, an adventure game...~ Status very slow
#5
12 January 2012 - 03:54 AM
Yeah. The good thing is, CS+ uses roughly the same files as the original. Thus, you can just copy/paste.
For example, I have one of my mods as the fan translation of the original.
Sadly, graphic switching doesn't work (stuck on the new graphics for all mods)
For example, I have one of my mods as the fan translation of the original.
Sadly, graphic switching doesn't work (stuck on the new graphics for all mods)
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