recursal/Fanatic-Fandom huggingface dataset:
Diverse Breakable Blocks

## "Diversifying" Breakable Blocks

This special little trick allows you to diversify the styles of the "breakable blocks" in Cave Story. It's fairly simple to get this to work, as it only takes a couple minutes to do.

First, go into the "data" folder in your Cave Story directory.

Then, enter the "Npc" folder. Select "npcSym" and edit it.

Now, find the breakable block in the npcSym spritesheet and get rid of it entirely. By default, the breakable block looks like a low saturated purple block with a mysterious star-like pattern.

Once that's done, any breakable tile that spawns in the map in-game will have the "Sn" tile from the stage tilesets.

Go ahead and edit a stage tileset located in the "Stage" folder in "Data".

Then, replace those "Sn" tiles with your own tileset exclusive breakable block sprite! You can have as many as you want, and there are no limitations to how you want to customize your breakable block sprites.

Have fun!

## What do the "Sn" tiles do?

The "Sn" tiles in the stage tilesets signify that those tiles will render as a breakable block, spawning and overlapping the "Sn" tile with the breakable block sprite. However, the "Sn" tiles are rendered and visible underneath.

However, you can make any tile render as a breakable block in your tileset. In Booster's Lab, simply right-click a tile in your tile selector and set the element to the breakable block element.

\*refer to the Tilesets and Tile Properties article for more information on how these elements work.

## Applying backdrop tiles to your Breakable Blocks

One tile to the ***LEFT*** of every breakable block/"Sn" tile in your stage tilesets are designed to be the "backdrops" of your breakable blocks, so when they are shot, they will spawn whatever is underneath them from the stage tileset.

Be sure to have any foreground or background tile element applied to these tiles, unless if you want solid tiles (or even spikes) to appear after breaking these blocks!

## Durable Breakable Blocks

Breakable blocks that take more than one hit to destroy can be acheived through placing sn tiles in a horizontal line on the tileset, this could potentially allow for tiles that "crack" upon being shot at, that would then break afterwards. This functions in line with the above section as it explains that when a breakable block is broken, it immediately tuns into the tile one space to the left on the tileset.
Dreams of Reality

*Dreams of Reality* was released on November 8th, 2013 and was created by Bombchu Link.

## Summary

The game starts with the player in a two-story house upstairs in bed. The player is told that he senses this power brewing and that he must know what it is. The player then proceeds to head downstairs, but right before the player gets to the door, the screen goes black and a red Ballos face covers the entire screen and starts flashing while making a horrible ear-destroying noise. This occurs for about three seconds before the game crashes.

## Reception

*Dreams of Reality* has received mixed reviews at best. One review claims, "This mod changed my life forever. Bless you, sir."

Another states, "Great mod, Bombchu, I loved every second of it." while others say, "Bye, im gonna let my "anger' out on a "pillow." and "Did not see that Ballos coming... Almost sh\*t myself.. T\_T"

The mod generated so much controversy that one of the moderators on the Cave Story Tribute Site Forums almost had the mod taken down for its malicious intent.

## Trivia

* The mod was made in an hour.
* The current record speedrun is 11.58 seconds held by Enlightened One.
* There is a much more serious sequel to the game, *Dreams of Reality 2*, that features many complicated ASM hacks and high quality features not present in most mods.
Mod Database

## Mods

With the countless amounts of resources available online regarding the modding capabilities of Studio Pixel's massive hit game, it's no doubt there are still some people out there hungry for more of that Cave Story goodness. Without our tight knit, yet passionate modding community, this game may have tumbled into further obscurity after it's linear shot of mainstream fame years ago.

**Please feel free to make an entire page dedicated to your (or another person's) mod, but make sure there is a link on this page so it is easily accessible and simple to organize.**

**Links to other (larger and up-to-date) CS mod archives/databases:**

* DoubleThink's Master List: Mods uploaded to The Tribute Site Forums.
* Doukutsu Club: An unfinished website to upload and sort mods (2018-present)
* "Cave Shelter" is a read-only archive of the Japanese "Doukutsu Uploader", which went offline around 2018. It includes all forms of fan content (not just mods), but is the go-to place to find JP CS Mods.
	+ Cave Shelter part 1 (2006-2010)
	+ Cave Shelter part 2 (2010-2018)

## Popular/Notable Mods

*Mods are put in this list if they held up a historical reputation and revolutionized the Cave Story community, or if they contain a commendable milestone mark for both beginner and advanced modders to feel inspired off of.*

 King Strife and Sacrifice | Noxid | Abandoned??
 WTF Story | GiRakaCHEEZER | Abandoned
 Jenka's Nightmare | Shmitz/MagicDoors/ZarroTsu | Rebooted
 Schism | Xaser

## Beta Remakes

*Mods that try to reconstruct the Beta version of Cave Story or create a mod in its style. This particular genre often overlaps with other genres such as Overhaul/Challenge.*

 RECSBR

## Overhaul/Conversion Mods

*Mods that completely change the story, graphics, sound, gameplay, or everything are located here.*

## Spoof/Parody Mods

*Mods that focus on comedy or internet memes are located here.*

 Blargo Adventures | 2DBro
 Mafia Spice Story | KetchupDEF/J.J.Fliss | Complete
 NSFW Story | Bionicobot

## Challenge Mods

*Mods that are designed to be a fair (or unfair) challenge, like Cave Story +'s Wind Fortress or Bloodstained Sanctuary.*

 Cave Story: Boss Rush! | Leo40Story | Complete
 Battle Spire Challenge

## Expansion Mods

*Mods that expand or add on to the original Cave Story's plot/gameplay are located here.*

## Modcon Mods

Modcon 2014

Modcon 2016

Modcon 2017

## UnORGanized Mods

*Miscellaneous mods go here.*

 How 2 Mod: Cave Story | Leo40Story | In Progress
Blargo Adventures

Blargo Adventures is the first installment in a series that managed to earn fame as one of the hottest modding trends of the modern Cave Story modding era. Most people consider it to be one of the more mediocre mods out there, but a reoccuring trend within the Blargo fanbase is to keep a meta of a deep story with an even deeper meaning, which, in hindsight is true, but is usually overshadowed by the overall mediocrity of the series. it is possible that the Blargo series is the longest modding series' in the Cave Story community. The anniversary edition of Blargo 1 was released with a decent portion of fixes and improvements. It contains a few bugfixes, widescreen, better graphics, and a new area.

## Download

Original (1.0)

Anniversary Edition (2.0)
Booster's Lab

> *I'm pretty sure that, with this ... release [4.2.0], Booster's Lab is the definitive Cave Story editor now. There's really no reason to use any other editor for modding.* **- GirakaCHEEZER**
>
>

**Booster's Lab** is a Java based cross platform Cave Story editor created by Noxid. Its features include a complete map editor, a tool for applying hacks more easily than other editors and a hex patcher.

Download (Version 0.5.0.0)

Forum Thread Link

## How to Use Booster's Lab

\*Refer to the tutorial guides located in "help", then "oh god what do I do" for basic information on how to mod Cave Story using Booster's Lab. These guides also come with visuals to help you understand how things work.

Booster's Lab comes with a map list, entity list, a TSC scripting module, a map properties window, a Hex Patcher, a Hackinator module, and several more cosmetic options.

To edit a map, choose a map from the map list on the far left of the editor and double click it. This will bring up the map level where you can edit the tiles and apply entities. On the header of the level editor, there are four bullets that you can toggle by clicking them:

* Tile
* Entity
* Script
* Mapdata

"Tile" allows you to edit and design the level, and manipulate the tileset properties. Refer to the Tile article to learn more.

"Entity" allows you to place entities ranging from friendly characters/enemies to general tools that trigger events from the TSC script. To place entities in the map, highlight a spot on the map and press "i". You can also select all of the same entities by holding "shift" and clicking the entity.

"Script" toggles the map's TSC script in an external window. This window will allow you to add, remove, and edit current and new events to the current map data. Refer to the TSC article to learn more about the commands in the game and how to use them.

"Mapdata" toggles the map's properties. This will allow you to change the name of the map, edit the backgrounds and set the npc spritesheets for the map.

## Trivia

* This editor has over 10,000 lines of code.

* This editor reuses sprites from Noxid's parody of Pixel's '100 Cats' in the various editor menus.
* This is the most complete editor for Cave Story to date.
* The icon is a modified version of Professor Booster's 'Facepic' Image; the modification consists of an additional mohawk.
* Booster's Lab can run smoothly on Windows 2000.
* This has support for "Cave Engine", a custom Cave Story engine remake created by Noxid with 2x resolution and other features. This engine is much more powerful than the original Cave Story engine.
* The layout is very similar to Sue's Workshop in some menus, but only about halfway. This is likely intentional as Sue's Workshop was popular for its user-friendly interface.
STARZZ

STARZZ is a Mod made by Bombchu Link for the 2016 Modcon It is a mod where you Collect a Star From the Super Mario Bros series and end up fighting a Critter that collects a Star as well. The boss fight ends up taking you into space and the edge of the universe before you finally destroy it.

## Reception

STARZZ mostly received positive reviews from critics stating that the Starman and effects were very well implemented from Super Mario bros and the Critter Boss was a spectacular display of ASM skill. Especially considering that the entire mod was build inside of 2 weeks.

Many people however stated that it was very hard to control the player when in the space battle because the controls were very draggy and you constantly were pushed down when moving horizontally as well as not being able to move down without moving sideways.

## Quotes

BLINK OH MY FUCKING GOD, seriously fucking bravo -Polar

BLink was right in saying that the mod was lacking in any form of story, quality content, and length, though the small portion that I played was enjoyable, if very slippery.
The controls for the final boss were, as we say here in the rural town of Doggoville, "jank". They were slippery and made it hard to control the character, thus being hard to kill the Rainbow Critter.
Nonetheless, it wasn't difficult, by any means, and it was certainly a lot of fun at the beginning powering through helpless critters and bats and dodging arrows falling from the sky. I liked it. 6/10 -Spirit

BLink your mod was amazing -TLinkan

The boss fight was pretty interesting, and seeing the Starman in action in Cave Story is pretty nice too.I hope you can fulfill those promises you made in the ending message! -Noxid

This mod was really cool up until the boss fight. In fact, if you made a mod that was primarily based off of the first part of the mod, then somehow implemented difficulty, it would have been better.
The boss fight is IMPOSSIBLE to control. I admire the asm, but damn. -Cooked Chief

Yes. -Omen267901

Okay, so it's a mod with cool ASM. That's, uh, quite literally all there is to it. - Seasons of Destiny
TXin

Art by: Lethrys

**TXin, a.k.a. Thomas Xin or Rainbow Critter.**

The original creator of Rainbow Critters, TXin is a Cave Story Modder mostly dedicated to ASM hacking. Learning about Cave Story in late 2013, he joined the Cave Story Tribute Site forums in late 2015.

Since then he has developed a knack for Assembly hacking, and although his earlier hacks were less than impressive, his recent and more complicated ones include rendering circles, all keyboard inputs, spawning objects in a certain shape, instant rotating lasers, increasing the NPC/bullet limit, playing nearly any music file type in Cave Story, reading and writing files, and his latest notable hacks, transparency rendering and mouse inputs. He is also adept at composing music, both in orgmaker and FL studio.

Certainly one of the best assembly coders on the forums, he has contributed to an amount of mods. He also takes assembly hack requests from people who are nice. He has created 4 mods in total - Rise of Ballos, The Ultimate Challenge, Critter Tower Defense, and the mod he's currently working on, Critter Tower Defense 2.

**TXin's other profiles include:**

https://www.cavestory.org/forums/members/thomas-xin.7964/

discord account ID: #0539

**Notable documentation-related contributions by TXin include:**

https://docs.google.com/spreadsheets/d/12iC9uRGNZ2MnrhpS4s\_KvIRYHhC56mPXCnCcsDjxit0

https://docs.google.com/document/d/1O5ctxja9XR6ZiIafMv4iPq01lILG27vG57F\_81vDmFc/

**Other contributions are:**

Improved version of Ollydbg 2.01, made by editing Ollydbg with itself to fix bugs

A small folder of earlier released hacks
Tale Of The Broxxus

## About

**Cave Story - Tale of The Broxxus** is a Cave Story conversion mod made by Ralren. "TOTB" went through several different incarnations over the course of 3 years. The most notable and recognized feature of this mod was the use of Studio Pixel's Cave Story Beta sprite assets and unused Organya music. For it's time, it was a mod that publicly inspired the use of Cave Story Beta graphics.

## Story

In this mod, you play as an unnamed mimiga prisoner from the Plantation, eager to escape Mimiga Island's impending demise in the original storyline. Luckily enough, the mimiga finds his way out by locating a "Sky Dragon". As the protagonist flies out of Mimiga Island with the aid of the Sky Dragon, he had yet to discover a brand new floating Island from beyond the clouds: The Broxxus.

## Reputation

Cave Story - Tale Of The Broxxus had mixed reactions, a wide margin of them being positive. The mod inspired other modders and potentially interested them in Pixel's unreleased Cave Story game. Unfortunately, the developer wasn't very satisfied with his development in this project, and continued to cancel and re-release new incarnations of the mod. Each incarnation shared the same general plot in some way, but they all contained a different cast of characters, levels, weapons, and music.
OllyDbg

A screenshot of the OllyDbg debugger window.

OllyDbg is a 32-bit assembler level analyzing debugger for Windows. Assembly hackers of the Cave Story modding community commonly use the program to modify the assembly instructions in the Cave Story executable in order to add or change components of the Cave Story engine.

You can find download links for the program here .

Features include:

* Full Intel x86 assembly instruction support
* User-friendly interface
* Debugger
* Among many others, shown on the website
Getting Started

This is the index directory for getting started on your Cave Story modding adventure. This index contains video tutorials, essentials, written documents, and external links.

**As of now, this index is far from being complete.** The mission is to make this index as user friendly as possible with visuals for anybody who is interested in modding Cave Story.

*\*Got a question that hasn't been answered on the Wikia yet? Make a profile on the Cave Story Tribute Site Forums and ask away in this thread!*

## **Videos**

* Noxid's Cave Story Modding Tutorial Videos (2011)
* [gumcRRm48nfa2k|Dabaski's CaveStory Modding Tutorial Videos (2) (2017)]

## **General Modding Guides**

* Tileset Modding
* Replacing .ORGS (Music Files) in Cave Story
* Changing the in-game Font

## **External Tutorials/T-Script Documentation**

### T-Script Pages **(TSC)**

* TSC Manual / Notes
* BOA (Major Boss Battles)
* Out Of Bounds (OOB) TSC Flags

### Miscellaneous External Guides

* Grand Gallery of Modding Tutorials (Forum read, mostly text. Some resources may be dated.)
Jenka's Nightmare

## About

"Jenka's Nightmare" is one of the oldest, most well-known mods out there in the Cave Story modding scene. Most former members of the early modding community have played this mod before they even heard of the creative opportunity. Jenka's Nightmare is praised for the amount of detail, yet sticks close to Pixel's vision of the original theme and atmosphere.

By far, this mod has been considered to be one of the best by popular demand, and is regarded as a "close to" official sequel for the original Cave Story. However, the mod has a considerable difficulty curve, and it is recommended to be played after having a decent amount of experience in the original Cave Story.

## Story

Jenka's Nightmare takes place right after the events of the best ending in Cave Story. After Quote, Curly and Balrog make their escape to paradise, they were immediately struck back into a heavily altered, highly dangerous Mimiga Island. It's up to Quote and his friends to re-unite and solve the mysteries behind the new black magic that surrounds the Island...

## Trivia

* Jenka's Nightmare has been in development and stasis for over 7 years.
* After Schmitz's disappearance and discontinuation of his mod, two former members from the Mirai Gamer/Tribute Site Forums pledged to complete it. Eventually, the mod was finished by Zarrotsu.
The Final Level

The Final Level's titlescreen

**The Final Level** is a short mod by TLinkan made for Modcon 2016. It placed 5th in the competition.

## Description

* *It is the year 2647, and the evil General Mitch has taken over Grubland and is currently in his base in Planet CXG. Meanwhile, Judith Estrella has already been though [sic] multiple levels (of a non-existant [sic] game), and has collected the three elements that could be used to create a weapon strong enough to defeat Mitch. Now that she is at full power, can Judith defeat General Mitch in time and liberate her country?*
* *This is the final level of a game you never played before. Will Judith Estrella defeat the evil General Mitch? Who knows? Maybe.*

## Reception

The Final Level received generally positive reviews, despite it being the topic of controversy on whether or not story should be explained in it considering the placement of of the story in the mod. A possibility of a prequel to the mod was previously hinted at, the earliest were from the day of this mod being released, too. There has, however, not been any information on it other than a screenshot and some spritework for it.

