Found a way to build the library that doesn't involve a command line and
a MinGW make utility, so I switched to that instead. Also, this new
method produces _dynamic_ libraries, so that's a bonus.
Font.cpp wasn't a part of the original source code, so we don't need to
leave it unoptimised for accuracy. The font renderer is pretty
performance-intensive right now, so the optimisation should help with
that a little.
For those not in the know, Visual Studio 2003 was what Pixel used to
compile Cave Story. Getting this to compile in its original environment
goes a long way to ensuring this decompilation's accuracy, since it
allows us to check if the code creates the exact same assembly.
Since the decompilation doesn't include the original DirectX/WinAPI
backends yet, compatible SDL2 and Freetype .lib files are provided.