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Cave Story Caffeinated
(a pun on java of course)
Cave Story Caffeinated is my attempt at making a faithful cross-platform port (written in Java) of the original version by Pixel.
The port is 100% pure Java and does not rely on external dependencies or natives, so it should run on any platform...
The title says it all. It's a port of Cave Story to the Nintendo 64.
16K EEPROM is required for game saves.
Note: This project is confirmed to work on N64 hardware.
However, it has issues running on Project64 specifically.
Don't use Project64 until they fix their R4300i emulation, I guess...
You thought it couldn't be done...
This absolute madman is currently working on Cave story for gameboy color.
Please send love his way! This opens doors to the DS/GBA port being completed.
I've been rewriting Cave Story with Unity3D, and I've run into a slight dilemma parsing TSC files. "<CMU" cues music to play, but some songs loop and others don't. Is there a way to tell the difference? Is it contextual (ie. if you just received an item, it's not looped), or are individual songs...
I wonder... There are so many different ports of Cave Story that I think, by now, somebody has to have thought of an Xbox 360 port. Meh. Idunno. I'm no coding expert and I know full well that I couldn't port anything over if I tried.
You guys are smart. Look into usb loading for the Xbox 360...
So yeah i was making a Cave Story camera game for android that allows the player to choose a map from a list and run some smaller events like "textboxes" when an entity is touched or some other events as Curly's killer robot event in the core's chamber, well it's just a map and event viwer...