![]() What is it with Pixel's official code, and relying on non-standard stuff? Even his PxTone library had portability issues. |
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assets | ||
bin2h | ||
DoConfig | ||
external | ||
msvc2003 | ||
src | ||
.gitattributes | ||
.gitignore | ||
CMakeLists.txt | ||
Makefile | ||
README.md | ||
screenshot.png |
This branch is still a work-in-progress - a lot of this readme is outdated.
All you really need to know is that this branch can only be compiled with MSVC2003 (and possibly newer versions), and that it has no outside dependencies.
This branch is focussed on accuracy, down to using the original DirectX code.
Cave Story Engine 2
Cave Story Engine 2 is a decompilation of Cave Story.
Building
Makefile
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 (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)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.