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NXEngine-evo Vita: Difference between revisions

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|description=nxengine refactoring
|description=nxengine refactoring
|author=nxengine
|author=nxengine
|lastupdated=2021/07/04
|lastupdated=2022/04/08
|type=Platform
|type=Platform
|version=2.6.5
|version=2.6.5
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|source=https://github.com/nxengine/nxengine-evo
|source=https://github.com/nxengine/nxengine-evo
}}
}}
'''NXEngine EVO''' is a complete open-source clone/rewrite of the masterpiece jump-and-run platformer Doukutsu Monogatari (also known as Cave Story) for PSVita.
NXEngine EVO is a re-implementation of Cave Story ported to the PS Vita.


==Data Location==
The port is built based on [http://nxengine.sourceforge.net/ NXEngine], which is an open source reproduction of the original Cave Story engine created by Caitlin Shaw.
*Vita - ux0:/data/nxengine/
*Mods go in that dir. Ogg music goes into that dir + data/
*When upgrading from older versions on some platforms, old save files can be found in that dir + nxengine-evo


==Differences from the original version of NXEngine==
==Features==
*Port to SDL2 (thanks to PIlin)
*Differences from the original NXEngine:
*More resolutions and proper widescreen support up to Full HD (thanks to EXL)
**Port to SDL2 (thanks to PIlin).
*Animated character portraits
**More resolutions and proper widescreen support up to Full HD (thanks to EXL).
*Modern main menu
**Animated character portraits.
*Credits graphics specific to the Mimiga Mask ending
**Modern main menu.
*Localization support
**Credits graphics specific to the Mimiga Mask ending.
*Force feedback support
**Localization support.
*Custom soundtrack support
**Force feedback support.
*Initial mod support
**Custom soundtrack support.
*Vita/Switch versions
**Initial mod support.
*Cleaner and partly-refactored code
**Vita/Switch versions.
*Tons of gameplay-related bugfixes
**Cleaner and partly-refactored code.
*Removed built-in data extractor
**Tons of gameplay-related bugfixes.
*Removed replays, as they were buggy/not implemented anyway
**Removed built-in data extractor.
**Removed replays, as they were buggy/not implemented anyway.


==Media==
==Installation==
<youtube>0Kw27vfaAM4</youtube>
Install the VPK on your homebrew enabled PS Vita or PSTV.
 
Vita data directory - ux0:/data/nxengine/
 
Mods go in that dir. Ogg music goes in that dir + data/.
 
When upgrading from older versions on some platforms, old save files can be found in dir + nxengine-evo.


==Screenshots==
==Screenshots==
https://dlhb.gamebrew.org/vitahomebrews/nxengineevovita-01.jpg
nxengineevovita3.jpg
https://dlhb.gamebrew.org/vitahomebrews/nxengineevovita-02.jpg
nxengineevovita4.jpg
https://dlhb.gamebrew.org/vitahomebrews/nxengineevovita-03.jpg
https://dlhb.gamebrew.org/vitahomebrews/nxengineevovita-04.jpg


==Changelog==
==Changelog==
'''(v.2.6.5)'''
'''v2.6.5'''
* Fixed crash on PSVita in core fight
*Fixed crash on PSVita in core fight.
*Greatly improved perf on Vita with new SDL2 port.
*Greatly improved perf on Vita with new SDL2 port.
*RTL text support and Arabic and Korean translations.
*RTL text support and Arabic and Korean translations.
*Greatly improved organya playback and interpolation support, thanks to @alula
*Greatly improved organya playback and interpolation support, thanks to @alula.
*Simple mods support (you can find Seriousface's boss rush mod in assets)
*Simple mods support (you can find Seriousface's boss rush mod in assets).
*Light effects (toggleable)
*Light effects (toggleable).
*Lots of AI/Weapons/etc. fixes
*Lots of AI/Weapons/etc. fixes.


'''(v.2.6.4)'''
'''v2.6.4'''
* Tons of gameplay/weapons/ai fixes and optimizations (yes, boost jumping works now)
*Tons of gameplay/weapons/ai fixes and optimizations (yes, boost jumping works now).
*Animated portraits
*Animated portraits.
*Strafing, configurable OK/Cancel.
*Strafing, configurable OK/Cancel.
*Support for custom soundtracks and playlists.
*Support for custom soundtracks and playlists.
*Configurable SFX/Music volume.
*Configurable SFX/Music volume.
*Vita port
*Vita port.
*Switch port
*Switch port.
*Out-of-bounds tiles support to make maps look better on high/widescreen resolutions
*Out-of-bounds tiles support to make maps look better on high/widescreen resolutions.
*Dynamic title backgrounds based on 260.rec
*Dynamic title backgrounds based on 260.rec.
*New improved and accurate Organya/Pixtone player and overall refactored soundmanager.
*New improved and accurate Organya/Pixtone player and overall refactored soundmanager.
*Refactored and cleaned up renderer (should make porting to libretro/whatever easier)
*Refactored and cleaned up renderer (should make porting to libretro/whatever easier).
*Initial mod support (couple of mods are coming later)
*Initial mod support (couple of mods are coming later).
 
