Aug 27, 2018 at 7:11 AM
Indie game enthusiast
"What is a man!? A miserable pile of secrets! But enough talk, have at you!"
Join Date: Apr 18, 2006
Location: Forever wandering the tower...!
Posts: 1790
Pronouns: he/him
It worked? Awesome! I guess it probably had something to do with DirectDraw then! Some reason it wasn't working for you or at least with Cave Story.Woo! It worked! Thanks so much for everyone who helped and for X-Calibar for fixing this issue! I hope you guys continue to help others like me, and again thanks.
You should be able to copy and paste that ddraw.dll file in your Cave Story folder and put it in any Cave Story mods you download too. Should work most of the time.
Known bugs of DXGL:
Blade lvl 3 looks distorted when fired... I don't know how to fix that.
Also some mods run slower than regular Cave Story.
Some bonuses of DXGL:
Can be used with Steam Overlay (and maybe other injectors supposedly?)
Works with CS-Mod-Loader!
So, if you're happy with how Cave Story is playing, then you can leave it alone for the original experience. But if you want to try running DXGL with Clownacy's CS-Mod-Loader for smoother motion, nice high resolution font, (or optional 60 fps gameplay, widescreen, and music) here are the settings I might recommend testing, also useful if by chance big maps are running too slow:
1) Earlier you moved/renamed/deleted "dsound.dll". Bring it back! Put it back in your Cave Story folder. We'll make a few changes though.
2) Open up your Cave Story folder -> mods folder and while we are here, open up settings.ini again and change "logging = true" to "logging = false". You can probably leave the debug_console, but it's up to you.
3) Save.
4) Still in the mods folder, navigate to graphics_enhancement folder.
5) Open up this new settings.ini in graphics_enhancement folder.
6) Copy over the original and paste one of these:
For 50 fps, 4:3 aspect ratio, sharper fonts, smoother movement:
Code:
; Makes the game run at 60FPS instead of 50, just like the prototype versions
; of the game, and Cave Story+.
60fps = false
; This is the horizontal component of the aspect ratio.
; In 16:9, this would be 16.
aspect_ratio_x = 4
; This is the vertical component of the aspect ratio.
; In 16:9, this would be 9.
aspect_ratio_y = 3
; 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 = false
; 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 = 5
; 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 = true
; 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 = false
; 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 = true
; 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 = false
; This lets the game detect the most it can upscale the game to fit your monitor.
; See window_upscale.
fullscreen_auto_window_upscale = true
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 = 1
; This is the vertical component of the aspect ratio.
; In 16:9, this would be 9.
aspect_ratio_y = 1
; 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 = false
; 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 = 5
; 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 = true
; 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 = false
; 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 = true
; 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 = false
; This lets the game detect the most it can upscale the game to fit your monitor.
; See window_upscale.
fullscreen_auto_window_upscale = true
NOTE: the 60 fps one uses a 1:1 ratio which reduces the size of the screen, more than normal. This smaller size should boost the speed of the game, in case you felt Cave Story wasn't running as fast as it should on large maps.
If you want 50 fps and think that Cave Story is lagging even on the 50 fps one, just copy the 60 fps one and set "60fps = true" to "60fps = false".
ALSO, if you see screen tearing and want vsync whether using CS-Mod-Loader or not. Go back to the DXGL Config:
1) Hit Windows key -> "Configure DXGL"
2) Make sure you are on the "Global" Application profile
3) Change Vertical sync from "Application default" to "Enabled every flip or primary Blit"
4) Hit apply or OK.
BONUS:
1) Go to Cave Story -> mods folder
2) open up mods.txt
3) Add the following line at the bottom: "title_background"
4) Save! (Oh and if you want to remove any of those lines, feel free. Like the 3ds_hud line if you want to change Cave Story's GUI back to normal.)
Here's a copy of the mods.txt for reference.
Code:
3ds_hud
alternate_music
debug_save
disable_image_protection
graphics_enhancement
ikachan_cursor
sdl_controller_input
title_background
Hopefully all of this works for you, and if not, or you want to disable it, just do what you did previously to change or remove dsound.dll.