0.1 - Installation and getting ready
Now, obviously, you would have to download ModCS.
The downloaded ZIP will need to be extracted before usage, you can do that with a program like 7-Zip.
This download contains:
- The ModCS EXE
- A DoConfig EXE
- A vanilla
data
folder containing all vanilladata
folder assets, with PBMs renamed to BMPs. - Extra files necessary for ModCS to function (
data/stage.tbl
,data/bullet.tbl
,data/caret.tbl
,data/music.tbl
,data/Scripts/main.lua
)
0.1.1 - Migrating a mod to ModCS
If you simply want to switch engines from another engine (Original Freeware EXE, CSE2, etc.) to ModCS then you are probably not willing to start with the vanilla data folder. This section will cover how to migrate from Freeware and from CSE2 Enhanced.
Important
Please note that this section only focuses on migrating data folders, not modifications to the EXE. Any source code edits or Assembly hacks you wish to migrate will have to be recreated with the Lua scripting API manually. Depending on the edits you wish to migrate this might be an easy process.
0.1.1.1 - Migrating from Freeware
The following guide will show you how to migrate a Freeware data
folder to ModCS.
- Make sure all bitmaps in your data folder have a
.bmp
extension. - Create a
Scripts
folder indata
and create an emptymain.lua
file there. (Make sure you edit the file extension). - From a vanilla ModCS install copy the
data/bullet.tbl
file (Or from a PC Cave Story+ install copy thedata/base/bullet.tbl
file) to your mod'sdata
folder. - From a vanilla ModCS install copy the
data/arms_level.tbl
file (Or from a PC Cave Story+ install copy thedata/base/arms_level.tbl
file) to your mod'sdata
folder. - From a vanilla ModCS install copy the
data/caret.tbl
anddata/music.tbl
files to your mod'sdata
folder. - Move all ORG files from Resources to a
data/Org
folder using Resource Hacker (Make sure they have a.org
file extension). - Move all Credit bitmaps from Resources to a
data/Credits
folder using Resource Hacker (Make sure they have a.bmp
file extension). - Move the PIXEL bitmap from Resources to the
data
folder using Resource Hacker (Make sure it has a.bmp
file extension). - Using The King's Table convert your Stage Table to a
stage.tbl
and place it in yourdata
folder. - Replace your mod EXE with the ModCS EXE.
0.1.1.2 - Migrating from CSE2 Enhanced
The following guide will show you how to migrate a CSE2 Enhanced data
folder to ModCS.
Note
This guide only focuses on the most common CSE2 Enhanced data
folder format. (.png files + mrmap.bin). For anything else, you're on your own.
- Replace all transparent pixels in your
.png
files with pure black pixels (RGB 0, 0, 0; HEX #000000) in an image editing tool. - Save them all as 24-bit
.bmp
s in your image editing tool and delete all of the original.png
s. This is done because ModCS does not support the PNG format. - Move the
data/PixTone
folder to somewhere else, as its not used by ModCS. - Move all Credit images from
data/Resource/BITMAP
todata/Credits
. - Move
Pixel.bmp
fromdata/Resource/BITMAP
todata
. - Move all ORG files from
data/Resource/ORG
todata/Org
. - Create a
Scripts
folder indata
and create an emptymain.lua
file there. (Make sure you edit the file extension). - From a vanilla ModCS install copy the
data/bullet.tbl
file (Or from a PC Cave Story+ install copy thedata/base/bullet.tbl
file) to your mod'sdata
folder. - From a vanilla ModCS install copy the
data/arms_level.tbl
file (Or from a PC Cave Story+ install copy thedata/base/arms_level.tbl
file) to your mod'sdata
folder. - From a vanilla ModCS install copy the
data/caret.tbl
anddata/music.tbl
files to your mod'sdata
folder. - Using The King's Table convert your
data/mrmap.bin
file to astage.tbl
. - Replace your mod EXE with the ModCS EXE.