A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
Find a file
Clownacy 5712c4ad63 Use an appropriate usage specifier for glBufferData
Turns out DYNAMIC was so horribly wrong that it slaughtered the GPU
performance.
2019-08-09 15:58:58 +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 Reapply SDL2 modifications 2019-08-01 13:37:12 +00:00
msvc2003 Made Game.cpp ASM-accurate 2019-06-30 03:03:25 +01:00
src Use an appropriate usage specifier for glBufferData 2019-08-09 15:58:58 +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 Change references to OpenGL 2.1 to 3.2 2019-07-31 22:38:33 +00:00
Makefile Change references to OpenGL 2.1 to 3.2 2019-07-31 22:38:33 +00:00
README.md Change references to OpenGL 2.1 to 3.2 2019-07-31 22:38:33 +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
  • GLEW (if the OpenGL backend is selected) (not currently built with CMake)

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
  • -DRENDERER=OpenGL3 - Use the hardware-accelerated OpenGL 3.2 renderer
  • -DRENDERER=Texture - Use the hardware-accelerated SDL2 Texture API renderer (default)
  • -DRENDERER=Surface - Use the software-rendered SDL2 Surface API renderer
  • -DRENDERER=Software - Use a handwritten software renderer

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
  • RENDERER=OpenGL3 - Use the hardware-accelerated OpenGL 3.2 renderer
  • RENDERER=Texture - Use the hardware-accelerated SDL2 Texture API renderer (default)
  • RENDERER=Surface - Use the software-rendered SDL2 Surface API renderer
  • RENDERER=Software - Use a hand-written software renderer

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.