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Cave story credits
Cave story credits










  1. #Cave story credits update#
  2. #Cave story credits code#
  3. #Cave story credits Pc#

  • Prefab building - Text is cut off (Booster's note).
  • Plantation - Some junk spaces when receiving the new sprinkler.
  • The core - When Curly walks to the right, she disappears and re-appears.
  • Labyrinth - Monster X appears too late, when its corridor is already onscreen.
  • Back in Arthur's house after Grasstown - Text is cut off (".kidnapped").
  • Back in Arthur's house - Text is cut off ("Scanning for.").
  • Egg corridor - Flying enemies sometimes appear in the air on-screen Igor walking away with Sue: sprite disappears too soon.
  • First fight with Balrog - Part of the sprite remains visible at the top after he escapes.
  • Various signs and item descriptions - Text is misaligned or overflows the textbox.
  • Script bugs - Mostly due to the widescreen format, some things become visible that used to be offscreen.
  • Game saves work with save files from the Windows version.įilename needs to be Profile.dat (case sensitive), same for 290.rec. This homebrew port is based entirely on Pixel's original code. The freeware version has been translated into English by Aeon Genesis Translations and the game also has an official translation for commercial releases on multiple platforms.

    #Cave story credits Pc#

    Patching a dusty old executable from 2004 has its downsides.Cave Story, or Doukutsu Monogatari, is a Japanese freeware PC side-scrolling platformer game developed by Studio Pixel. that's it! It's not often that a game this decompilable comes along, so I'm glad that Cave Story was one of them. On top of providing an insight into Pixel's coding style, this helped with figuring out one of the most complex parts of Cave Story's codebase.Īnd. In early 2018, the Organya music engine was released on GitHub by an old friend of Pixel's.

    #Cave story credits code#

    To top it all off, some of Cave Story's original source code would eventually see the light of day. In fact, the combination of easy-to-decompile code, and a near-full set of function/variable names, reduced much of the decompilation process to mere copy-paste. With it, much of the game's code was pre-documented and explained for us, saving us the effort of doing it ourselves. This is the same lucky-break the Diablo decompilation project had. This was a goldmine of information about not just the game's inner-workings, but its source code. What Peter and Simon didn't realise was that they left huge amounts of debugging information in these executables, including the names of every C++ source file, as well as the variables, functions, and structs they contained.

    cave story credits

    #Cave story credits update#

    This port received an update in 2011, including two shiny new executables. Details about it can be found on Peter's old blog.

    cave story credits cave story credits

    In 2007, a Linux port of Cave Story was made by Peter Mackay and Simon Parzer. Technically, this alone made a decompilation feasible, as was the case for the Super Mario 64 decompilation project - however, there was more to be found. It also made the code very decompiler-friendly, since the assembly could be mapped directly back to the original C(++) code. This left the generated assembly code extremely verbose and easy to read. When Pixel made Cave Story, he compiled the original Windows EXE with no optimisations. Its made by a dev called Clownacy and all credits go to him. I made a post like that in Wii U side, now i want to share with you here that there is a 3DS port.












    Cave story credits