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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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.
 
Oct 25, 2020 at 8:33 PM
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Spanish Support for Tweaked is now a thing!

Thanks to Pummelator for adding the code to handle Vagrant Traducciones' translation.
 
Nov 6, 2020 at 9:43 PM
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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.
oh.
 
Nov 19, 2020 at 3:47 AM
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Tweaked 1.3 should be dropping really soon, but before that happens, I have to give some news.

Due to recent... discoveries about the person behind the translation, I have decided to both pull this person out of the credits and any reference to the Tweaked project and take down the currently available Japanese builds. The japanese files will remain in place (by now) until I can find another translator for the project.

CS: Tweaked will soon implement a code of conduct for any contributors.
 
Nov 19, 2020 at 8:57 PM
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this seems really cool that people are still doing stuff with this game, I haven’t been on here in 2 years and coming back and seeing the support it’s getting is still really cool. A little off topic though.
 
Nov 24, 2020 at 1:00 PM
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As part of the family of mods and projects forked from CSE2, Tweaked has been taken down from GitHub after a DMCA takedown requested by Nicalis.

As such, the project is currently on hold until we figure out this mess and I can properly evaluate all our options. CSE2 developers, myself and some other people are discussing our courses of action.

Thank you for supporting this project, and I'm certain this is not the last you'll hear of it.
 
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