Merge pull request #12 from Clownacy/master

Makefile, readme, and NPC000 improvements
This commit is contained in:
Cucky 2019-01-26 11:07:22 -05:00 committed by GitHub
commit 0d8179e98c
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 114 additions and 104 deletions

View file

@ -1,19 +1,18 @@
RELEASE = 0
ifeq ($(RELEASE), 0)
CXXFLAGS := -O0 -g -static -mconsole
FILENAME := debug
else
CXXFLAGS := -O3 -s -static
ifeq ($(RELEASE), 1)
CXXFLAGS := -O3 -s
FILENAME := release
else
CXXFLAGS := -O0 -g -mconsole
FILENAME := debug
endif
ifeq ($(JAPANESE), 1)
CXXFLAGS += -DJAPANESE
ifeq ($(RELEASE), 0)
FILENAME := debugjp
else
LIBS += -liconv
ifeq ($(RELEASE), 1)
FILENAME := releasejp
else
FILENAME := debugjp
endif
endif
@ -22,7 +21,12 @@ CXXFLAGS += -DFIX_BUGS
endif
CXXFLAGS += `sdl2-config --cflags` `pkg-config freetype2 --cflags`
LIBS += `sdl2-config --static-libs` -lfreetype -lharfbuzz -lfreetype -lbz2 -lpng -lz -lgraphite2 -lRpcrt4 -lDwrite -lusp10 -liconv
LIBS += `sdl2-config --static-libs` `pkg-config freetype2 --libs`
ifeq ($(STATIC), 1)
CXXFLAGS += -static
LIBS += -lharfbuzz -lfreetype -lbz2 -lpng -lz -lgraphite2 -lRpcrt4 -lDwrite -lusp10
endif
# For an accurate result to the original's code, compile in alphabetical order
SOURCES = \
@ -130,9 +134,9 @@ endif
OBJECTS = $(addprefix obj/$(FILENAME)/, $(addsuffix .o, $(SOURCES)))
all: build/$(FILENAME).exe
all: build/$(FILENAME)
build/$(FILENAME).exe: $(OBJECTS)
build/$(FILENAME): $(OBJECTS)
@mkdir -p $(@D)
@g++ $(CXXFLAGS) $^ -o $@ $(LIBS)
@echo Finished compiling: $@
@ -147,12 +151,12 @@ obj/$(FILENAME)/Resource.o: src/Resource.cpp $(addprefix src/Resource/, $(addsuf
@echo Compiling $<
@g++ $(CXXFLAGS) $< -o $@ -c
src/Resource/%.h: res/% obj/bin2h.exe
src/Resource/%.h: res/% obj/bin2h
@mkdir -p $(@D)
@echo Converting $<
@obj/bin2h.exe $< $@
@obj/bin2h $< $@
obj/bin2h.exe: res/bin2h.c
obj/bin2h: res/bin2h.c
@mkdir -p $(@D)
@echo Compiling $^
@gcc -O3 -s -static $^ -o $@

View file

@ -1,20 +1,22 @@
# Cave Story Engine 2
I'm rewriting Cave Story Engine from scratch, to be more accurate than before!
Cave Story Engine is a recompilation of Cave Story (freeware release), also porting it from DirectX to SDL2
Cave Story Engine is an in-progress decompilation of Cave Story (freeware release), ported from DirectX to SDL2.
![Screenshot](screenshot.png)
How to build:
## Dependencies
Create "build" directory
This project currently depends on SDL2 and Freetype2.
cd to the base directory,
## Building
make (RELEASE=1 for release build)
Just run 'make' in the base directory, preferably with some of the following optional settings:
* RELEASE=1 to compile a release build (optimised, stripped, etc.)
* STATIC=1 to produce a statically-linked executable (good for Windows builds)
* JAPANESE=1 to enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
* FIX_BUGS=1 to fix certain bugs (see [src/Bug Fixes.txt](https://github.com/cuckydev/Cave-Story-Engine-2/blob/master/src/Bug%20Fixes.txt))
## Licensing
JAPANESE=1 to enable certain Japanese differences
FIX_BUGS=1 to fix certain bugs (see src/Bug Fixes.txt)
Being a decompilation, the majority of the code in this project belongs to Daisuke "Pixel" Amaya - not us. We've yet to agree on a license for our own code.

