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doukutsupsx's Introduction

DoukutsuPSX

Screenshot

This is a port of Cave Story for the Sony PlayStation. It is based on CSE2, which is a decompilation of the original freeware Cave Story executables. The port is still very much a work-in-progress, but it should be possible to at least complete the game.

How to run

First, either build the game yourself (see instructions below) or download the latest release from the Releases page. This will yield an ISO image.

To play the game on a modded PlayStation, burn the ISO image to a CD-R with something like ImgBurn (tested on my modchipped SCPH-9002). It should also work fine on most emulators (tested on PCSX-Redux, no$psx and DuckStation). Please do not use outdated emulators like ePSXe or PCSX Reloaded, I won't fix issues that only appear in those.

You will need a memory card with at least 1 free block to properly save the game. You can continue the game from Save Points when you die even if you don't have a memory card, though. Multitap is currently not supported.

Default controls

  • DPAD: movement;
  • CROSS: jump/accept;
  • SQUARE: fire;
  • TRIANGLE: previous weapon;
  • CIRCLE: next weapon/cancel;
  • START: pause menu;
  • L2: item menu;
  • R2: map screen.

Controls can be rebound in the Options menu.

How to build

  1. Obtain GNU Make and GCC for targets mipsel-none-elf or mipsel-linux-gnu:
  2. Obtain mkpsxiso and ensure it is in PATH.
  3. Clone this repository: git clone --recursive https://github.com/fgsfdsfgs/doukutsupsx && cd doukutsupsx
  4. Obtain converted PsyQ 4.7 libraries and extract them into nugget/psyq/.
  5. (Optional) If you have the PsyQ license files (LICENSEA.DAT, LICENSEE.DAT, LICENSEJ.DAT), put them into this folder and uncomment one of the <license> lines in iso.xml to inject it into the resulting ISO. This will give it a proper boot logo and might be required by some BIOS versions (?).
  6. Run make iso. This should produce an ISO file called doukutsu.iso.

Credits

  • Daisuke "Pixel" Amaya for the original Cave Story and Aeon Genesis for the English translation;
  • CuckyDev, Clownacy, Gabriel Ravier and probably others for CSE2;
  • PCSX-Redux authors for Nugget and PCSX-Redux itself;
  • Schnappy for nolibgs_hello_worlds and the toolchain setup instructions;
  • Lameguy64 for PSn00bSDK, which was used for the earlier versions of this port, and for mkpsxiso;
  • Adrian "asie" Siekierka and Ben "GreaseMonkey" Russell for libpsxav;
  • Sean Barrett for stb_image;
  • David Reid for dr_wav;
  • axetion, CuckyDev, impiaaa, Infu, Nicolas Noble, peach, Schnappy, sickle, Stenzek and other nice people from the PSXDEV Discord server for help and testing;
  • probably more people I'm forgetting.

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doukutsupsx's Issues

Audio volume resets

I was playing the newest release, and noticed audio volume will reset to default seemingly every new screen.

ntsc speed issue

Hello I've tried Your port today on a fat pal ps2. One issue I'm having there is slight choppiness with screen scrolling , it's also apparent to most homebrew cave story ports . BUT! By accident i booted the game with force pal mode and boom, smooth as silk , is there anything that can be made to achieve similar result with ntsc 60hz ?

Also, quite Magnificent work Sir, as always - Mario64 on ps2 is dope too (one can dream of 240p resolution ...)

Health Bar Glitch

Hi, when the health bar is down to 1, the bar is drawn across the screen. Fix it as soon as possible.
Thanks.

Burnt Disc Not Reading

Hello! As The Tittle Implies Whenever I Burn The ISO To A CD-R And I Place It Into My PS1 (SCPH-7501) It Brings Up The "Insert Playstation CD" Screen Despite The Fact That My PS1 Is Modded Did I Do It Wrong?

Music replayer - out of tune

First of all thank you for the port of this game to the PSX - we've been having fun with it at PSX FPGA core testing :)

The bass tones and higher tones seem to be looping out of sync with each other which created a dissonant sound.

The sound issue seems to occur on 50 and 60hz - the image seems to try to set itself to the Japanese region (gameid indicates Japanese Region) so 60hz - that's where most of the testing happened.

https://youtu.be/DNo1sYgFTo4 << example

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