• Sorry guys, I fucked up in the stupidest way possible. Any avatars, attachments or media uploaded in the past month may be broken. The bulk of those are attachments.

    Affected posts are by Brite / Dr. Minty Fresh / HeCooksPattiesAndSellsThe / Catalystl / ilikebreadtoomuch / Draco / minecraftstorymodefan / Extra Life / darkruler9229

    Affected posts are in threads Quick Modding/Hacking Answers Thread / CS ~ Encore / game opens in 1080, occupies only the top left corner / Friday Night Funkin' / Bluebot Requisition - DEMO / Show us your desktop / Cave Story Season 2 / gacha cave story pics / Cave Story with XBRZ filter / Project Ampersand

    -Andwhy

Cave Story: Tweaked (NEW: Version 1.3.1!)

Oct 13, 2020 at 4:53 AM
Senior Member
"Huzzah!"
Join Date: Jul 6, 2019
Location: somewhere you've been
Posts: 206
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
Senior Member
"Fly, Fly, Fly!"
Join Date: Nov 3, 2015
Location: Westminster, Colorado, U.S.A
Posts: 128
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.
 
Last edited:
Oct 14, 2020 at 8:41 PM
Neophyte Member
"Fresh from the Bakery"
Join Date: Oct 9, 2019
Location:
Posts: 7
im genuinely so excited for 1.3 . this is probably the definitive way to play cave story
 
Oct 15, 2020 at 2:37 AM
Junior Member
"Fresh from the Bakery"
Join Date: Sep 2, 2020
Location: bruh no
Posts: 13
Hey, yo.

Can you make a version that is compatible with RetroArch...?
 
Oct 16, 2020 at 2:14 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Apr 22, 2020
Location:
Posts: 42
Age: 30
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
Junior Member
"It's dangerous to go alone!"
Join Date: Apr 22, 2020
Location:
Posts: 42
Age: 30
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
Junior Member
"It's dangerous to go alone!"
Join Date: Apr 22, 2020
Location:
Posts: 42
Age: 30
unknown.png


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
Junior Member
"Fresh from the Bakery"
Join Date: Sep 2, 2020
Location: bruh no
Posts: 13
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
Junior Member
"It's dangerous to go alone!"
Join Date: Apr 22, 2020
Location:
Posts: 42
Age: 30
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
Junior Member
"It's dangerous to go alone!"
Join Date: Nov 22, 2017
Location:
Posts: 30
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
Junior Member
"It's dangerous to go alone!"
Join Date: Apr 22, 2020
Location:
Posts: 42
Age: 30
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.
 
Aug 31, 2021 at 7:36 AM
Junior Member
"It's dangerous to go alone!"
Join Date: Apr 22, 2020
Location:
Posts: 42
Age: 30
E-GUiAhXsAIL93S


Kept ya waiting, huh.
 
Sep 2, 2021 at 11:42 PM
Long-term planner
"Life begins and ends with Nu."
Join Date: Dec 31, 2011
Location: United States
Posts: 2020
Age: 25
Whoa, mirrored. I sense something meta going on.
 
Sep 14, 2021 at 4:17 AM
Junior Member
"It's dangerous to go alone!"
Join Date: Apr 22, 2020
Location:
Posts: 42
Age: 30
I've started work in implementing proper music.tbl compatibility. This will allow mod makers to feed their own music tables to the game, which then can be used to play music. The game will default to vanilla CS music if no music.tbl is provided.
 
Oct 10, 2021 at 5:45 AM
Junior Member
"It's dangerous to go alone!"
Join Date: Apr 22, 2020
Location:
Posts: 42
Age: 30
Version 1.3.1 (codename Mirror Magic) is up!

Changelog:
- Added new Tweak: Mirror Mode! Flip your game sideways in the Tweaks menu to experience the game in a surprisingly new way!
- Removed Tweaks menu from main menu. It remains available on pause menu. This is on preparation for a major feature in the next update that will make Tweaks depend on a save file rather than being set globally.
- Reverted npc.tbl change that I had done way early in development. This was done to ensure compatibility with mods that rely on vanilla surfaces (such as Randomizer)
- Implemented backend support for music.tbl. This is not operative yet, but the backend support now exists. I'm still ironing out some details before making it publically available.
-
You can now revert the Kero character select by holding strafe (exactly the same way used to unlock it)

It's available for download in Doukutsu Club, and a mirror (heh) is available here: https://box.oneninefour.cl/cloud/index.php/s/tpXtfRpEoEngetQ
 
Oct 13, 2021 at 4:10 AM
Novice Member
"Officially Worth 1 Rupee"
Join Date: Oct 2, 2021
Location: Mt. Celeste
Posts: 1
CHEATING MODE i see...
 
Top