View file

@ -43,23 +43,23 @@ bool LoadEvent(char *path_event)
{
char path[PATH_LENGTH];
sprintf(path, "%s/%s", gDataPath, path_event);
SDL_RWops *fp = SDL_RWFromFile(path, "rb");
if (!fp)
return false;
//Read "PXE" check
char code[4];
fp->read(fp, code, 1, 4);
if (memcmp(code, gPassPixEve, 3))
return false;
//Get amount of npcs
//Get amount of NPCs
int count = SDL_ReadLE32(fp);
//Load npcs
//Load NPCs
memset(gNPC, 0, sizeof(gNPC));
int n = 170;
for (int i = 0; i < count; i++)
{
@ -71,7 +71,7 @@ bool LoadEvent(char *path_event)
eve.code_event = SDL_ReadLE16(fp);
eve.code_char = SDL_ReadLE16(fp);
eve.bits = SDL_ReadLE16(fp);
//Set NPC parameters
if (eve.bits & npc_altDir)
gNPC[n].direct = 2;
@ -86,7 +86,7 @@ bool LoadEvent(char *path_event)
gNPC[n].bits |= gNpcTable[gNPC[n].code_char].bits;
gNPC[n].exp = gNpcTable[gNPC[n].code_char].exp;
SetUniqueParameter(&gNPC[n]);
//Check flags
if (gNPC[n].bits & npc_appearSet)
{
@ -102,11 +102,11 @@ bool LoadEvent(char *path_event)
{
gNPC[n].cond = 0x80;
}
//Increase index
n++;
}
return true;
}
@ -144,7 +144,7 @@ void SetDestroyNpChar(int x, int y, int w, int num)
int offset_y = Random(-wa, wa) << 9;
SetNpChar(4, x + offset_x, offset_y + y, 0, 0, 0, NULL, 0x100);
}
//Flash effect
//SetCaret(x, y, 12, 0);
}
@ -159,7 +159,7 @@ void SetDestroyNpCharUp(int x, int y, int w, int num)
int offset_y = Random(-wa, wa) << 9;
SetNpChar(4, x + offset_x, offset_y + y, 0, 0, 1, NULL, 0x100);
}
//Flash effect
//SetCaret(x, y, 12, 0);
}
@ -171,7 +171,7 @@ void SetExpObjects(int x, int y, int exp)
if (!gNPC[n].cond)
{
memset(&gNPC[n], 0, sizeof(NPCHAR));
int sub_exp = 0;
if (exp < 20)
{
@ -194,7 +194,7 @@ void SetExpObjects(int x, int y, int exp)
exp -= 20;
sub_exp = 20;
}
gNPC[n].cond |= 0x80u;
gNPC[n].direct = 0;
gNPC[n].code_char = 1;
@ -222,10 +222,10 @@ bool SetBulletObject(int x, int y, int val)
else
tamakazu_ari[t] = 0;
}
if (!t)
return false;
int n = Random(1, 10 * t);
int bullet_no = tamakazu_ari[n % t];
for (n = 0x100; n < NPC_MAX; n++)
@ -245,7 +245,7 @@ bool SetBulletObject(int x, int y, int val)
return true;
}
}
return false;
}
@ -267,7 +267,7 @@ bool SetLifeObject(int x, int y, int val)
return true;
}
}
return false;
}
@ -294,7 +294,7 @@ void PutNpChar(int fx, int fy)
if (gNPC[n].cond & 0x80)
{
int8_t a;
if (gNPC[n].shock)
{
a = 2 * ((gNPC[n].shock >> 1) & 1) - 1;
@ -308,13 +308,13 @@ void PutNpChar(int fx, int fy)
gNPC[n].damage_view = 0;
}
}
int side;
if (gNPC[n].direct)
side = gNPC[n].view.back;
else
side = gNPC[n].view.front;
PutBitmap3(
&grcGame,
(gNPC[n].x - side) / 0x200 - fx / 0x200 + a,

View file

@ -10,14 +10,18 @@
//Null
void ActNpc000(NPCHAR *npc)
{
RECT rect[1];
rect[0] = {0x00, 0x00, 0x10, 0x10};
if (!npc->act_no)
{
npc->act_no = 1;
if (npc->direct == 2)
npc->y += 0x2000;
}
npc->rect = {0, 0, 16, 16};
npc->rect = rect[0];
}
//Experience
@ -31,34 +35,34 @@ void ActNpc001(NPCHAR *npc)
//Set state
npc->act_no = 1;
npc->ani_no = Random(0, 4);
//Random speed
npc->xm = Random(-0x200, 0x200);
npc->ym = Random(-0x400, 0);
//Random direction (reverse animation or not)
if (Random(0, 1) != 0)
npc->direct = 0;
else
npc->direct = 2;
}
//Gravity
if (npc->flag & 0x100)
npc->ym += 21;
else
npc->ym += 42;
//Bounce off walls
if (npc->flag & 1 && npc->xm < 0)
npc->xm = -npc->xm;
if (npc->flag & 4 && npc->xm > 0)
npc->xm = -npc->xm;
//Bounce off ceiling
if (npc->flag & 2 && npc->ym < 0)
npc->ym = -npc->ym;
//Bounce off floor
if (npc->flag & 8)
{
@ -66,7 +70,7 @@ void ActNpc001(NPCHAR *npc)
npc->ym = -0x280;
npc->xm = 2 * npc->xm / 3;
}
//Play bounce song (and try to clip out of floor if stuck)
if (npc->flag & 0xD)
{
@ -78,7 +82,7 @@ void ActNpc001(NPCHAR *npc)
{
npc->count2 = 0;
}
//Limit speed
if (npc->xm < -0x5FF)
npc->xm = -0x5FF;
@ -96,23 +100,23 @@ void ActNpc001(NPCHAR *npc)
{
//Set state
npc->act_no = 1;
//Set random speed
npc->ym = Random(-0x80, 0x80);
npc->xm = Random(0x7F, 0x100);
}
//Blow to the left
npc->xm -= 8;
//Destroy when off-screen
if (npc->x <= 0x9FFF)
npc->cond = 0;
//Limit speed (except pixel applied it to the X position)
if (npc->x < -0x5FF)
npc->x = -0x5FF;
//Bounce off walls
if (npc->flag & 1)
npc->xm = 0x100;
@ -121,11 +125,11 @@ void ActNpc001(NPCHAR *npc)
if (npc->flag & 8)
npc->ym = -0x40;
}
//Move
npc->x += npc->xm;
npc->y += npc->ym;
//Get framerects
RECT rect[6];
rect[0] = {0x00, 0x10, 0x10, 0x20};
@ -134,12 +138,12 @@ void ActNpc001(NPCHAR *npc)
rect[3] = {0x30, 0x10, 0x40, 0x20};
rect[4] = {0x40, 0x10, 0x50, 0x20};
rect[5] = {0x50, 0x10, 0x60, 0x20};
RECT rcNo = {0, 0, 0, 0};
//Animate
++npc->ani_wait;
if (npc->direct)
{
if (npc->ani_wait > 2)
@ -155,9 +159,9 @@ void ActNpc001(NPCHAR *npc)
if (++npc->ani_no > 5)
npc->ani_no = 0;
}
npc->rect = rect[npc->ani_no];
//Size
if (npc->act_no)
{
@ -171,14 +175,14 @@ void ActNpc001(NPCHAR *npc)
npc->rect.top += 32;
npc->rect.bottom += 32;
}
npc->act_no = 1;
}
//Delete after 500 frames
if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2)
npc->cond = 0;
//Blink after 400 frames
if (npc->count1 > 400)
{
@ -208,18 +212,18 @@ void ActNpc002(NPCHAR *npc)
rcUp[4] = {96, 24, 128, 48};
rcUp[5] = {128, 24, 160, 48};
rcUp[6] = {160, 24, 192, 48};
//Turn when touching a wall
if (npc->flag & 1)
npc->direct = 2;
else if (npc->flag & 4)
npc->direct = 0;
switch (npc->act_no)
{
case 1: //Shot
npc->xm = 7 * npc->xm / 8;
if (++npc->count1 > 40)
{
if (npc->shock)
@ -242,19 +246,19 @@ void ActNpc002(NPCHAR *npc)
npc->xm = 0x400;
else
npc->xm = -0x400;
if (++npc->count1 > 200)
{
npc->act_no = 0;
npc->damage = 1;
}
