A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
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Clownacy 3ef9b67b1d Replaced a lot of Draw.cpp with a software renderer
Also fixed the SDL_Window not being freed. This commit's a bit of a
blob, since I made a bunch of tweaks to Draw.cpp while adding the new
renderer. Don't worry though, I'll add the hardware accelerated code
back again soon. In fact, I've got an idea on how to make it even
faster, while still being able to survive render target losses.

Hopefully this software renderer will come in handy for the Wii U
port: its SDL2 port's hardware acceleration is broken, and the
SDL_Surface API is too slow.
2019-07-15 11:41:40 +01:00
assets Now the build output directory is generated completely 2019-06-17 19:13:29 +00:00
bin2h Fix mystery CMake error 2019-06-16 19:33:30 +00:00
DoConfig Fixed DoConfig 2019-06-28 18:51:28 +01:00
external Undid changes to external images 2019-05-02 19:27:30 +02:00
msvc2003 Made Game.cpp ASM-accurate 2019-06-30 03:03:25 +01:00
src Replaced a lot of Draw.cpp with a software renderer 2019-07-15 11:41:40 +01:00
.gitattributes Added .gitattributes for normalisation and normalized a few sources files to LF (from CRLF) 2019-05-03 12:27:11 +02:00
.gitignore Now the build output directory is generated completely 2019-06-17 19:13:29 +00:00
CMakeLists.txt CMake fixes 2019-06-21 02:45:16 +01:00
Makefile Fixes for non-MSVC2003 builds 2019-06-20 20:46:03 +01:00
README.md README tweaks 2019-06-17 19:19:14 +00:00
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

Dependencies

Note: with CMake, if these are not found, they will be built locally

  • SDL2
  • FreeType
  • FLTK

Building

CMake

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

In this folder, create another folder 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 and assets can be found in the newly-generated game folder.

Makefile (deprecated)

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 (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' 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.

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.