37 lines
1.4 KiB
Markdown
37 lines
1.4 KiB
Markdown
# Cave Story Engine 2 (portable)
|
|
|
|
Cave Story Engine 2 is a decompilation of Cave Story.
|
|
|
|
This branch migrates the engine from WinAPI to SDL2, and addresses numerous portability issues, allowing it to run on other platforms.
|
|
|
|

|
|
|
|
## Dependencies
|
|
|
|
* SDL2
|
|
* FLTK
|
|
* GLEW (if the OpenGL rendering backend is selected)
|
|
|
|
|
|
## Building
|
|
|
|
### Makefile
|
|
|
|
*Note: this requires pkg-config*
|
|
|
|
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](src/Bug%20Fixes.txt))
|
|
* `WINDOWS=1` - Build for Windows
|
|
* `DEBUG_SAVE=1` - Re-enable the ability to drag-and-drop save files onto the window
|
|
* `RENDERER=OpenGL3` - Use the hardware-accelerated OpenGL 3.2 renderer
|
|
* `RENDERER=Texture` - Use the hardware-accelerated SDL2 Texture API renderer (default)
|
|
* `RENDERER=Surface` - Use the software-rendered SDL2 Surface API renderer
|
|
* `RENDERER=Software` - Use a hand-written software renderer
|
|
|
|
## 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.
|