Jan 29, 2021 at 5:52 PM
Thankfully, NXEngine EVO mods work regardless of platform, and NXEngine EVO has a vita release already with 'initial' mod support.I've never played around with NxEngine EVO, so I don't know the compiling process, but here are a few steps I would recommend:
- Familiarize yourself with the basics of editing rooms, scripts, and graphics in freeware Cave Story
- Extract all of the resources unique to my mod. This can be found by using a file compare tool like WinMerge and opening up a copy of the original freeware and my mod and seeing the changed or added files side-by-side. The only differences not clearly shown by a comparison like that will probably be the map data added to the EXE for the 2 extra rooms I added (which can be seen by opening up my mod with Cave Editor or Booster's Lab), and also the additional credit art illustrations which can be accessed by opening up the EXE with Resource Hacker.
- Figure out how to compile the source code of NXEngine EVO, and how you work that in with the map/script/spritesheet files from freeware Cave Story, and how to insert the extra map data and credit art illustrations.
- Figure out how to port to Vita.
I can help answer questions for steps 1 and 2, but for steps 3 and 4, you'll probably be better off asking questions in the discord server linked on that GitHub page that you linked to.