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Andwhy's mod porting thread

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Jul 4, 2010 at 12:13 AM
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#1
Andwhy's mod porting thread

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?
Jenka's Nightmare Revived
Cave Story with a Fourth Ending
(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?
Jenka's Nightmare Revived
Cave Story with a Fourth Ending

Original post:
After porting fire red version I wanted to try my hand at porting other mods too. The thing is I can't properly port over any mods that use assembly hacks. And any hex editing outside of the scope of the editor, with the exception of music ('cause music is easy to port over), may be difficult as well because the offsets may be different in the psp eboot. I may attempt these later, but for now I would like to do something a bit easier.

So I would like to know the names of mods that were made without opening the exe in a hex editor, disassembler, or debugger (or at least to your knowledge).
 
Last edited:
Jul 4, 2010 at 7:30 PM
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#2
Re: PSP porting

I'm pretty sure Jenka's Nightmare fits that description
 
Jul 4, 2010 at 7:37 PM
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#3
Re: PSP porting

What about A Lost Land?
It's actually completed, and has but a few resprites and 0 asm hacks.
 
Jul 4, 2010 at 8:18 PM
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#4
Re: PSP porting

The boss rush mod, Thatd be cool
 
Jul 24, 2010 at 4:15 AM
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#5
Re: Andwhy's mod porting thread

Vercci said:
I'm pretty sure Jenka's Nightmare fits that description
http://www.mediafire.com/?mmz22to4zmn

Done. Jenka's Nightmare is now on the psp.

If I screwed up anywhere then let me know.

EDIT: Ported Fjord's Adventure as well, glitches an' all:
http://www.mediafire.com/?w0cmwjgyay4

I'll port Seriousface's boss rush next. A lost land on the other hand exceeds the maximum available map data space I can use at the moment. I'll either need to rearrange and remove map data till it fits or learn me some MIPS assembly, if I can find a suitable disassembler that is.

EDIT2: Boss rush is done. The link is in the first post.

EDIT3: Death Story is done.

EDIT4: Julian's King is done. Though graphical bugs are possible due to this mod's obvious overuse of 24-bit pbms.

EDIT5: Schism is ported and linked above. The game still has minor textbox issues (text cutting off) though.

EDIT6: Yay! Balrog Rush is finally working properly. :D

EDIT7: The mac port of Jenka's Nightmare is done.
 
Jul 24, 2010 at 4:29 AM
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#6
Wrath of Revorshkenahl is ported to Mac.
So is mine kinda, but it's kinda shoddy so idk if you want to list it.
 
Jul 24, 2010 at 4:02 PM
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#7
Re: Andwhy's mod porting thread

Can you port mine? All my [IRL] friends have Macs. :D
 
Jul 26, 2010 at 12:42 AM
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#8
Re: Andwhy's mod porting thread

Death Story, Fjord's Adventure and A Lost Land are all ported to mac with A Lost Land ported to psp as well.

A Lost Land was a nightmare to port and took nearly two days. Death Story and Fjord's Adventure on the other hand took under 10 minutes since I already ported them to psp.

sixtyseconds said:
Can you port mine? All my [IRL] friends have Macs. :)
Sure, I'll start on yours next.
 
Jul 26, 2010 at 3:42 PM
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#9
andwhyisit said:
Sure, I'll start on yours next.
Awesome :D I respect your vast 1337 |-| 4 >< >< 0 |2 skillz.
 
Jul 27, 2010 at 2:52 PM
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#10
Re: Andwhy's mod porting thread

Mimiga Army is up. Tell me if there are any bugs.

Shilag said:
Oh also, I think I should report this. I've noticed a bug in your ported Jenka's Nightmare. I realized I had missed the Blade in Genesis: Spirit, so I restarted my game. But when I got to Genesis: Sky and finally all the way to the door on the far end, the PSP crashes, as I try to go through. Or rather, the game crashes and I'm taken to the PSP main menu. I think there might be something wrong with either the door, or the map Genesis:Spirit.
I have finally figured out the problem. In the map data for the original cave story "Lounge" is written as "lounge". 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). Hopefully that fixes the problem. Though I will need to fix any other mod ports that also suffer from this bug.
 
Jul 27, 2010 at 6:11 PM
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#11
Re: Andwhy's mod porting thread

There is a tiny issue with the mac mods.
I guess the CS mac font is a different width than courier new, so sometimes the text bleeds over, but usually it's fine.

Also, I played Mimiga Army before, and I am pretty sure you start with more than three health.
Like five?
I can't remember well enough, but I guess you should ask 60secs.
 
Jul 27, 2010 at 6:18 PM
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#12
Re: Andwhy's mod porting thread

cultr1 said:
Also, I played Mimiga Army before, and I am pretty sure you start with more than three health.
Like five?
Not true. You start with 3.
 
Jul 27, 2010 at 8:35 PM
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#13
Re: Andwhy's mod porting thread

Okay cool, just making sure.
 
Aug 3, 2010 at 5:54 AM
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#14
Re: Andwhy's mod porting thread

A few things:
1. The lounge bug is squashed in all of the mod ports done so far.

2. I browsed Jackalope's DU thread a while back and found one of the funniest mods ever. 0650, or お笑い物語, which google translates to "Comedy Story", was ported to psp in random spontaneity.

3. Fire Red Version, Boss Rush, Julian's King, Schism, Balrog Rush, and Comedy Story have also all been ported to Mac. The mac mod list has now fully caught up the the PSP one.

cultr1 said:
There is a tiny issue with the mac mods.
I guess the CS mac font is a different width than courier new, so sometimes the text bleeds over, but usually it's fine.
That's a common problem with porting a CS mod between platforms. Unfortunately editing 90+ tsc scripts for every mod isn't a viable option, so if you or anyone else encounters text being cut off as you play the game then tell me where it occurs and I will get around to fixing it eventually.
 
Aug 3, 2010 at 7:19 AM
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#15
Re: Andwhy's mod porting thread

Hooray!
andwhyisitthatyouaresoawesome? D:
 
Aug 3, 2010 at 9:28 AM
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#16
Re: Andwhy's mod porting thread

Port A Lost Land!
 
Aug 3, 2010 at 11:40 AM
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#17
Re: Andwhy's mod porting thread

WoodenRat said:
Port A Lost Land!
Seriously?! I ported that 8 days ago. Look at the first post.
 
Aug 3, 2010 at 3:52 PM
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#18
Re: Andwhy's mod porting thread

Is this a list of just the mods that YOU have ported to mac, or a list of ALL mods ported to mac (that you know of)? 'Cause if it's the latter, then TWoR (and possibly other mods ported by cultr1/Noxid that I'm not aware of) should be on the list. If it's the former, ignore this post.
 
Aug 3, 2010 at 3:57 PM
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#19
Re: Andwhy's mod porting thread

I would like to report a broken script in Schism. If you try to get the life capsule in the manor, it just makes the the text scrolling noise infinitely, and you can move around and shoot, but you can't use any other scripts. It's a simple TSC fix, but it still breaks the game.
 
Aug 5, 2010 at 12:52 PM
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#20
cultr1 said:
I would like to report a broken script in Schism. If you try to get the life capsule in the manor, it just makes the the text scrolling noise infinitely, and you can move around and shoot, but you can't use any other scripts. It's a simple TSC fix, but it still breaks the game.
That's weird. The only problem I could see in the script was the lack of a "<FL+0112" to make the life capsule disappear afterwards. *shrug*

Wedge of Cheese said:
Is this a list of just the mods that YOU have ported to mac, or a list of ALL mods ported to mac (that you know of)? 'Cause if it's the latter, then TWoR (and possibly other mods ported by cultr1/Noxid that I'm not aware of) should be on the list. If it's the former, ignore this post.
1. It's the former.
2. Post ignoring request denied. :rolleyes:
 
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