If you're not familiar with Cave Story, you should be. It's a fantastic game, and free, to boot! By the time anybody stumbles across this page, it'll probably be out on Wiiware, too, which is good news for all you Wii owners.
To use these, save them as "Profile.dat" in your Cave Story folder. Note that this'll overwrite whatever your current savegame is, so make backups if that bothers you. I should also point out that these savegames were created using the Linux version of the game. I'm guessing that they're compatible with the savegames from other platforms as well, but I can't be 100% positive about that.
|Polar Star (heh)|
|(Click the images to download the savefiles)|
I actually also put together a little "cheating" savegame, if anyone's interested, which will start you out at the very beginning of the game with the following: Spur, Snake, Machine Gun, Blade, Super Missile (with 30 missiles), 50 health, the Arms Barrier, Turbocharge, Booster v2.0, and Whimsical Star. You can download that one here: cheating.dat. Enjoy! Disclaimer: I have no idea how this will end up interacting with the rest of the game, down the line. I only played it pretty briefly. It was pretty fun just storming through the Egg Chamber, though.
When I say "short" I mean an integer that's two bytes long. When I say "int" I mean an integer that's four bytes long. It's also worth noting that for weapon slots and inventory, the game will apparently just continue to load in weapons/items until it gets a zero for the weapon/item type. While playing around with stuff, I was able to actually give myself all weapons at the same time, and have enough items to start overwriting bits of the screen that they're not really supposed to. I don't recommend doing that. For instance, If you give yourself at least nine weapons, the ninth weapon slot actually overlaps the first inventory slot in the file (the file is fixed-length), so if you give yourself a ninth weapon of the Bubbler, that'll suddenly make the ID Card appear in your inventory. As the weapon changes in level, etc, your inventory slots will keep changing as well. I'm not sure if anything else is used inbetween the fifth weapon slot and the beginning of the inventory, so you'd best just stick with five.
(Note too that it's possible my Cheating savegame could cause problems. For instance, you can still go pick up the Polar Star right at the beginning, and it'll be added as a sixth weapon. It's possible that doing so is inadvertantly setting some other game flags which could have strange results later in the game.)
(Also note that this is clearly not the entire file. This is just as far as I got before losing interest. I can't think of anything else I'd really want to be able to modify in a savegame, anyway.)
|0x1E||short||Whimsical Stars currently active (zero through three)|
First Weapon Slot
Each weapon slot takes up five ints, for a total of twenty bytes.
|0x4C||5 ints||Second Weapon Slot (see above)|
|0x60||5 ints||Third Weapon Slot (see above)|
|0x74||5 ints||Fourth Weapon Slot (see above)|
|0x88||5 ints||Fifth Weapon Slot (see above)|
First Inventory Slot
Inventory seems to be just a string of integers. Inventory has six columns, and four or five rows (see above for why I'm not sure what the actual limit is). Note that merely having an item like Booster v2.0 or Whimsical Star doesn't automatically make it active (even though I don't think Whimsical Star needs to be activated when you get it during the actual game). Arms Barrier and Tubocharge seem to be automatically active if they're in your inventory, though. Go figure.
That's about it for now, I think. I'll probably end up creating a little configuration program for Linux, so that Linux users don't have to use a hex editor to change resolution, fullscreen settings, etc. We'll see if that ever gets done, though.
Let me know if you've got questions, comments, or barrels of money you'd like to send my way.