'''(v.2.6.3)'''
* Fixed OSX build.
*Fixed Misery teleport on damage
*Fixed missile behavior
*Fixed solid-mushy objects (e.g. Igor)
*Fixed Monster X damage display
*Implemented correct windows rand
 
'''(v.2.6.2)'''
* Fixed translations (sorry about that).
* Fixed map name display position.
 
'''(v.2.6.1)'''
* Fixed scripting bug that crashed game on Booster equip
* Added French, German, Polish, Italian and Chinese(Simplified) translations.
 
'''(v.2.6)'''
*Localization support.
*Russian and Japanese translations included.
*Dropped TTF support in favor of BMFont bitmap fonts.
*Hopefully, fixed bug with gamepad axes.
*NXEngine now should work fine with non-ascii paths on Windows
*NXEngine now looks for data in ~/.local/share/nxengine/, /usr/local/share/nxengine and /usr/share/nxengine on Linux (this should help distro maintainers)
*NXEngine now looks for data in ~/Library/Application Support/nxengine on OSX (so you can copy remastered soundtrack, for example)
*Small bugfixes (drowned sprite, spikes, water jump height, z-order of statues in hell, Toroko re-trigger in shack)
*Added no-op handler of <ACH opcode, so scripts from CS+ should be compatible now.
 
'''(v.2.4.1)'''
* Minor fixes in win build
* Replace safemode with Error MessageBox
 
'''(v.2.4)'''
* Fixed resolution switching bug on windows.
*Fixed fullscreen switching bug on windows.
*Auto-disable resolutions higher, than desktop.
*Left/right will only activate multiple-choice menu items.


'''(v.2.3)'''
[https://github.com/nxengine/nxengine-evo/releases Release notes.]
* Move all data files to data/
* Store all settings/saves/etc in user dir
* Build OSX images on 10.10


'''(v.2.2)'''
==Credits==
* First Release.
Vita icon based on art by [https://www.deviantart.com/clockworkinc ClockWorkInc].


== External links ==
==External links==
* Official Website - https://nxengine.sourceforge.io/
* GitHub - https://github.com/nxengine/nxengine-evo
* Github - https://github.com/nxengine/nxengine-evo
* Reddit - https://www.reddit.com/r/vitahacks/comments/odglan/release_nxengineevo_cave_story_engine_265/

Revision as of 11:40, 22 December 2022

NXEngine-evo
File:Nxengineevovita.jpg
General
Authornxengine
TypePlatform
Version2.6.5
LicenseGPL-3.0
Last Updated2022/04/08
Links
Download
Website
Source

NXEngine EVO is a re-implementation of Cave Story ported to the PS Vita.

The port is built based on NXEngine, which is an open source reproduction of the original Cave Story engine created by Caitlin Shaw.

Features

  • Differences from the original NXEngine:
    • Port to SDL2 (thanks to PIlin).
    • More resolutions and proper widescreen support up to Full HD (thanks to EXL).
    • Animated character portraits.
    • Modern main menu.
    • Credits graphics specific to the Mimiga Mask ending.
    • Localization support.
    • Force feedback support.
    • Custom soundtrack support.
    • Initial mod support.
    • Vita/Switch versions.
    • Cleaner and partly-refactored code.
    • Tons of gameplay-related bugfixes.
    • Removed built-in data extractor.
    • Removed replays, as they were buggy/not implemented anyway.

Installation

Install the VPK on your homebrew enabled PS Vita or PSTV.

Vita data directory - ux0:/data/nxengine/

Mods go in that dir. Ogg music goes in that dir + data/.

When upgrading from older versions on some platforms, old save files can be found in dir + nxengine-evo.

Screenshots

nxengineevovita3.jpg nxengineevovita4.jpg

Changelog

v2.6.5

  • Fixed crash on PSVita in core fight.
  • Greatly improved perf on Vita with new SDL2 port.
  • RTL text support and Arabic and Korean translations.
  • Greatly improved organya playback and interpolation support, thanks to @alula.
  • Simple mods support (you can find Seriousface's boss rush mod in assets).
  • Light effects (toggleable).
  • Lots of AI/Weapons/etc. fixes.

v2.6.4

  • Tons of gameplay/weapons/ai fixes and optimizations (yes, boost jumping works now).
  • Animated portraits.
  • Strafing, configurable OK/Cancel.
  • Support for custom soundtracks and playlists.
  • Configurable SFX/Music volume.
  • Vita port.
  • Switch port.
  • Out-of-bounds tiles support to make maps look better on high/widescreen resolutions.
  • Dynamic title backgrounds based on 260.rec.
  • New improved and accurate Organya/Pixtone player and overall refactored soundmanager.
  • Refactored and cleaned up renderer (should make porting to libretro/whatever easier).
  • Initial mod support (couple of mods are coming later).

Release notes.

Credits

Vita icon based on art by ClockWorkInc.

External links

Advertising: