A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
![]() I really need to test thing before I commit them. The library linkage things are because MinGW-w64 on Linux is case-sensitive. Unfortunately, Linux windres seems to have a problem with Windows-style directory separators, so if you try building on Linux, you'll have to convert CSE2.rc to use forward-slashes. I'd make a commit that does this, but I'm pretty sure MSVC2003 will just revert it automatically. |
||
---|---|---|
assets | ||
bin2h | ||
DoConfig | ||
external | ||
msvc2003 | ||
src | ||
.gitattributes | ||
.gitignore | ||
CMakeLists.txt | ||
Makefile | ||
README.md | ||
screenshot.png |
Cave Story Engine 2
Cave Story Engine 2 is a decompilation of Cave Story.
Building
Makefile (MinGW-w64)
Run 'make' in this folder, preferably with some of the following settings:
RELEASE=1
- Compile a release build (optimised, stripped, etc.)STATIC=1
- Produce a statically-linked executable (so you don't need to bundle DLL files)JAPANESE=1
- Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)FIX_BUGS=1
- Fix bugs in the game (see src/Bug Fixes.txt)DEBUG_SAVE=1
- Re-enable the dummied-out 'Debug Save' option, and the ability to drag-and-drop save files onto the window
Visual Studio .NET 2003
Project files for Visual Studio .NET 2003 are available in the 'msvc2003' folder.
Visual Studio .NET 2003 was used by Pixel to create the original Doukutsu.exe
, so these project files allow us to check the accuracy of the decompilation by comparing the generated assembly code to that of the original executable.
Licensing
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.