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
datafolder containing all vanilladatafolder 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
.bmpextension. - Create a
Scriptsfolder indataand create an emptymain.luafile there. (Make sure you edit the file extension). - From a vanilla ModCS install copy the
data/bullet.tblfile (Or from a PC Cave Story+ install copy thedata/base/bullet.tblfile) to your mod'sdatafolder. - From a vanilla ModCS install copy the
data/arms_level.tblfile (Or from a PC Cave Story+ install copy thedata/base/arms_level.tblfile) to your mod'sdatafolder. - From a vanilla ModCS install copy the
data/caret.tblanddata/music.tblfiles to your mod'sdatafolder. - Move all ORG files from Resources to a
data/Orgfolder using Resource Hacker (Make sure they have a.orgfile extension). - Move all Credit bitmaps from Resources to a
data/Creditsfolder using Resource Hacker (Make sure they have a.bmpfile extension). - Move the PIXEL bitmap from Resources to the
datafolder using Resource Hacker (Make sure it has a.bmpfile extension). - Using The King's Table convert your Stage Table to a
stage.tbland place it in yourdatafolder. - 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
.pngfiles with pure black pixels (RGB 0, 0, 0; HEX #000000) in an image editing tool. - 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. - Move the
data/PixTonefolder to somewhere else, as its not used by ModCS. - Move all Credit images from
data/Resource/BITMAPtodata/Credits. - Move
Pixel.bmpfromdata/Resource/BITMAPtodata. - Move all ORG files from
data/Resource/ORGtodata/Org. - Create a
Scriptsfolder indataand create an emptymain.luafile there. (Make sure you edit the file extension). - From a vanilla ModCS install copy the
data/bullet.tblfile (Or from a PC Cave Story+ install copy thedata/base/bullet.tblfile) to your mod'sdatafolder. - From a vanilla ModCS install copy the
data/arms_level.tblfile (Or from a PC Cave Story+ install copy thedata/base/arms_level.tblfile) to your mod'sdatafolder. - From a vanilla ModCS install copy the
data/caret.tblanddata/music.tblfiles to your mod'sdatafolder. - Using The King's Table convert your
data/mrmap.binfile to astage.tbl. - Replace your mod EXE with the ModCS EXE.