A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
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2019-05-05 15:00:50 +01:00
build_en/data Embed the fonts in the EXE 2019-05-05 14:03:16 +01:00
build_jp/data Embed the fonts in the EXE 2019-05-05 14:03:16 +01:00
DoConfig Tweak how FORCE_LOCAL_LIBS works 2019-05-05 14:19:40 +01:00
external Undid changes to external images 2019-05-02 19:27:30 +02:00
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.gitattributes Added .gitattributes for normalisation and normalized a few sources files to LF (from CRLF) 2019-05-03 12:27:11 +02:00
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CMakeLists.txt Tweak how FORCE_LOCAL_LIBS works 2019-05-05 14:19:40 +01:00
Makefile Embed the fonts in the EXE 2019-05-05 14:03:16 +01:00
README.md Point out that dependencies will be built if they're not present 2019-05-05 15:00:50 +01:00
screenshot.png [ImgBot] Optimize images 2019-05-02 11:25:59 +00:00

Cave Story Engine 2

Cave Story Engine 2 is a decompilation of Cave Story, ported from DirectX to SDL2.

Screenshot

Disclaimer

Cave Story Engine 2 is based off of the original freeware release by Studio Pixel, and is not based off of Nicalis' ports, and contains no extra features included in said ports (graphics, audio, and other changes).

Dependencies

Note: if these are not found, they will be built locally (CMake only)

  • SDL2
  • FreeType
  • FLTK

Building

CMake

This project primarily uses CMake, allowing it to be built with a range of compilers.

In this directory, create a directory called 'build', then switch to the command-line (Visual Studio users should open the Developer Command Prompt) and cd into it. After that, generate the files for your build system with:

cmake .. -DCMAKE_BUILD_TYPE=Release

You can also add the following flags:

  • -DJAPANESE=ON - Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
  • -DFIX_BUGS=ON - Fix bugs in the game (see src/Bug Fixes.txt)
  • -DNONPORTABLE=ON - Enable bits of code that aren't portable, but are what the original game used
  • -DFORCE_LOCAL_LIBS=ON - Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones

Then compile CSE2 with this command:

cmake --build . --config Release

If you're a Visual Studio user, you can open the generated CSE2.sln file instead.

Once built, the executables can be found in build_en or build_jp, depending on the selected language.

Makefile (deprecated)

Note: this requires pkg-config

Run 'make' in the base directory, preferably with some of the following settings:

  • RELEASE=1 - Compile a release build (optimised, stripped, etc.)
  • STATIC=1 - Produce a statically-linked executable (good for Windows builds, 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)
  • WINDOWS=1 - Enable Windows-only features like a unique file/taskbar icon, and system font loading (needed for the font setting in Config.dat to do anything)
  • RASPBERRY_PI=1 - Enable tweaks to improve performance on Raspberry Pis
  • NONPORTABLE=1 - Enable bits of code that aren't portable, but are what the original game used

Visual Studio .NET 2003

Project files for Visual Studio .NET 2003 are available in the 'msvc2003' directory.

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.

This option is strictly for checking the decompilation's accuracy; CMake should be preferred in all other situations.

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.