A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
Find a file
Clownacy 4f7db164d6 Overhauled graphics system
Along with being more accurate to the original, this fixes switching out
of fullscreen causing textures to disappear. This was caused by DirectX
destroying textures that are marked as render-targets when a device-loss
occurs. SDL2 doesn't do anything to recover them, unlike regular
textures, so my solution is just to avoid render-target textures
entirely.

On the upside, this should make drawing text to surfaces much faster,
since we're not reading back bitmaps from the GPU.
2019-01-30 21:07:47 +00:00
build bullet 2019-01-30 16:03:10 -05:00
res Fixed incorrect format specifier in bin2h 2019-01-29 14:20:23 +00:00
src Overhauled graphics system 2019-01-30 21:07:47 +00:00
.gitignore added npc 006, and uhhhhhhhhhhh changed gitignore idkidkidk 2019-01-26 10:47:12 -05:00
Makefile bullet 2019-01-30 16:03:10 -05:00
README.md Improved README 2019-01-26 15:48:50 +00:00
screenshot.png changed screenshot 2019-01-28 15:32:09 -05:00

Cave Story Engine 2

Cave Story Engine is an in-progress decompilation of Cave Story (freeware release), ported from DirectX to SDL2.

Screenshot

Dependencies

This project currently depends on SDL2 and Freetype2.

Building

Just run 'make' in the base directory, preferably with some of the following optional settings:

  • RELEASE=1 to compile a release build (optimised, stripped, etc.)
  • STATIC=1 to produce a statically-linked executable (good for Windows builds)
  • JAPANESE=1 to enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
  • FIX_BUGS=1 to fix certain bugs (see src/Bug Fixes.txt)

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.