Apr 10, 2017 at 10:21 PM
Join Date: Jan 13, 2016
Location:
Posts: 132
DEPRECATION NOTICE
This project is no longer in active development! Users are recommended to switch to CSE2E.
Anyone who hangs around the Discord chat might know that, for a while now, I've been working on a widescreen mod for Freeware Cave Story. It, and the rest of my Cave Story shenanigans, have fallen into a bit of a development hell, and I figure I've kept the folks that are interested waiting long enough, so here's what I have so far:
Alternate video showing 16:9
The aspect ratio is actually user-configurable, using my Mod Loader's new support for mod settings: the video above is 21:9, but with the edit of one txt file, you can make it, not just 16:9, but any ratio you want.
In this mod's settings is the option to enable black bars, to cover the empty space outside the boundaries of smaller rooms, which are made visible by this mod. You can turn this off, but it makes the Best Ending look downright silly.
Unfortunately, the mod is not yet perfect:on an engine level, the only thing on my to-do list is the credits, which are in a sub-par state (edit: fixed now) - the remaining problems lie in the script and map files. This is where you folks come in...
If, for whatever reason, I don't get around to fixing these myself, you can open a Pull Request on the project's GitHub page, and submit fixes yourself. Most of the issues are characters despawning during cutscenes while still on-screen. I may populate the Issues section of the GitHub page with ones that I remember, so they can be publicly ticked-off as they're fixed.
But that's not all: while rooting around the game's drawing system, I was able to make a few more changes, which make this more than just a widescreen mod:
Thanks to a strange property of the engine, where it upscales every image it loads, I was able to add configurable sprite sheet scaling. This doesn't just mean double-resolution sprite sheets, but triple, quadruple, and more! With this, an artist could very well make a 1080p Cave Story mod.
Now, you might be wondering how you'd be able to play such a high-resolution mod, when the game only displays at 480p maximum. Well, the third feature of this Graphics Enhancement Pack is a window size override, so not only can such mods be enjoyed at their intended resolution, but owners of 4K monitors and the like can actually see the game for once. This overrides only the 640x480 option of the DoConfig program, so be sure your copy of the game is set to that, before trying this feature out.
With all that out of the way, here are the parameters for the mod's settings.txt file:
This mod comes with the DLL Mod Loader, so download links and instructions can be found here.
This project is no longer in active development! Users are recommended to switch to CSE2E.
Anyone who hangs around the Discord chat might know that, for a while now, I've been working on a widescreen mod for Freeware Cave Story. It, and the rest of my Cave Story shenanigans, have fallen into a bit of a development hell, and I figure I've kept the folks that are interested waiting long enough, so here's what I have so far:
Alternate video showing 16:9
The aspect ratio is actually user-configurable, using my Mod Loader's new support for mod settings: the video above is 21:9, but with the edit of one txt file, you can make it, not just 16:9, but any ratio you want.
In this mod's settings is the option to enable black bars, to cover the empty space outside the boundaries of smaller rooms, which are made visible by this mod. You can turn this off, but it makes the Best Ending look downright silly.
Unfortunately, the mod is not yet perfect:
If, for whatever reason, I don't get around to fixing these myself, you can open a Pull Request on the project's GitHub page, and submit fixes yourself. Most of the issues are characters despawning during cutscenes while still on-screen. I may populate the Issues section of the GitHub page with ones that I remember, so they can be publicly ticked-off as they're fixed.
But that's not all: while rooting around the game's drawing system, I was able to make a few more changes, which make this more than just a widescreen mod:
Thanks to a strange property of the engine, where it upscales every image it loads, I was able to add configurable sprite sheet scaling. This doesn't just mean double-resolution sprite sheets, but triple, quadruple, and more! With this, an artist could very well make a 1080p Cave Story mod.
Now, you might be wondering how you'd be able to play such a high-resolution mod, when the game only displays at 480p maximum. Well, the third feature of this Graphics Enhancement Pack is a window size override, so not only can such mods be enjoyed at their intended resolution, but owners of 4K monitors and the like can actually see the game for once. This overrides only the 640x480 option of the DoConfig program, so be sure your copy of the game is set to that, before trying this feature out.
With all that out of the way, here are the parameters for the mod's settings.txt file:
Code:
; Makes the game run at 60FPS instead of 50, just like the prototype versions
; of the game, and Cave Story+.
60fps = true
; This is the horizontal component of the aspect ratio.
; In 16:9, this would be 16.
aspect_ratio_x = 16
; This is the vertical component of the aspect ratio.
; In 16:9, this would be 9.
aspect_ratio_y = 9
; When this is enabled, the game draws black bars over the out-of-bounds parts
; of the screen when in a small room.
; Without this, some places look silly, including one of the endings.
black_bars = true
; This disables the black bars specifically in the Ironhead boss fight.
; This should be useful for mods that repurpose the Ironhead boss room
; for something else.
disable_ironhead_black_bars = false
; This controls the size of the game window in windowed mode.
; At 4:3, 1 is 320x240, 2 is 640x480, 3 is 960x720, etc.
; This improves font smoothness in fullscreen, and enables higher resolution
; output when combined with remove_sprite_alignment and a high sprite_resolution
window_upscale = 2
; This controls the resolution of the game's sprites.
; 1 is normal, 2 doubles the resolution, 3 triples it, etc.
; For reference, normal Cave Story is 1, Cave Story+'s "New" graphics are 2.
sprite_resolution = 1
; This removes a stylistic choice in the original game where all sprites have their
; pixels locked to a low-resolution grid, forcing an accurate 320x240 aesthetic,
; even when playing in fullscreen on a HD monitor.
; That doesn't work so well when using higher-resolution sprites, as they'll seem to
; just stutter as they move. It also makes camera movements look kind of stiff.
remove_sprite_alignment = true
; This replaces the game's normal fullscreen with a borderless-windowed implementation.
borderless_fullscreen = false
; Enables V-Sync, but only in exclusive fullscreen mode (borderless_fullscreen must be off).
; Normally, at 60FPS, the game's frame output is pretty unstable, with dropped frames all
; over the place. With V-Sync, it's much better.
; Note that this will not work if your monitor is not 60Hz.
fullscreen_vsync = true
; This forces fullscreen to only display at a multiple of the original resolution,
; preventing blurring, but potentially reducing the size of the screen.
fullscreen_integer_scaling = false
; With this, the game will automatically detect the aspect ratio of your monitor,
; allowing it to fill as much as possible.
fullscreen_auto_aspect_ratio = true
; This lets the game detect the most it can upscale the game to fit your monitor.
; See window_upscale.
fullscreen_auto_window_upscale = true
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