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  1. xperia64

    Some guy has ripped off Cave Story and is making money from it

    I support NXEngine when porters abide by its GPL license (e.g. myself, squarepusher, and PIlin for iOS/android ports), do not generate any sort of profit, and do not include the original data. This, however, is unacceptable. (Note: GPL software CAN be sold, but the source must be released, and...
  2. xperia64

    Cave Story > Android

    http://www.paulscode.com/forum/index.php?topic=443.0 https://play.google.com/store/apps/details?id=org.retroarch Next major update of this will support cave story (yes real cave story not nxengine): https://play.google.com/store/apps/details?id=org.ppsspp.ppsspp
  3. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    http://www.paulscode.com/forum/index.php?topic=443.msg7459#msg7459 A nicer android nxengine port with on screen controls and support for many external input devices has been created for android as part of RetroArch: https://play.google.com/store/apps/details?id=org.retroarch&rdid=org.retroarch
  4. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    Btw, the map draws at the same 30-50 fps as everything else on android. I'll see if I can figure out why it isn't loading the textures. I managed to fix the missing texture glitch by forcing it to reload the tileset even if it thought it was already loaded.
  5. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    I enabled the iphone resolution chooser and it set it to Graphics::SetResolution(3) closest w = 854, h = 480, dm = 2232750082 SDL_CreateWindow: 852x480 @ 16bpp Now the game is offset to the right but it looks like its scaled correctly. As for the graphical glitches, I fixed the major ones by...
  6. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    Again, these are ports of nxengine. Perfectly legal to port to anything. What I am planning on doing is adding a downloader to nxengine-ae to grab the data from cavestory.org and extract it to the proper folder. pashkoff: I've compiled your nxengine port with sdl 2 for android and I have to...
  7. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    I'm still using SDL 1.3 so I guess I should update to 2 and see if it renders faster. As for everybody else complaining about legal issues, according to Dunc2403: You seem to be perfectly fine with downloading the PC versions+data but reject our new mobile ports of nxengine. Just saying.
  8. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    Looks like for both of our projects, a rewrite of the rendering system is in order. Yours for scaling, mine for speed. BTW, for some reason on the iOS port, the map renders at about 2-3 fps. My android port renders it at the same ~15-25 fps as everything else.
  9. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    You can already try it. Download the data ( http://db.tt/6nKdu9Za ) and put the nxengine folder in /mnt/sdcard/data so you have /mnt/sdcard/data/nxengine/<data files> (not /mnt/sdcard/data/nxengine/nxengine). Then Install the app ( http://db.tt/KYl38Rs5 ). I assume you are using BluezIME for the...
  10. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    I did fix virtual keyboard support so it doesn't crash at least. Currently you would need to buy this app and set it to xperia play mode: https://play.google.com/store/apps/details?id=com.locnet.gamekeyboard&hl=en Its still much better if you use a bluetooth controller. I will be testing on a...
  11. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    Just in case anyone has an android device with less than 640x480 resolution, I added auto-resolution detection to fix crashes on those devices. Same link: http://db.tt/KYl38Rs5 Delete /sdcard/data/nxengine/settings.dat to apply resolution. Delete /sdcard/data/nxengine/sndcache.pcm if sound fx...
  12. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    Its only possible to install nonjailbroken devices if you pay apple 99$ per year and buy a dev account to sign apps with. And im not sure what pashkoff thinks but i doubt apple would approve cavestory/nxengine for the app store unless nicalis/pixel did the port themselves. On a side note...
  13. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    Mods do not modify the binary. They just use edited maps, art, and such. As I said, most mods to not appear to be compatible with NXEngine
  14. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    1. We are not porting cave story. We are porting NXEngine. NXEngine is licensed under GPL and does not include the cave story data files and therefore is perfectly legal to port. Also, we will not be making profit of any kind from our ports. We simply want to make the game available to a wider...
  15. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    Main problem with my port is that it appears to be based off of NXEngine v. 1.0.0. I used the code from the openpandora port as a base (here: http://sebt3.openpandora.org/src/?f=nxengine-pandora-20110624.tar.gz ) . I also tried compiling the 1.0.0.4 core but it was even slower and had graphical...
  16. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    Good. Also, as android's virtual keyboard doesn't play nice with SDL, NXEngine AE currently requires a physical controller such as a wiimote. Here is the app download: http://db.tt/KYl38Rs5 and here is the data download: http://db.tt/6nKdu9Za (extract the nxengine folder into /mnt/sdcard/data/)...
  17. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    I fixed the sound effects issue. It was trying to load from sndcache.pcm which is broken. Loading from the .pxt's works perfectly. On a side note, I think in both of our projects we should disable the resolution option in the menu.
  18. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    Thanks to your fixes (and recompiling using the official NDK), the ear-bleeding sound issue and signboard issue in NXEngine AE are fixed. Only two problems now. Sound effects don't seem to play, and its slow. I'll try a release compile and see if it will run faster
  19. xperia64

    Cave Story for Android/iOS (via PSX4droid/PSX4All) Theory

    I worked a little bit on an android version but gave up (your port works much better). As for licensing, to avoid potential issues with redistributing the original game files, what should be done is to add a downloader the app which downloads the data files from a licensed distributor (such as...
  20. xperia64

    NXEngine for Android

    NXEngine AE was compiled using the crystax-ndk (Google's ndk with better C++ support): http://www.crystax.net/de/android/ndk/7#download I believe Google's ndk r8+ should compile nxengine without the need for crystax
  21. xperia64

    NXEngine for Android

    I was never going to upload it to any app store anyway for fear of DMCA nonsense The android-ndk compiles C/++ code into native libraries for specific architectures. I used the official android port of SDL 1.3 and the ports of neccessary related libraries found here...
  22. xperia64

    NXEngine for Android

    I've had this sitting around on my harddrive for a while and a youtube commenter thought I should post this here. I have compiled NXEngine for android, specifically the xperia play. (It is impossible to play without the xperia play's physical controls, nor would touch controls work well). I...
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