Scrub the enhanced branches from PHILOSOPHY.md
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@ -61,62 +61,3 @@ the subset of C99 that C++98 allows.
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I prefer compiler-specific code to be avoided, since more-portable code benefits
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I prefer compiler-specific code to be avoided, since more-portable code benefits
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all compilers, and keeps the codebase free of clutter.
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all compilers, and keeps the codebase free of clutter.
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# `enhanced-lite` branch
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This branch deviates the most from the `accurate` branch, focussing less on
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authenticity, and more on improving the base engine.
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## Goal
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This branch is intended to benefit modders, by providing a feature-rich base for
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mods, while still keeping the original game's 'feel' (think of the Boom project
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rather than Chocolate Doom or GZDoom).
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That said, I want to avoid the codebase becoming an over-engineered mess of
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seldom-used and niche features - only features with a strong reason to be
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included should be added.
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Priority features include ones that already exist in the modding community as
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"EXE hacks", such as...
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* Common custom TSC commands ('<MIM', '<PHY')
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* Custom weapons
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* A money system
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* The "Cave Story Mod Loader" (widescreen, support for Ogg Vorbis music)
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Note that such features should only be added if they see widespread use.
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## Target audience
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While this branch is meant as a base for mods, it is not intended for modders
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unfamiliar with programming. This means features that only exist to benefit
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non-programmers will not be accepted, as they will likely clutter the codebase,
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making it harder for programmers to make modifications.
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## Accuracy to the original source code
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Despite this branch being less accuracy-focussed, I still want modifications to
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the vanilla code to be minimal - that means no rewriting code to "look nicer" or
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add micro-optimisations.
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Keeping the vanilla code intact guarantees CSE2E will accurately-reproduce
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Cave Story's gameplay, avoiding an NXEngine-scenario where the game is riddled
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with inaccuracies, both small and large. This also has the benefit of making it
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easier to merge changes from the other branches.
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## Enhancements unrelated to modding
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Some features have made their way into this branch, despite not actually being
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of any direct use to modders - one example of this is the option to disable the
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pixel-alignment effect.
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The reason for allowing these features is that, while they are of no direct
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benefit to modders, they are of benefit _to players._ Thus, a mod with these
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features is better than a mod without them. Likewise, the input-rebinding menu
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falls under a similar use.
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The line is drawn when a feature comes at a _detriment_ to modders - for
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example, having an option to select an alternative soundtrack (such as the
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Nicalis ones) is nice for the player, but will complicate modding, as, if a mod
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includes custom music, the modder will either have to disable the soundtracks
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they don't support, or they'll have to create multiple versions of each song.
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# `enhanced` branch
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This branch is built upon the `enhanced-lite` branch, and follows similar ideals
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to said branch. However, this branch targets players rather than modders,
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allowing a greater range of features to be added.
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