Plus Porter (1.1.0.1)

Nov 20, 2019 at 3:42 AM
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cool, now to fix the Starting Story mode problem
 
Jan 30, 2020 at 1:58 AM
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Is there any way to port Jenka’s nightmare?
 
Jan 30, 2020 at 5:56 AM
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imagine not bumping a thread for a stupid question
 
Jan 30, 2020 at 6:15 AM
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Ok. Thanks for the info and sorry for the stupid question
 
Jan 30, 2020 at 2:09 PM
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Jan 31, 2020 at 4:50 AM
Okay I give up... for now
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Depends on which version of Jenka's Nightmare you're talking about. The original Jenka's Nightmare by Shmitz doesn't contain any ASM hacks as far as I'm aware, and I don't think JNR does either. In fact, I believe one or more of those versions were ported to PSP, and if it can be ported to PSP, it can probably be ported to CS+.

As for ZarroTsu's new rendition of JN, that probably won't be feasible, because he has a bunch of additional maps in the mod, which breaks one of the constraints of mods in CS+. He and I actually talked about that a few years ago in this very thread.
 
Jan 31, 2020 at 5:28 AM
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As for ZarroTsu's new rendition of JN, that probably won't be feasible, because he has a bunch of additional maps in the mod
I was spoilered on the 3 MyChar skins that were in that mod, and seeing it has 3 means it uses <MIM, immediately preventing it from being anywhere near portable onto CS+.
 
Feb 1, 2020 at 3:26 AM
Okay I give up... for now
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Ah, I see. In that case, porting that mod would not be possible even if one were to be creative enough to use the tileset editing tricks that I talked about to reduce the number of maps.
 
Feb 3, 2020 at 2:28 AM
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I was spoilered on the 3 MyChar skins that were in that mod, and seeing it has 3 means it uses <MIM, immediately preventing it from being anywhere near portable onto CS+.
I don't see <MIM being that hard to create in CS+. It's mostly a matter of finding enough space for it, since CS+'s code is actually optimised. (Which, for us, is a bad thing)
Are there any other hacks in it at all?

Ah, I see. In that case, porting that mod would not be possible even if one were to be creative enough to use the tileset editing tricks that I talked about to reduce the number of maps.
Wait, Stage.dat files don't support extra maps?
 
Feb 3, 2020 at 2:37 AM
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I don't see <MIM being that hard to create in CS+. It's mostly a matter of finding enough space for it, since CS+'s code is actually optimised. (Which, for us, is a bad thing)
Are there any other hacks in it at all?
That, you may have to ask someone who has played the mod. I'm pretty much the only one who hasn't.
 
Feb 3, 2020 at 2:38 AM
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That, you may have to ask someone who has played the mod. I'm pretty much the only one who hasn't.
I think I've played it ... or some other version ... but I don't really remember any hacks at all.
It was forever ago.
 
Feb 3, 2020 at 3:51 AM
Okay I give up... for now
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There are two major challenges with porting assembly hacks to CS+ mods. One is that there isn't nearly as much documentation on the CS+ executable, so it would be harder to figure out how to implement. The other is that there are so many different versions of the CS+ executable, between the steam version and all of the different humble bundle versions that have been released throughout the years, making some patch that would apply an assembly hack to one version of the EXE could very easily break another version. Making it compatible with all those versions would be very tricky.

Also yes, as strange as it may seem, Stage.tbl does not support more than 95 maps. I kept trying to add more maps to the Stage.tbl file, and transitioning to them in CS+ mods (and verified that the exact equivalent worked in the freeware version), and whenever I did that, the game crashed. I double, triple, and quadruple-checked that I understood the minor discrepancies in the way the map data is constructed in the freeware EXE versus CS+ stage.tbl, made sure I was doing the formatting right and everything, and for some reason the CS+ engine just didn't like to transition to a map number greater than 094. I remember looking through the stage.tbl files of base, Wind Fortress, and Boss Rush, looking things over in my own test mod really carefully, and trying a bunch of things. Eventually I concluded that the CS+ exe simply doesn't like working with more than 95 maps. It's still possible that I missed something, though. Or perhaps they've removed this limitation in later versions of the game.
 
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Feb 3, 2020 at 8:45 AM
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One is that there isn't nearly as much documentation on the CS+ executable, so it would be harder to figure out how to implement.
A lack of documentation poses no significant time cost, really. The lack of space to gain through optimisation is much more problematic.
Given that the game is based on Cave Story's source code, everything seems to be implemented in a readably similar way.

