Dec 29, 2012 at 3:33 AM
Join Date: Dec 31, 2011
Location: United States
Posts: 2326
Age: 28
Pronouns: he/him
I've actually ported some of it into CS+, but in order to make a fully functional mod, it would require editing some images. And in order to distribute a proper CS+ port, I'd need to distribute edited 2x res tilesets. And redistributing NICALiS' graphics would be illegal, I'm afraid.mcchiefkins said:Hayden, I beg of you, make this a mod for Cave Story plus! Please!
You'd be surprised how many requests I've gotten to port this mod to CS+. Someone actually PMed me on youtube, and I kinda gave him some instructions on how he could make his own port with some tools and a copy of Cave Story Plus. So I'm probably not going to port this to CS+ any time soon, but I'll paste here some instructions you could follow to make your own port that should theoretically work and that you can follow if you're motivated enough to make this yourself, and can't wait until I've received enough requests to merit the effort:
There will need to be a bit of effort on your part, depending on how thorough of a job you want done. For the highest quality port, do all of the following:
- First, back up your copy of Cave Story+; you will be replacing some stuff, so you want to make sure you can revert back if you mess something up. You will need an installation of Cave Story+ ready, as well as a copy of my mod that you can copy files from.
- Copy all of the .pxe, .pxm, .pxa and .tsc files from the "stage" folder of my mod, and paste them into the "stage" folder of your Cave Story+ installation. Also copy ArmsItem.tsc and Credit.tsc from the "data" folder of my mod into the "base" folder of your Cave Story+ installation.
- Copy ItemImage.pbm from the "data" folder of my mod to the "ogph" folder in the Cave Story+ installation and change its file extension to .bmp whilst replacing the original file. Do the same for NpcRegu.pbm in the "Npc" folder of my mod into the "ogph\Npc" folder of your Cave Story+ installation. Additionally, copy PrtAlmond.pbm, PrtJail.pbm, PrtMimi.pbm and PrtStore.pbm from the "stage" folder of my mod to the "ogph\stage" folder of your Cave Story+ installation, change their file extensions to .bmp, and replace the original files.
- Take an examination of all of the differences between all of the image files mentioned above, and notice all of the differences between the new files you copied, and the ones you replaced. Modify all of the 2x resolution counterparts to accommodate these changes.
- Download the extra credit art illustrations here: http://www.mediafire.com/?numync9fatd1dbo
and put them in the "ogph" folder of your Cave Story+ installation. There are currently no double resolution versions of the new credit art illustrations, so if you want some double resolution versions, you're going to have to make them yourself. However, I can provide you with a 2x res version of Professor Booster's glasses that I used for my video: http://www.mediafire.com/?rhdq85a9lw5zq82
NOTE: There is a known bug that if you try to go into the Sand Zone Storehouse with the puppy when porting this, the game will crash. This is because I had to make an extra map for the alternate scene in there due to Jenka's puppy showing up, since it resided in a different sprite sheet from what the original map was configured to use. And Cave Story+ doesn't play well with extra maps. So if the game crashes for you when doing this, then there are a couple workarounds for this. You can either:
1) Play past that part of the mod in the regular Cave Story engine, and convert your current save to a CS+-compatible save via this program: http://www.cavestory.org/downloads/profilecompiler.zip and then continue onward.
2) If you do this, you won't be able to get the other three endings, but hopefully the fourth ending will work. The above is the more simple workaround, but you miss out on the cutscene where King an Toroko live. I will assume that you have copied the .pxe, .pxm and .tsc files from my mod into the stage folder of your CS+ installation. Go into that folder in the CS+ installation. Now delete "Gard.tsc", "Gard.pxe" and "Gard.pxm". (do NOT delete Gard.pxa). Now rename "Gard2.tsc", "Gard2.pxe" and "Gard2.pxm" to "Gard.tsc", "Gard.pxe" and "Gard.pxm" respectively. Now delete Sand.tsc, and replace it with this version of the file: http://www.mediafire.com/?g7f2305uzih22bo
And hopefully it will work. Though you might encounter this glitch also during the credits before the scene with King and Jack watching the Colons play with Toroko, because I had to add a map there as well. If you're dedicated enough to do all this, and get all this working, then I might be willing to find a solution for the glitch with the credits as well, but first I want to see how willing you are to do all this.
Hope this helps.