A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
![]() All the broken stuff just happened to work on 32-bit, but would cause MinGW-w64 to explode if you tried building as 64-bit. I guess thanks to Microsoft keeping the basic C int types the same size in 64-bit as they were in 32-bit, this branch compiles as 64-bit just fine, despite Cave Story's many int-size dependencies. |
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assets | ||
devilution | ||
src | ||
.gitattributes | ||
.gitignore | ||
CSE2.sln | ||
CSE2.vcproj | ||
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.