Cave Story: Tweaked (NEW: Version 1.2.1!)

Oct 13, 2020 at 4:53 AM
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A boost meter? That's super neat! (Not sure how much I'll use it, but cool none the less.)
Being able to make any background tiles darker is super helpful as well, I will be using that a lot. I don't get why no 0%, but 25% is close enough I suppose.
Thanks for the improved Cave Story experience. :orangebell:
 
Oct 14, 2020 at 2:30 PM
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It's not background tiles being changed, but the stage background. The stage background being usually a static image or (in the case of bkFog/bkMoon) an image with certain parts of it being moved laterally at different speeds to make a parallax effect. There aren't multiple layers of tiles in Cave Story
Ok actually I'm stupid and didn't look at the image for more than 5 seconds, it's both the stage background and tiles of type 0, 1 and all other types that draw behind the player.
 
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Oct 14, 2020 at 8:41 PM
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im genuinely so excited for 1.3 . this is probably the definitive way to play cave story
 
Oct 15, 2020 at 2:37 AM
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Hey, yo.

Can you make a version that is compatible with RetroArch...?
 
Oct 16, 2020 at 2:14 PM
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It's not background tiles being changed, but the stage background. The stage background being usually a static image or (in the case of bkFog/bkMoon) an image with certain parts of it being moved laterally at different speeds to make a parallax effect. There aren't multiple layers of tiles in Cave Story
Ok actually I'm stupid and didn't look at the image for more than 5 seconds, it's both the stage background and tiles of type 0, 1 and all other types that draw behind the player.
yup! I took this into account and added a new surface for the stage tiles that are rendered behind objects/Quote.
 
Oct 16, 2020 at 7:39 PM
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"Wow! The more I drink of this magical beverage, the more games I can play! Wheee!"
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Hey, yo.

Can you make a version that is compatible with RetroArch...?
So, this appears to be a fairly common question when it comes to CSE2 and its forks.

RetroArch, and most specifically LibRetro, has a lot of requirements for implementation. Since the intent is that every core operates purely as back-end so Retro can serve as front end (and abstract away some problems such as controller customization), building CSE2 to comply with these specifications would be a rather time consuming task. Clownacy (the main developer of base CSE2) already tried some time ago and didn't get too far.

Furthermore, due to the nature of CSE2 being reverse-engineered code, it cannot be licensed as open source. This limits its availability to be distributed for open source distros and applications. This is compounded by the fact that RetroArch has an already available, open source engine for Cave Story: NXEngine. So even if we got thru the chore of implementing support for RetroArch, we can't guarantee that it will be added to the library.

Due to these factors, I have decided to not commit to a RetroArch version of Tweaked. Maybe down the road I'll try, but as of this moment it's not in the scope of the project. I know some people have shown interest in porting base CSE2 and potentially Tweaked on their own, however.
 
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