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0.1 - Installation and getting ready

Now, obviously, you would have to download ModCS.

Download Latest 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 vanilla data 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.

  1. Make sure all bitmaps in your data folder have a .bmp extension.
  2. Create a Scripts folder in data and create an empty main.lua file there. (Make sure you edit the file extension).
  3. From a vanilla ModCS install copy the data/bullet.tbl file (Or from a PC Cave Story+ install copy the data/base/bullet.tbl file) to your mod's data folder.
  4. From a vanilla ModCS install copy the data/arms_level.tbl file (Or from a PC Cave Story+ install copy the data/base/arms_level.tbl file) to your mod's data folder.
  5. From a vanilla ModCS install copy the data/caret.tbl and data/music.tbl files to your mod's data folder.
  6. Move all ORG files from Resources to a data/Org folder using Resource Hacker (Make sure they have a .org file extension).
  7. Move all Credit bitmaps from Resources to a data/Credits folder using Resource Hacker (Make sure they have a .bmp file extension).
  8. Move the PIXEL bitmap from Resources to the data folder using Resource Hacker (Make sure it has a .bmp file extension).
  9. Using The King's Table convert your Stage Table to a stage.tbl and place it in your data folder.
  10. 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.

  1. Replace all transparent pixels in your .png files with pure black pixels (RGB 0, 0, 0; HEX #000000) in an image editing tool.
  2. Save them all as 24-bit .bmps in your image editing tool and delete all of the original .pngs. This is done because ModCS does not support the PNG format.
  3. Move the data/PixTone folder to somewhere else, as its not used by ModCS.
  4. Move all Credit images from data/Resource/BITMAP to data/Credits.
  5. Move Pixel.bmp from data/Resource/BITMAP to data.
  6. Move all ORG files from data/Resource/ORG to data/Org.
  7. Create a Scripts folder in data and create an empty main.lua file there. (Make sure you edit the file extension).
  8. From a vanilla ModCS install copy the data/bullet.tbl file (Or from a PC Cave Story+ install copy the data/base/bullet.tbl file) to your mod's data folder.
  9. From a vanilla ModCS install copy the data/arms_level.tbl file (Or from a PC Cave Story+ install copy the data/base/arms_level.tbl file) to your mod's data folder.
  10. From a vanilla ModCS install copy the data/caret.tbl and data/music.tbl files to your mod's data folder.
  11. Using The King's Table convert your data/mrmap.bin file to a stage.tbl.
  12. Replace your mod EXE with the ModCS EXE.