The other is that there are so many different versions of the CS+ executable, between the steam version and all of the different humble bundle versions that have been released throughout the years, making some patch that would apply an assembly hack to one version of the EXE could very easily break another version. Making it compatible with all those versions would be very tricky.
Nothing still supports Cave Story 1.0.0.5, so why support old versions of Cave Story+? As far as I know there are only really two key versions:
Cave Story+'s Steam release, and the Humble Bundle release.
Even if some addresses are moved around in most places, it shouldn't be much more work than copying all of the code from one patch in the old location and then making sure all that of the calls and jumps are corrected in the new location.
Again, the lack of space is much more important. To give you an idea, if there are extra functions moving addresses around, all you should need is 2 sets of documentation and an hour or two to port patches from one executable to another. If there's not enough space, you might be looking at adding space to the executable with another program, which also throws up a compatibility issue if you want to make a redistributable patch.

Also yes, as strange as it may seem, Stage.tbl does not support more than 95 maps. I kept trying to add more maps to the Stage.tbl file, and transitioning to them in CS+ mods (and verified that the exact equivalent worked in the freeware version), and whenever I did that, the game crashed. I double, triple, and quadruple-checked that I understood the minor discrepancies in the way the map data is constructed in the freeware EXE versus CS+ stage.tbl, made sure I was doing the formatting right and everything, and for some reason the CS+ engine just didn't like to transition to a map number greater than 094. I remember looking through the stage.tbl files of base, Wind Fortress, and Boss Rush, looking things over in my own test mod really carefully, and trying a bunch of things. Eventually I concluded that the CS+ exe simply doesn't like working with more than 95 maps. It's still possible that I missed something, though. Or perhaps they're removed this limitation in later versions of the game.
Shoot, that's right, .tbl not .dat.
Maybe they didn't allocate enough space for it? Or the game might read 95 entries and then stop?
I'm not exactly sure what it does, but there's a function related to it at 0x48A090.
 
Feb 3, 2020 at 7:05 PM
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Yeah, just ignore Ewan's statement. He's 12.
incorrect

not that it matters but i am 14 and a half years young

there is a reason theres a banner at the top that says not to bump threads. you could very easily message the author of the thread, ask somewhere else like the general modding questions thread, find the links to the discord chats, or even do a little bit of research to find out. i'm not being toxic for the sake of being toxic, i just feel like it's pointless to send notifications to everyone watching the thread just for a one-sentence response.
 
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Feb 3, 2020 at 7:18 PM
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I know I really shouldn't do this for a little of decency but I have some things to note, I'm going to mention a couple of them:
1.Your profile says that you're 19, but you're now stating that you're a 14 year old, which is weird.
2.I think it's the way you said it
imagine not bumping a thread for a stupid question
that was not very polite towards WolfyBuilder and thus considered toxic. You definitely could have said that in a better way in my opinion.
 
Feb 3, 2020 at 7:22 PM
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It says that because I made the account when I was 10 and figured I would be banned if I set my real age. I apologize for the way I said it sounding toxic, it's just a bit infuriating to find new members (that are generally uneducated, but go about getting help the wrong way) making dumb posts like this.
 
Feb 3, 2020 at 10:55 PM
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It says that because I made the account when I was 10 and figured I would be banned if I set my real age. I apologize for the way I said it sounding toxic, it's just a bit infuriating to find new members (that are generally uneducated, but go about getting help the wrong way) making dumb posts like this.
To be honest, this is the second time in a row you've done this in this exact thread without actually responding to their questions. As long as Hayden or anyone knows the mod in question for the possibility of porting onto CS+ is around, any questions asked here are perfectly legal.

So tl;dr PLEASE don't backseat mod or don't say anything if it bothers you.
 
Feb 3, 2020 at 11:08 PM
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To be honest, this is the second time in a row you've done this in this exact thread without actually responding to their questions. As long as Hayden or anyone knows the mod in question for the possibility of porting onto CS+ is around, any questions asked here are perfectly legal.

So tl;dr PLEASE don't backseat mod or don't say anything if it bothers you.
It's not like you're doing the exact same thing or anything...

The question didn't need answering, it had already been answered by YOU. I was just saying it for the sake of all the other people mildly annoyed by the needless notification! Like I said, he could have directly messaged Hayden if there were a "possibility of porting onto CS+". I'm not sure why you hate me now, you and I used to have conversations in the CSMC and we got along just fine. Please get off your high horse and realize that your post count has nothing to do with your authority on this forum and allow me to voice my concerns in any manner I please. Leave the warnings to Noxid, DT and Andwhy.

So to;dr PLEASE don't backseat mod or don't say anything if it bothers you.
 
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