Clownacy's Mod Loader is what they used. It pretty much gives you the benefits of CSE2, but you're still working with the vanilla executable.Last but not least @EnlightenedOne How do you get music in your mods that's uh... not an org. Like in your Tower mod? Or anyone else know?
@HaydenStudios ?
It just plays white @Serri plsSo inside the "Cave Story 3D (Remastered)" folder, there should be a file in there called "playlist.txt", and there should be the org names in there. They're in the same order as how the music is sorted in-game. At the very bottom there should be a line that says "Ogg11/WHITE". Then you can start putting in the name of the file of the new ogg you put in, something like this "Ogg11/TESTMUSIC1".
Do not put any spaces on the ogg's file name, tho. That will mess things up. Should you need something like a space to separate the words, at least use "-" or "_".
Yeahhhhh, this may be a bit of an issue. What makes things worse is that Mod Loader was deprecated in favor for CS: Tweaked too, and I am not skilled in using the C language to do anything, really. You may need to hop on Discord and ask Clown, or even ask the developers of ModCS or Doukutsu-RS if they have means to bypass it with their engines. I am sorry for the inconvenience.EDIT 2: Wow, I think it definitely got patched. Because I thought of trying the method I did for adding more orgs via assembly to be sure if it's meant to work that way instead, but for even that still didn't play anything. Do you even need the rest of the Cave Story soundtrack? Because you can just put TESTMUSIC1 in place of Wanpaku and do <CMU0001.
; This is the name of the folder containing the soundtrack's playlist.txt.
playlist = name-of-folder
; If this is true, all song files are loaded into memory when the game starts.
; This eliminates disk accesses when a new song starts, possibly reducing stutter,
; however, this comes at a cost of RAM.
preload_songs = true
; If true, song files are decoded entirely when they're loaded.
; Combined with preload_songs, this possibly reduces stuttering further, but
; at a massive cost of RAM and startup time.
predecode_songs = false
; If this is true, then when a song resumes, it gradually fades in, instead of just
; instantly playing at full volume.
fade_in_previous_song = false
; If this is true, the music will pause when the player clicks out of the window,
; which is what vanilla Cave Story does.
; (This settings does not affect org music)
pause_when_focus_lost = true
; Controls the global volume of the music (does not affect org music).
; This ranges from 0-100. Volume is applied logarithmically.
volume = 100
Ogg11/Test Music 1.ogg, loop
And this. It was already covered that you can hex edit Config.dat, but you can also hex edit DoConfig.exe the same way so that it will retain the font changes if the gamepad/window settings are changed. Be sure to replace at least the second occurrence of "Courier New"; the first one you find is used for display. I would just replace both. As always, do not change the size of the file when hex editing.How do you change the font in cave story?
What kind of intro? Do you mean editing the screen with the Doctor by the Demon Crown and it saying "Studio Pixel Presents"?Thanks, But how do you make an intro?
It won't work.
No a music intro that never plays again in clownacy's mod loader. It says to rename the file but... @HaydenStudiosWhat kind of intro? Do you mean editing the screen with the Doctor by the Demon Crown and it saying "Studio Pixel Presents"?
Ogg11/Test Music 1.ogg
The other options are "org", which ignores the file, and the lack of an argument implies that you don't want it to loop.