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Cave Story: The Other Story

Nov 22, 2017 at 2:07 AM
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if i get yelled at by the staff for perpetuating arguments or whatever then that's fine, but this is something i cannot back down on
Why? Arguments aren't against the rules. In fact with the exception of personal attacks the rules specifically state that arguments are not against the rules.
 
Nov 22, 2017 at 5:22 PM
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> Cave Story: The Other Story

At least it isn't "my first mod".
 
Nov 23, 2017 at 1:24 AM
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How can I get the mod, and how do I use it? Thanks
 
Nov 23, 2017 at 1:30 AM
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Click on the download link, extract the game from the zip folder, and play away my dude
 
Nov 23, 2017 at 1:30 AM
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Okay thx that helped

Hi
I started creating this mod yesterday and here's the first demo. Also that's the first mod i ever created.
It changes the story a little, adds more characters, secrets, locations and weapons.
mod ends at the Arthur's house



-Noxid: Arthur's sprites
-Pixel: Cave Story
Is there a Mac version? I haven’t checked the download yet.
 
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Nov 24, 2017 at 7:07 AM
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"Life begins and ends with Nu."
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Is there a Mac version? I haven’t checked the download yet.
Porting to Mac is currently cumbersome and restrictive. There are bit depth limitations for images, limitations to the number of maps, and we have no idea as to where the starting event id, map id, and co-ordinates are located (requiring the use of hand-written TSC in the default starting event to fill the gap). Not to mention that there are two different versions of mapdata and weapon data for PowerPC and Intel Macs, both with different byte orders. This all makes porting to Mac cumbersome.

Also ASM hacks have to be manually rewritten for Mac FOR BOTH PPC AND INTEL, which means that any ASM-based mods are unlikely to ever be ported.

All of this means that unless someone specifies that there is a Mac port there generally isn't one. And even if there is plans for a Mac port you can expect it to happen towards the tail end of a mod's development because of how tedious a process it is.

You are better off playing mods through Wine.
 
Last edited:
Nov 24, 2017 at 3:08 PM
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"It's dangerous to go alone!"
Join Date: Nov 22, 2017
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Porting to Mac is currently cumbersome and restrictive. There are bit depth limitations for images, limitations to the number of maps, and we have no idea as to where the starting event id, map id, and co-ordinates are located (requiring the use of hand-written TSC in the default starting event to fill the gap). Not to mention that there are two different versions of mapdata and weapon data for PowerPC and Intel Macs, both with different byte orders. This allmakes porting to Mac cumbersome.

Also ASM hacks have to be manually rewritten for Mac FOR BOTH PPC AND INTEL, which means that any ASM-based mods are unlikely to ever be ported.

All of this means that unless someone specifies that there is a Mac port there generally isn't one. And even if there is plans for a Mac port you can expect it to happen towards the tail end of a mod's development because of how tedious a process it is.

You are better off playing mods through Wine.

That’s okay because I have wine
 
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