## Trivia

* TLinkan experienced a couple technical difficulties while making this mod, particularly when his laptop screen needed to replaced and was unable to initiate for a while, thus delaying the mod's development.
* Several characters from the mod, including Judith, were actually made one year before Terri was made. Judith and others were made in 2011, Terri was made in 2012.
* The save file for the post-credits room is actually compatible with the second demo for *Terri's Night Out*, though nothing happens.

## References

1. ↑ *CSTSF 2016 Modding Competition Discussion & Submission Thread* post July 7, 2016, retrieved June 9, 2017.
2. ↑ "The Final Level"
 - TLinkan's Projects page, retrieved June 9, 2017.
Cave Story+

***Cave Story+*** is a *Cave Story* remake developed by NICALiS. It includes updated visuals and music. It also adds several new challenge modes, some of which are version specific. The first version of *Cave Story+* was released for Steam on November 22, 2011. Since then, it has been ported to the Nintendo 3DS eShop (without the updated graphics and music, aside from downscaled facepics), and the Nintendo Switch.
Moving Blocks

Moving Blocks are a special NPC in Cave Story. They are Moving Blocks that can move in either the Horizontal or Vertical Axis.

## Applying Moving Blocks

In Tilesets, the Moving Block NPC will always take the form of the 32x32 space occupying directly to the right of the 16x16 block in the top left corner. The Vertical and Horizontal Moving Block NPCs are seperate entities. The Vertical Block's Entity number is *157.* The Horizontal Block's Entity number is *149.*

## Moving Block Properties

* Unlike regular tiles, *Moving Blocks* will block the *Fireball*'s and *Snake*'s shots. The *Fireball* will not bounce away if shot at it, and the *Snake* will not pass through it.
* The Player Character will trigger Moving Blocks by being in their axis (Horizontal for Horizontals, Vertical for Verticals). It will not trigger if a wall blocks the two off. They can also trigger the block by touching it.
* Moving Blocks are NPCs. This means they will pass through each other if they happen to intertwine. This also means they will be affected by certain tiles.[1]
* Moving Blocks will crush the Player Character if they are between it and any solid object.
* Moving Blocks will not stop moving until they hit a solid object. If the Player Character triggers it again, they will move back the way they came.
ORG Maker

**ORG Maker** is a music composition program that was used to create the soundtrack for *Cave Story*. It is needed to supply the music for a *Cave Story* mod without applying additional hacks.

Generally speaking, ORG Maker uses basic audio wave forms such as sawtooths, sinewaves, squares, noise, and triangles. ORG Maker v2 comes with additional built-in drum samples, ranging from meowing cats, kicks, snares, hihats and more.

## Interface

ORG Maker uses a piano roll for its interface. Notes are inserted by clicking within the grid, creating a notehead. Clicking on this note head extends the length of the note, creating a "tail". The notehead can also be right clicked to reduce its tail, or remove the note entirely if only the head remains.

## Main shortcut keys

 Left and right arrow keys
 Up and down arrow keys
 Ctrl + Left arrow
 O
 P

## Compatibility

ORG Maker 2 comes with additional drum samples that Cave Story and ORG Maker v1 do not have. Despite the new drum samples, the waveform samples remain unchanged throughout each ORG Maker version and are all compatible in an unhacked Cave Story mod.

These are the only acceptable drums that can be used for a Cave Story mod. They must be set in this particular order, or the ORG may not sound the same in the mod as it does in the program.

The last two drum tracks must be set to Bass01 and remain unused, otherwise they will cause the mod using them to crash.

## See also

* ORG database
* Replacing ORGs in Cave Story
Rave Story

**Rave Story** is a mod made by Polar✪ (formerly known as PolarStarGames). It was released on November 1st, 2014. It is one of the most well-liked and recognized *Cave Story* mods in the modding community due to its quirky, yet familiar gameplay and abundance of jokes.

## Summary

*Rave Story* begun as a joke in the Cave Story Tribute Site Forums Skype group. Polar✪ wanted to take the joke one step further and decided to create a *Cave Story* mod with a rave party setting.

While the main area of the mod is the rave party, the game takes the player to other locations as well. This includes an internet area, a *Kero Blaster*-themed area (another game by Pixel), and an area based off of the unused Wind Fortress song in *Cave Story*.

## Reception

*Rave Story* received mixed to overwhelmingly positive reception. At release, the game was deemed too difficult by many community members. This led Polar✪ to drastically reduce the difficulty in version 1.10, which included lowering the damage and health values of many of the enemies. Despite the initial backlash, many consider it to be among the best *Cave Story* mods. Community member X-Calibar said that, "Overall it surpassed all my expectations, and I call it a must-play for anyone in the modding community." DoubleThink said, "Props for the level of general attention to detail, art design and use of animation effects (glitchy or otherwise), wonky soundtrack, mapping and scripting, dialogue, and obviously even getting the thing finished in the first place. Lots of props!"
Obscuro Lumen Venenum Aeris

**Obscuro Lumen Venenum Aeris** ("OLVA" for short) is a *Cave Story* mod created by Dianke "Dia" Smith, a friend of Kim Tyranto. It was released on November 1st, 2014, though it was canceled on November 2nd. The protagonist of the mod is an author avatar. However, it's possible that King 2.0 intends to revive it once he completes Gun (his first mod).

