A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
![]() 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. |
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Cave Story Engine 2
Cave Story Engine is an in-progress decompilation of Cave Story (freeware release), ported from DirectX to SDL2.
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.