The worst that can happen is that people start using this to simplify the more complex things or stuff that isn't really that stable when done in TSC- and I'm very sure this is still an easier option that ASM.ruin the complex and engaging challenge of Cave Story modding by undermining it.
I agree with this, CSE will still be really good if you just wanna keep it to making a cs mod but at some point you might as well consider making your own thing, and not even just for commercial reasons. (Considering being a key word here, making your own game is still harder than modding after all )And commercially speaking, you could probably just make your own game if you're really considering using something like CSE.
Apparently to torture myself. Did the early releases have all the dependencies included too? I believe the first time I tried building something, it complained, so I formed a habit to just look at the requirements and get them separately.How come you're building libxmp-lite separately? The repo has a copy of 4.4's code (patched to build properly), and the CMake setup compiles it straight into the EXE.
CMake support was added on April 9
*slow clapping* Now CSE2 modding is as feasible as vanilla modding! This is definitely a huge step up!Here's v1.2 of the enhanced branch.
- Added support for Ogg Vorbis, FLAC, .it, .xm, .mod, .s3m, and PxTone music and SFX
- Switched from stage.tbl to mrmap.bin, fixing compatibility with Booster's Lab v0.5.1.0
- Added a DoConfig tool (clone, not a decompilation yet)
- Accuracy improvements from base CSE2
- Moved resource files to their own subfolder
- Split PixTone sounds to .pxt files
I believe I've expressed that I strongly disagree with this kind of mentality that says one form of modding is superior/inferior to another.To be honest, I think using a code-copy of the engine rather than just editing the original exe is quite unimpressive. A lot of things in Cave Story mode work or are cool because they're clever manipulations of the original game. That's why assembly-free mods have the potential to be so awesome. At the point where you're editing the engine's code from decompiled source you've sort of lost the magic of making an old engine do new/novel things that it was never meant for.
Let's have a quick look at the advantages to using Vanilla compared to CSE2.
---====Vanilla===---
lots of documentation on the .exe (also asking questions about how to do X, lots of people know how to do it easily if asking around)
hard to modify the code.
lots of pre-made plug and play aspects.
runnning it in WINE on linux makes the drums bad.
Runs DirectDraw.
Very limited on what can actually be pulled off in practice (even with .dll loaders) due to the nature of both DirectDraw and writing code in x86 asm.
---===CSE2===---
learning curve installing MSYS2/other compiler.
semi decent documentation (most of it is in the code itself).
no plug and play premade hacks.
very easy to modify the code.
works on mac/linux.
Runs SDL2.
You can actually literally do anything to the game because it's the source code for god's sake.
I think newer modders are going to stick to vanilla because of the obvious appeal of the plug and play aspects of it, and tons of helpful resources developed over the last decade. But those who really want to grow and push their modifications further are given a platform to do so now using better tools
CSE2 is very slowly (but surely) going to be pushed to the front lines of modding as it gains more exposure and people really see what it can do, but seeing people pick it up as a "first choice" might not be something that happens unless the people using it would have had prior experience with writing actual code. And honestly I haven't seen any people drift into this community really who have had prior experience with coding let alone compiling material there are some, but I could probably name them all on one hand.
Don't get me wrong CSE2 is an *amazing* tool but saying it should be shoved down peoples throats is not an idea I agree with. Coding is hard to break into and if people just want to make the next Cave Array or OpenCS let then use vanilla if they want to, it all boils down to what you want to do and how much effort you're willing to pour in to make it happen.
I believe I've expressed that I strongly disagree with this kind of mentality that says one form of modding is superior/inferior to another.
You've got tools at your disposal and unless you're actually working with hardware limitations of like older console games what's the point of self imposed limitations? (This also includes throwbacks to these kinds of games released on PC, but even then that's mostly just graphical to have the same feel.)
I believe I've expressed that I strongly disagree with this kind of mentality that says one form of modding is superior/inferior to another.
also did you just imply that cave array can stack up to opencs in any manner??? like, what? not to bash on your mod but its nowhere near the level of quality or reputation of opencs.
you say this like you are some kind of authority? it doesnt matter if you dislike it, talking in such a holier than thou way is absolutely useless if you dont have any speck of a reason to talk that way
Honestly I actually agree with Blonk, there has been quite some drama about it in the past and it's only good that it is no longer really a thing.you say this like you are some kind of authority? it doesnt matter if you dislike it, talking in such a holier than thou way is absolutely useless if you dont have any speck of a reason to talk that way
Criticising someone for having a 'holier than thou' attitude is completely different to criticising someone for having an opinion. Heck, if someone needlessly acts like the authority on something, they're the one devaluing other people's opinions as less important than theirs.Come on, let the dude have his opinion, alright? It's fine if you disagree with him, but let's not bash someone for having an opinion on the internet.also did you just imply that cave array can stack up to opencs in any manner??? like, what? not to bash on your mod but its nowhere near the level of quality or reputation of opencs.
you say this like you are some kind of authority? it doesnt matter if you dislike it, talking in such a holier than thou way is absolutely useless if you dont have any speck of a reason to talk that way
Criticising someone for having a 'holier than thou' attitude is completely different to criticising someone for having an opinion. Heck, if someone needlessly acts like the authority on something, they're the one devaluing other people's opinions as less important than theirs.
Not to point fingers, but I can see how BLink's post can come off like that.
what do you mean by plug and play
also did you just imply that cave array can stack up to opencs in any manner??? like, what? not to bash on your mod but its nowhere near the level of quality or reputation of opencs.
you say this like you are some kind of authority? it doesnt matter if you dislike it, talking in such a holier than thou way is absolutely useless if you dont have any speck of a reason to talk that way
BLink has been modding vanilla CS for so long because he's good in ASM, not C. Even ignoring that, BLink has begun learning C shortly after CSE2's code has been revealed, so you can't just imply that he wasted his time or whatever else.Then why has (BLink) been making Cave Story mods for so long?
CSE2's code is open right for everyone to study and take notes on how to make a platformer engine. That's way faster than reading ASM. Experimenting with a ready engine is more convenient for learning than attempting to create one from scratch. (Go ahead, try it.) Limitations make for beautiful things, but, above that, you work smarter, not harder. Or, mod smarter, in this case.The only point of Cave Story modding is the limitations, and pushing those limitations.