“4) Fix SW’s compatibility issues with CE.” - Andwhyisit, 2009
Note: It is Not recommended to use Sue's workshop for Cave Story modding in any capacity! The program can and will corrupt your cave story executable, especially if used in tandem with other editors. The page and instructions are still here for archival purposes only.
Sue’s Workshop is a defunct tool created in 2006 by Benjamin Schulte, also known as ProfEich. The tool was abandoned in 2007, and updates were planned to be released by ex-CSTSF admin S.P. Gardebiter but this new version never came to fruition. The tool was also packaged in the old version of the “Cave Story Deluxe Package” on the Tribute Site.
Download (Version 0.3A).
Forum Thread Link (ProfEich) (Download link on the page doesn’t work.)
Forum Thread Link (S.P. Gardebiter) (It should be noted this thread leads to the “New Version” thread started by S.P. Gardebiter. This thread is added for archival purposes.)
Sue’s Workshop has a few primitive tools and key features that make it a useful program for modifying maps and scripts from the original Cave Story. It should be noted to begin that because of the nature of Sue’s Workshop the editor has been considered largely outdated and out-performed by more fleshed out editors such as Cave Editor and Booster’s Lab. Sue’s Workshop is an acceptable editor for vanilla Cave Story but the editor has been known to corrupt mods with custom tilesets as well as having compatibility issues with Cave Editor and Booster’s Lab, editors that are compatible with each other.
When you open the editor, press the File subtab, Load Game, and then click on your desired executable to load up. Only vanilla Cave Story executables that have not been touched by Cave Editor and Booster’s Lab and executables without custom tilesets will load properly.
Inside the program once loaded will show the Main interface, and from there you can access other subtabs, the Map editor interface, and the Script editor interface. Sue’s Workshop Main interface Sample 2
In the Main interface of Sue’s Workshop is where you will perform your work and open other menus to access different features. There are four sub tabs up top and the list of stages. (Each bullet layer represents its respective layer in the UI)
0, 1, 2, 5, 40, 41, 42, 43, 46, 50, 51, 52, 53, 54, 55, 56, 60, 62, 70, 71, 72, 73, 74, 75, 76, 77, 80, 81, 82, 83, A0, A1, A2, A3, and FF.
The feature had one quirk in that you could select and modify multiple tile hex values at once.Run: This feature simply ran the game from the editor without having to close out of it, allowing for changes to be made more quickly in the editor.
[image needed] SW Map editor interface sample image, showing multiple maps loaded
Upon loading a map you will be greeted with another window for the map that you can zoom in or zoom out. There are several handy features with the Map editor that allow for ease of access across multiple maps and utilizing their windows:
The Window: Sue’s Workshop’s window sports a decently robust editor: with the ability to load multiple maps at once, allowing for an increased efficiency if one wishes to cross reference the design of several maps or needs to find the opening/exit to a TRA command. These windows can be minimized and kept at the bottom of the tray for later use. The windows can also be expanded outside of the workspace, adding scroll bars and giving once more space to move around their workspace-collage of maps waiting to be edited. It should be noted however that the 3rd mouse button and scroll wheel do not achieve any functions in the Map Editor interface. At the bottom of the page, your cursor’s coordinates and information on entities will be displayed when hovered over (the latter only on Entity edit mode).
Inside the Map editor interface are several options at the very top that lead different functions:
[image needed] SW’s tile set sheet, with an elongated sub-window
After this the editor has two modes for editing tiles and entities.
Map Edit Mode: Switches the editor to edit tiles only.
Inside this Map Edit mode, only tiles can be edited and right below the sub tabs will be your tileset sheet. This sheet’s sub-window can be lengthened up and down to accommodate your needs.
Rectangle Mode: A more meticulous tool that allows you to place down specific rectangles of objects from the tile sheet.
[image needed] SW gif showing the difference between tile and entity edits
Shown here is the difference between tile edit and entity edit mode. Tile edit has the pen and rectangle modes, meanwhile entity edit has add one and many NPCs, as well as edit entities.
Entity Edit Mode: Switches the editor to edit entities only. In this mode entities will be displayed with their event number, but there is no numbered limit, meaning modders will not know if they’ve hit the entity cap (of 255) without manually counting. As well, entities are highlighted with a white square, and entities with FlagID’s will be highlighted yellow.
This mode will allow you to only edit entities, their properties, and positions. You can also right click the map to move an entity to the back or front of a stack of entities. You cannot check the entities individually in a stack, only whatever is in the front. These stacked entities will have red lettering and the number of entities in the stack (i.e.: “2x” for 2 entities). When clicking on an entity you can perform several actions:
Sprite: This basic option lets you choose what NPC the entity becomes. This feature is extremely basic compared to other editors and requires the exact sprite number. [image needed] SW Flag/FlagID window, it’s very basic.
[image needed] SW’s Script interface on top of the Map interface.
The third and final interface of Sue’s Workshop, this feature exists on its own window, but its size can be toggled and minimized to share its space with your other maps and scripts on your workspace. The Script interface’s layout is very basic and doesn’t provide any other features besides script editing. Unlike its contemporaries, CE and BL, there is no command list nor prompts to assist modders on how to set up commands, so much of your work will be guesswork or copying commands and lines from other lines without proficient understanding.
When right-clicking, basic undo (no redo), select all, cut, copy, paste, and delete functions are present, something Cave Editor and Booster’s Lab do not have. You can also open IME (Input Method Editors) but it does not seem to function. As well, buttons for showing and inserting Unicode characters, as well as “reconversion” under IME have not been implemented and only exist as placeholders in the right-click menu. You can also change the script to be read right-to-left instead of the usual left-to-right, a feature unique to SW.
The Script editor interface has a very basic layout, no extraneous functions or features exist, and the format does not warn modders of text boxes trailing outside the 26 to 35 character limit nor warns them of commands not being inputted properly. The interface’s background and text color are also close to one another, and with no variation in command and text colors, figuring out what to edit can be confusing and one can lose track of where they were fast.
SW but the exe is corrupted.
The editor doesn’t have many notable bugs due to its lack of features, so few errors will show up if at all.
Sue’s workshop has been infamous for having compatibility issues with other editors like Cave Editor and Booster’s Lab. Even if you make no changes, if you save once in CE or BL, the exe will not load in SW. The exe will be permanently corrupted if opened in SW and then attempted to be re-opened in another editor.