## Story

This takes place during the year 2014, after a toxic cataclysm caused by an alien race called "Glorphians". However, a different group of aliens, calling themselves "Draconians", came and helped what little survivors remained. On 8 September 2014, a young Earthling named Dianke decided to ask the mayoress of her new hometown permission to investigate the ruins of the planet. However, things take a turn for the worst soon enough…

## What could have been

Dianke had planned for there to be two paths, chosen at the Teleporter Room in Lumen Town.
She also had the following areas planned:

* Lumen Town (7 maps, plot boss)
* Agimim Village (8 maps)
* Aeris Fortress (9 maps, plot boss)
* Venenum Island (10 maps, plot boss)
* Chaos Fairy (4 maps)
* Obscuro Fairy (11 maps, plot boss)
* Glaciem Spire (12 maps, plot boss)
* Luriscuronumia Land (11 maps, plot bosses)
* Sacred Grounds (7 maps, supposedly the one that appears in *Cave Story*)
* Chamber of Spem (10 maps, plot boss)
* Land of Tribute (38 maps, plot boss)

## Trivia

* "Lumen", "Aeris", "Venenum", "Obscuro", "Glaciem" and "Spem" are all (Google Translated) Latin words for the elements the plot bosses controlled (Light, Wind, Poison, Darkness, Ice and Hope, respectively).
* "Luriscuronumia" is a portmanteau of the Latin names.
* "Agimim" is "Mimiga" spelled backwards.
* Dianke had three sequels planned: *Nempe Violaceus Cicatrices Ex Gelida Regina*, *Fata Ruinae*, and *Sepulcrum Regis Mundi*.
* Obscuro Lumen Venenum Aeris could be considered the spiritual precursor to Lunar Shadow, in that both mods are overhaul mods that have poison gas as a plot point
Cave Story - Path Of Ruin

**Cave Story - Path Of Ruin** is a conversion mod released in 2009 by Ralren. It was one of the first few mods where the player controls a villain within the *Cave Story* universe.
The mod was known for its "tacky brutality", "dissonant themes" and "ominous atmosphere".

## Synopsis

Path Of Ruin is a prequel to the original Cave Story storyline. The protagonist is a drone codenamed "TR-492", manufactured by an evil dictator named "Miakid", who was presumably one of the previous owners of the Demon Crown. After training on the surface, TR-492 is sent to Mimiga Island to locate the Demon Crown while destroying everything in sight along the way.

## Development

The development of this mod was built with sporadic and fast paced methods, which ultimately caused the downfall of the development process entirely. The development was quickly phased out after a couple of months.
TSC Command Offsets (Assembly)

This document was made by Kenni T.

These offsets are related towards only the Vanilla TSC commands, not the TSC+ commands.

```
List by Kenzo_ITN [5/12/17]

These offsets are for vanilla Cave Story.

00422510 - Start of the TSC command check code.
004225E4 - Checks for "<" used as the first character for all TSC commands.

[Listed in order by offset]
004225ED - END
00422666 - LI+
004226D9 - ML+
0042274C - AE+
004227A3 - IT+
00422821 - IT-
00422893 - EQ+
00422907 - EQ-
0042297B - AM+
00422A25 - AM-
00422A96 - ZAM
00422AED - TAM
00422B95 - PS+
00422C20 - MP+
00422C93 - UNI
00422D06 - STC
00422D5D - TRA
00422E3A - MOV
00422ED5 - HMC
00422F31 - SMC
00422F8B - FL+
00422FFC - FL-
0042306D - SK+
004230DE - SK-
0042314F - KEY
004231CE - PRI
00423236 - FRE
00423295 - NOD
004232F5 - CLR
0042334A - MSG
004233E8 - MS2
0042348E - MS3
00423529 - WAI
004235A0 - WAS
004235FE - TUR
00423660 - SAT
004236C0 - CAT
00423721 - CLO
00423783 - EVE
004237E6 - YNJ
00423878 - FLJ
00423916 - SKJ
004239B3 - ITJ
00423A4E - AMJ
00423AEC - UNJ
00423B7D - ECJ
00423C1B - NCJ
00423CB8 - MPJ
00423D36 - SSS
00423DAB - CSS
00423E02 - SPS
00423E62 - CPS
00423EB9 - QUA
00424F2B - FLA
00423F89 - FAI
00424008 - FAO
00424087 - MNA
004240DE - FOM
00424151 - FON
004241DA - FOB
00424266 - SOU
004242DA - CMU
0042434C - FMU
004243A1 - RMU
004243F8 - MLP
00424481 - SLP
00424521 - DNP
00424593 - DNA
00424607 - BOA
00424679 - CNP
0042471F - ANP
004247C7 - INP
0042486F - SNP
0042494E - MNP
00424A22 - SMP
00424AAD - CMP
00424B55 - BSL
00424BD4 - MYD
00424C46 - MYB
00424CB8 - MM0
00424D0D - INI
00424D6E - SVP
00424DC8 - LDP
00424E28 - FAC
00424EAF - FAC (Very simular to the first FAC, but is Unused)
00424F33 - GIT
00424FAB - NUM
0042501C - CRE
00425082 - SIL
004250F4 - CIL
00425149 - XX1
004251FC - ESC

```
Lunar Shadow

**Lunar Shadow** is a *Cave Story* mod created by Kim Tyranto. It was first released on January 16th, 2015. It's sequel, Apocalyptic Shadow Tower is currently in the works.