if (++npc->ani_wait > 5)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
npc->ani_no = 5;
break;
@ -263,16 +267,16 @@ void ActNpc002(NPCHAR *npc)
npc->xm = 0x100;
else
npc->xm = -0x100;
if (++npc->ani_wait > 8)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 3)
npc->ani_no = 0;
if (npc->shock)
{
npc->count1 = 0;
@ -281,16 +285,16 @@ void ActNpc002(NPCHAR *npc)
}
break;
}
//Gravity
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
//Move
npc->x += npc->xm;
npc->y += npc->ym;
//Set framerect
if (npc->direct)
npc->rect = rcUp[npc->ani_no];
@ -303,7 +307,7 @@ void ActNpc003(NPCHAR *npc)
{
if (++npc->count1 > 100)
npc->cond = 0;
npc->rect = {0, 0, 0, 0};
}
@ -312,7 +316,7 @@ void ActNpc004(NPCHAR *npc)
{
RECT rcLeft[8];
RECT rcUp[8];
rcLeft[0] = {16, 0, 17, 1};
rcLeft[1] = {16, 0, 32, 16};
rcLeft[2] = {32, 0, 48, 16};
@ -330,13 +334,13 @@ void ActNpc004(NPCHAR *npc)
rcUp[5] = {48, 128, 64, 144};
rcUp[6] = {64, 128, 80, 144};
rcUp[7] = {80, 128, 96, 144};
if (npc->act_no)
{
//Slight drag
npc->xm = 20 * npc->xm / 21;
npc->ym = 20 * npc->ym / 21;
//Move
npc->x += npc->xm;
npc->y += npc->ym;
@ -350,20 +354,20 @@ void ActNpc004(NPCHAR *npc)
npc->xm = GetCos(deg) * Random(0x200, 0x5FF) / 0x200;
npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200;
}
//Set state
npc->ani_no = Random(0, 4);
npc->ani_wait = Random(0, 3);
npc->act_no = 1;
}
//Animate
if (++npc->ani_wait > 4)
{
npc->ani_wait = 0;
npc->ani_no++;
}
//Set framerect
if (npc->ani_no < 8)
{
@ -390,24 +394,24 @@ void ActNpc005(NPCHAR *npc)
rcLeft[0] = {0, 48, 16, 64};
rcLeft[1] = {16, 48, 32, 64};
rcLeft[2] = {32, 48, 48, 64};
rcRight[0] = {0, 64, 16, 80};
rcRight[1] = {16, 64, 32, 80};
rcRight[2] = {32, 64, 48, 80};
switch (npc->act_no)
{
case 0: //Init
npc->y += 0x600;
npc->act_no = 1;
case 1: //Waiting
//Look at player
if (npc->x <= gMC.x)
npc->direct = 2;
else
npc->direct = 0;
//Open eyes near player
if (npc->act_wait < 8 || npc->x - 0xE000 >= gMC.x || npc->x + 0xE000 <= gMC.x || npc->y - 0xA000 >= gMC.y || npc->y + 0xA000 <= gMC.y)
{
@ -419,7 +423,7 @@ void ActNpc005(NPCHAR *npc)
{
npc->ani_no = 1;
}
//Jump if attacked
if (npc->shock)
{
@ -427,7 +431,7 @@ void ActNpc005(NPCHAR *npc)
npc->ani_no = 0;
npc->act_wait = 0;
}
//Jump if player is nearby
if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
{
@ -436,18 +440,18 @@ void ActNpc005(NPCHAR *npc)
npc->act_wait = 0;
}
break;
case 2: //Going to jump
if (++npc->act_wait > 8)
{
//Set jump state
npc->act_no = 3;
npc->ani_no = 2;
//Jump
npc->ym = -0x5FF;
PlaySoundObject(30, 1);
//Jump in facing direction
if (npc->direct)
npc->xm = 0x100;
@ -455,7 +459,7 @@ void ActNpc005(NPCHAR *npc)
npc->xm = -0x100;
}
break;
case 3: //Jumping
//Land
if (npc->flag & 8)
@ -468,16 +472,16 @@ void ActNpc005(NPCHAR *npc)
}
break;
}
//Gravity
npc->ym += 64;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
//Move
npc->x += npc->xm;
npc->y += npc->ym;
//Set framerect
if (npc->direct)
npc->rect = rcRight[npc->ani_no];