A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
![]() Storytime: Cucky's original SDL2 port work involved using SDL2's threading API to emulate the original WinAPI threading. I can't be assed with that stuff, so I used the same trick Cucky did for the Wii port, and hooked Organya up to the SDL2 audio callback. This actually opens up the possibility for perfectly-synchronised Organya playback. By that I mean, instead of needing a super low-latency audio callback, I can have the callback synchronise its audio mixing with Organya itself. I haven't done it yet, I plan to soon. |
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assets | ||
bin2h | ||
DoConfig | ||
external | ||
msvc2003 | ||
src | ||
.gitattributes | ||
.gitignore | ||
CMakeLists.txt | ||
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.