## Plot

On 15 January 2013, a mysterious man decreed that the inhabitants of the planet Newerth will all die in exactly two years. He claimed that those who dared to try and stop this calamity would be doomed to die before they could even get near his castle.

On 13 January 2015, a young girl named Serenity Horton arrives at the castle, with the goal of stopping the calamity that the mysterious man would cause. At this point, the player takes control.

## Trivia

* Currently, there are at least three bad endings, and a normal ending. Kim is planning another ending beyond that.
* Version 0 was released on 16 January 2015. Versions 1a and 1b were both released on 17 January 2015. Version 2 was released on 19 January 2015. Version 3 was released on 19 February 2015. Version 4a was released on 29 December 2015.
* Lunar Shadow is one of the few Cave Story mods to have it's own wiki, which contains info on not only this mod but other mods that take place in the Lunar Shadow universe.
* Lunar Shadow inspired another user King 2.0 to get into Cave Story modding, with his first mod Gun.
Tileset EXE Hacks

These are hacks that need to be made in the EXE to easily modify the tilesets of Cave Story

Addresses assume that nothing has been added to the EXE before them that would push them forward. They definitely work if it's a completely fresh copy or if it's been opened with Cave Editor/Booster's Lab.

```
Removing (C)Pixel Requirement:
Address 0x1136C: 0x74 --> 0xEB
Address 0x8C4D8: 0x28 --> 0x00
Then find the string '(C)Pixel' at the end of every bitmap, and change the '(' to the null character

Allowing .bmp Extension
Address 0x8C286 through 8: 0x70, 0x62, and 0x6D --> 0x62, 0x6D, and 0x70
Address 0x8C32E and F: 0x70 and 0x62 --> 0x62 and 0x6D
Address 0x8C330: 0x6D --> 0x70
Then rename the extension of all *.pbm files to .bmp

```
Doukutsu Assembler Guide

Want to start writing your own hacks or just apply some that other have made, well you've come to the right place:

First off head on over to the tribute site (www.cavestory.org) and go under downloads and under the tab modding tools then scroll down and download the program; easy.

Now, the version of the assembler your using is 1.31 anyway extract it into a folder (preferably one without other things in it) and then download this text file, and have it replace the default defines.txt, it's really important to have, trust me you need this if you want to apply hack made by other people:

Anyway, now it's time to apply some hacks!

First of all open the assembler; and the copy the code you want to apply into the the box under the tab text editor and then go under the settings tab, click on the button that says "browse" and then locate the exe you want to apply the hack to, then go under the tab one file assemble and make sure the first option is chosen assemble the contents of the plain text editor and hit assemble.

Now writing hacks however is another process entirely, to get stated on making hacks, look here....
Enthology (Lost Chapters)

*Enthology: Lost Chapters* is a mod by EnlightenedOne, and was released for public playtesting on October 3rd, 2016 and declared finished with a 0.1.2.1 release on March 16, 2017.

## Plot Summary

The mod is split into two parts, which is then further split into chapters with a text-only cutscene at the beginning and end.

The first part centers around two unidentified characters, one male and one female, who work at a government facility where they presumably go through the memories of an android found in the ruins of a previously destroyed city. Each night the female privately talks to an unknown entity named "Asterisk", revealing intentions different from that of the rest of the facility. Gameplay consists of playing these "memories" as simulations or recorded "muscle-memory" that play themselves.

At the conclusion of the last memory being simulated, the second part begins where the protagonist is revealed to be the aforementioned "Asterisk", with a sharp change in graphics, music, and tone suggesting this to take place in real-time rather then through possibly altered memories. With the two unidentified characters gone, Asterisk is left to explore the facility as it slowly goes into lockdown, until they reach a large opening leading up to a mystical powersource called "The Crystal Shard". After a brief cutscene Asterisk then proceeds to activate a sequence to unlock the shard.

Once completed, one last cutscene plays where a damaged Asterisk fails to destroy the shard. The shard later shows sentience and offers to help on the condition the protagonist takes the artifact with them. The player can choose whether to accept the offer or ignore and continue defenseless, altering the layout and difficulty of the interactive credit sequence that ends the mod.

## Reception

*Enthology* has received generally positive reviews, though mostly expressed in private chat instead of on its public forum thread.

One user expressed, "I thoroughly enjoyed this mod! I thought the story and ending levels were really cool, and Aerodynamic was a really surreal experience."

Another simply stated "Thank You."

1. ↑ The name of the final chapter.

## Trivia

* The mod was originally scrapped on May 1st of 2015, with a release of a buggy prototype version. This dumped version improperly loaded a .BMP file required early in-game, rendering it unplayable unless patched.
* Uncommon features include auto-saving and a chapter-based story, which give the protagonist wildly different scenarios and stats/weapons at the beginning of each chapter, an interactive playable credits sequence, as well as the ability to skip most cutscenes.
* Reloading a completed save will trigger a post-game state, where one can access features such as a chapter-select, time-trial mode, interactive credits, as well as a jukebox.
* It is primarily made up of previously unreleased mods made by EnlightenedOne, except for the last two chapters which were created for completed version 0.1.0.0
* It is the first mod to use Out Of Bounds (OOB) TSC Flags, which is required to preform the keyboard readings used throughout.
Assembly Hacking

Assembly is the act of modifying the game's executable file to add or change existing content.

There are two programs typically used for Assembly Hacking; Ollydbg and Doukutsu Assembler. The latter is less versatile, however, as it only supports simple commands, no analysing code, and you cannot edit vanilla exe code without recoding it.

