How to decode/encode Cave Story files (i.e. tsc, pxa, pxe, pxm)?

Dec 18, 2019 at 4:49 PM
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I'm planning on making a new cave story editor using Electron and HTML/CSS/JS/NodeJS.
However, there are a few things that are crucial before I can make it.
Specifically, I need to know the steps needed to decode / encode tsc, tbl, pxa, pxe, and pxm files.
I'm not looking for a tool, here - I know that you can edit all of those with Booster's Lab or an existing editor.
I want to know exactly what bit operations or whatever you need to do in order to encode/decode these files.

Thanks in advance
 
Dec 18, 2019 at 5:12 PM
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I mean, Booster's Lab is open source, do you know anyone that can read Java so they can figure out how BL does it?
 
Dec 18, 2019 at 5:32 PM
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Electron and HTML/CSS/JS/NodeJS.

Is this gonna be some in-browser tool.
I have a thing against those when I can just use a normal proper application.
 
Dec 18, 2019 at 8:40 PM
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Is this gonna be some in-browser tool.
I have a thing against those when I can just use a normal proper application.

eh. kinda.

electron is a thing that you use to port a browser tool to a desktop tool. the Discord desktop app uses it, as well as Visual Studio Code (microsoft's IDE), Atom (github's IDE), github desktop, twitch desktop, balenaEtcher (USB flasher), webtorrent desktop, slack desktop, whatsapp desktop, etc.

the thought is, I write the application in what I know (JS/CSS/HTML) and I then port it over to Electron, where I can port stuff like menu items and stuff over to the native alternatives.
 
Last edited:
Dec 19, 2019 at 5:31 AM
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We have documentation on this stuff (and much more) floating around in the CSMC.
 
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