This software can be used for many reasons relevant to debugging information and changing content, but it also plays an incredible role in modifying the qualities of Cave Story.

The primary goal is to let casual Cave Story modders utilize and customize settings in editors such as Booster's Lab rather than getting into OllyDbg and doing it through there, as the learning curve can vary by person, usually being very high and steep.
Cave Story Modding Wikia

**The Cave Story Modding Wikia** is a database for everything related to Cave Story modding, from your first **T**ext-**Sc**ript event to complicated assembly modifications. To get started, click one of the links below, or browse the bar near the top of the page to get access to *even more fancy stuff.* If you want to help contribute : click the 'Contribute' or 'Add page' button in the top right. **Happy modding!**

## **What's so great about modding Cave Story?**

    With the accessibility of user-friendly editors such as Booster's Lab, Cave Story modding is an incredibly special component for anyone who is interested in doing video game development. Over time, it has been shown in the modding community that after an abundant amount of experience, Cave Story modders alike have been far more comfortable in shifting into developing games of their own. In perspective, this opportunity is a fantastic stepping stone for game developers of all skill levels to understand level design, general game design, legacy coding/debugging, spriting, storytelling, sound design, and even music composition!

## **Be part of the community and help make this wiki even better!**

        Only a couple Cave Story modding community members are working on these articles and providing the information at the best of their ability for newcomers and casual game designers / modders. Our goal is to make modding Cave Story a fantastic ride for anyone to enjoy, without being stuck in a cryptic, unorganized mess. Over the years, it has been a struggle to get a hold of every source related to diversifying the Cave Story modding experience. This wiki is here to completely change those woes of having to endlessly search and locate these resources for easy use. If you've got some experience in modding Pixel's revolutionary game, please provide your knowledge here!

## Links

* Studio Pixel - Pixel's website containing his current and upcoming projects.
* Doukutsu Club - An alternative to the CSTSF and the CSMC where you can just submit your mods.
* Cave Story Tribute Site - Useful for downloading software and/or other works by Pixel.
* Cave Story Tribute Site Forums - A helpful community when it comes to modding.
* Cave Story Modding Community - The Discord community that made this wiki, join to communicate, learn, and ultimately enjoy Cave Story modding more.

## Help wanted

* Wanted pages
* Wanted piles
Avian Lacquerware Box

**Avian Lacquerware Box** is an artifact that increases a character's HP, DEF, and Skill DMG.

## Profile

Carved red lacquer is a form of carved lacquerware unique to China where hundreds of layers of lacquer are added to an object and then carved away, a process requiring a great deal of skill. Developed during the Song period, the art of lacquer carving reached its zenith under the Ming Dynasty, in terms of both the complexity of its subjects and the technical ability of the craftsmen who made it. Covered in an intricate bird and flower motif, this exquisite piece from the early Ming has four separate layers of carving, with deeper layers protruding through more superficial layers, giving it a complex three-dimensional texture.

## Soulfuse

Soulfusing increases DEF, HP, and Skill DMG.

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WTF Story

## About

**WTF? Story** is a Cave Story mod made by GIRakaCHEEZER. This mod has been a high landmark for the Cave Story modding community. For it's time, WTF? Story was applauded for it's large variety of assembly hacking edits, TSC manipulations, and fun/wacky themes.

The mod ceased development in 2011. However, as of 2017, the development blog for the mod still exists.

## Trivia

* Several pieces of the Organya music in this mod are covers from several different video games. The developer previously stated that these Organya covers were composed by ear.

* The most iconic element of WTF? Story's level design was the "Tetris Stage", which was completely built by using a single TSC script command hundreds of times to replicate the same movements of the blocks as seen in Tetris.
* GIRakaCHEEZER, the developer of WTF? Story, also contributed in the development of the hit indie game, "Oneshot". He later used the dosh earned from Oneshot to take a two week vacation in the Cayman Islands.
* At one point in development of the mod, the Portal Gun from Valve's "Portal" was created in the Cave Story engine.
SeaTone

**SeaTone** is a sound effect editor that primarily creates .pxt format sound data using square, sawtooth, sine, noise, triangle, and "star" waveforms. While SeaTone was made in mind for editing sounds in Cave Story, it can also be used for other purposes as well, as it can export outside of the .pxt format. SeaTone is a step-up from Pixel's "PixTone" (Not to be confused with PxTone, Pixel's audio workstation), which serves the same purpose by creating .pxt sound files.

SeaTone was made by **sshigi.**

Download

## The Push/Pull Module

The Push/Pull module comes with the SeaTone package, and it is used to extract and compress .pxt sound data in and out of Cave Story. The module is fairly simple to understand and follow, and it also comes with an incredibly useful "Quack like a duck" option!

## Tips for using SeaTone

* Always keep in mind how much memory you're using to make these sounds. By default, Cave Story can only hold a limited amount of sound effects. To avoid exceeding the limit, edit and manipulate the existing sound effects in the game instead by pulling them out using the push/pull module. The push/pull module can also give you information on how much memory is left in Cave Story's sound effect library.
* Not all sound effects you make in SeaTone are going to directly sound the same when compressed into Cave Story. It is completely normal if something doesn't sound as crisp or 1 to 1 perfect as you hear it in SeaTone.
* You can edit the waveform velocities in your sounds by pressing the "e" on the bottom left corner of the SeaTone editor. This can be toggled on and off.
* There is a sound generator built into SeaTone, but please be careful when you use it and turn down your volume before using it; especially if you're wearing headphones!
ORG Database

Welcome to the ORG database, where you can upload and/or download ORGs. If you are uploading an ORG, please add a name next to the download link so people can credit you. If you are using an org you downloaded from here, please credit the maker of that org and put it in the proper category with brackets after the song name, such as Egg Corridor [Happy/Energetic] by Pixel.

**DISCLAIMER: All ORGs you upload here are free to use in any CS mod. If you don't want it in a mod, do NOT put it here!**

**Upload ORGs here**

## Happy/Energetic

* Megalovania (Undertale) Shade of a wave
* 1-1 (Super Mario Bros.) - Shade of a wave
* Grabbag (Duke Nukem 3D) - Shade of a wave
* Chai (Super Mario Land) - Shade of a wave
* Mercury (Mega Man V) - Tpcool
* Intro Stage (Mega Man X) - Tpcool
* Storm Eagle (Mega Man X) - Tpcool
* Carnival Night Zone, Act 1 (Sonic 3) - Tpcool
* Debug Cat (Nyan Cat) - Hate9

## Sad/Calm

* Determination (Undertale)  - Shade of a wave
* Boss 1 (Terraria)  - Shade of a wave
* Temmie Village (Undertale)  - Shade of a wave
* Wily 1 (Mega Man 7) - Tpcool
* Egg Rocket (Sonic Advance) - Tpcool
* Love Letter - Extra Life

## Dance/Pop/Techno

* Nazi Rap (Wolfenstein 3D) - Shade of a wave
* Bloody Tears (Castlevania: Rondo of Blood) - Shade of a wave

## UnORGanized/Other

* Carefree Sprint - Random-storykeeper
	+ A transcription of this.
* Galaxy Man - Random-storykeeper
	+ Meant to sound closer to the original.
* Untitled35 - Random-storykeeper
* Untitled15 - Random-storykeeper
* Untitled85 - Random-storykeeper
* Stage 1 (Journey to Silius) - Tpcool
* Boss (Mega Man & Bass) - Tpcool
* Gale Man (Mega Man Time Tangent) - Tpcool
* Wily Boss (Mega Man Time Tangent) - Tpcool
* Stage Select (Mega Man X) - Tpcool
* Airway - Hate9
* Irrelevance - Hate9
* King - Hate9
* Redemption - Hate9
* Stridulity - Hate9
King Strife and Sacrifice

## About

**King ~ Strife and Sacrifice** is a mod made by Noxid. This mod garnered a large following within the Cave Story modding community, where Noxid pioneered the continuous discovery behind Studio Pixel's inner workings of Cave Story.

Eventually, the mod was slowly forming into a standalone game, which had an engine heavily based on the original Cave Story engine. Soon after, the game's development went to a halt. However, there is no mention of a cancellation. The development focus then went towards *Booster's Lab**.*

## Story

King ~ Strife and Sacrifice takes it's place as a prequel to Studio Pixel's original storyline. In this mod, you play as a younger King, unfolding the harrowing events that led him to become the disgruntled warrior he is now. The antagonist, Miakid, also plays a role in this mod, where his manufactured evil machines take over Mimiga Island and stir chaos.

## Trivia

* King ~ Strife and Sacrifice, alongside WTF? Story, collaborated together to create the 2x Resolution mod, which doubled the resolution in the game, including all the graphical assets. This resolution mod predated Nicalis' Cave Story wiiware/plus ports, which were also double resolution.
DOS Story

Dos Story (otherwise known as 3-Bit RGB Story) is a mod that replaces most of the graphics and sounds. The purpouse of this mod is to be a lower quality version of Cave Story featuring worse sound effects and far worse graphics. However, the graphics weren't just lazily posterized. They are designed to be noticable from anywhere on the screen.

## Features

* Slower framerate (?)
* 3-Bit Visuals, specially tuned to make the game playable.
* Worse sound effects
* Loud sound effects

## Trivia

* This mod was originally going to feature new levels.
* There was originally modified music planned, but laziness took its toll.
Video game

***video game*** is a challenge mod which was created (in extreme secrecy) by Aar over the course of a few months (June 7, 2015 - August 8, 2015). This mod was a tremendous hit when it released, with a large number of users competing for the high score on the mod's *Time Attack Mode.* The official showcase thread for this mod received more than one hundred replies in mere days.

## Summary

*video game* was created because of a noticeable lack of quality Cave Story mods, which Aar was dedicated to fix. Aar attempted to create many quality mods (starting in early 2014), yet he did not feel that a single mod he created in that period of time would suffice. This internal conflict ended on June 7, 2015, when *video game* was released to the public, with a lot of positive feedback.

## Cameos

*Time Attack Mode* allows players to select many different characters before starting a run. These characters include:

* Curly Brace (main character)
* Quote (from *Cave Story*)
* Cas (friend of a Beta Tester)
* Jenn (from *Jenn's Journey)*
* Terri (from Terri's Night Out)
* megaman (from megaman sprite comic)

## Trivia

* video game has only ever been described with almost no information regarding the mod itself.
* video game has gathered two existing official fan modifications.
* The owners of the characters in this mod were not asked for permission until the mod was completed, and before the mod was released. This may have created more shock.
* video game was originally created with Noxid and GIRakaCHEEZER's 2x res hack in mind, but this idea was scrapped early on.
* video game's official showcase thread has a donation button, which has never been used.
* video game runs in 60 frames per second, as opposed to most Cave Story mods, which run at 50 frames per second.
* In video game, you start out with 5 health. This can be increased to a maximum of 99, simply by collecting hearts (or sleeping).
* One user has attempted a video game TAS (Tool-Assisted Speedrun).
* video game contains many intentional exploits for *Time Attack Mode.*