A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
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Build Status

Table of Contents

This repo has multiple branches:

Branch Description
accurate The main decompilation branch. The code intended to be as close to the original as possible, down to all the bugs and platform-dependencies.
portable This branch ports the engine to SDL2, and addresses numerous portability issues, allowing it to run on other platforms.
enhanced Based on the portable branch, this adds several enhancements to the engine, and makes it more accessible to modders.
emscripten Modifies the engine to build with Emscripten, allowing it to run in web browsers.
wii Ports the engine to the Nintendo Wii.

Cave Story Engine 2 (Portable)

Cave Story Engine 2 is a decompilation of Cave Story.

This branch migrates the engine from WinAPI to SDL2, and addresses numerous portability issues, allowing it to run on other platforms.

Screenshot

Background

In 2007, a Linux port of Cave Story was made by Peter Mackay and Simon Parzer. Details about it can be found in Peter's old blog. This port received an update in 2011, including two shiny new executables. What Peter and Simon didn't realise was that they left huge amounts of debugging information in these executables, including the names of every C++ source file, and the variables and functions they contained.

This was a goldmine of information about not just the game's inner-workings, but its source code. This alone made a decompilation viable, but it wasn't the only help we'd get...

When Pixel made Cave Story, he compiled the original Windows EXE with no optimisations. This left the generated assembly code extremely verbose and easy to read. It also made the code very decompiler-friendly, since the assembly could be mapped directly back to the original C(++) code.

A combination of easy-to-decompile code and a near-complete symbol list made much of the decompilation process a copy/paste job, but not all of the game would need decompiling, as some of Cave Story's source code would actually see the light of day...

In early 2018, the Organya music engine was released on GitHub by an old friend of Pixel's. On top of providing an insight into Pixel's coding style, this helped with figuring out one of the most complex parts of Cave Story's codebase.

It's because of these findings that a decompilation is possible: the Mario 64 decompilation project had a game that was built with no optimisations, the Devilution project was lucky enough to find a symbol list, so it's a miracle that we have both!

Many months of copypasting and tinkering later, here is the result.

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:

Name Function
-DJAPANESE=ON Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
-DFIX_BUGS=ON Fix various bugs in the game
-DDEBUG_SAVE=ON Re-enable the ability to drag-and-drop save files onto the window
-DBACKEND_RENDERER=OpenGL3 Use the hardware-accelerated OpenGL 3.2 renderer
-DBACKEND_RENDERER=OpenGLES2 Use the hardware-accelerated OpenGL ES 2.0 renderer
-DBACKEND_RENDERER=SDLTexture Use the hardware-accelerated SDL2 Texture API renderer (default)
-DBACKEND_RENDERER=SDLSurface Use the software-rendered SDL2 Surface API renderer
-DBACKEND_RENDERER=Software Use the handwritten software renderer
-DBACKEND_AUDIO=SDL2 Use the SDL2-driven software audio-mixer
-DBACKEND_AUDIO=miniaudio Use the miniaudio-driven software audio-mixer
-DLTO=ON Enable link-time optimisation
-DMSVC_LINK_STATIC_RUNTIME=ON Link the static MSVC runtime library
-DFORCE_LOCAL_LIBS=ON Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones

You can pass your own compiler flags with -DCMAKE_C_FLAGS and -DCMAKE_CXX_FLAGS.

You can 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 can be found in the game_english/game_japanese folder, depending on the selected language.

Makefile

Note: this requires pkg-config

Run 'make' in this folder, preferably with some of the following settings:

Name Function
JAPANESE=1 Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
FIX_BUGS=1 Fix various bugs in the game
DEBUG_SAVE=1 Re-enable the ability to drag-and-drop save files onto the window
BACKEND_RENDERER=OpenGL3 Use the hardware-accelerated OpenGL 3.2 renderer
BACKEND_RENDERER=OpenGLES2 Use the hardware-accelerated OpenGL ES 2.0 renderer
BACKEND_RENDERER=SDLTexture Use the hardware-accelerated SDL2 Texture API renderer (default)
BACKEND_RENDERER=SDLSurface Use the software-rendered SDL2 Surface API renderer
BACKEND_RENDERER=Software Use the hand-written software renderer
BACKEND_AUDIO=SDL2 Use the SDL2-driven software audio-mixer
BACKEND_AUDIO=miniaudio Use the miniaudio-driven software audio-mixer
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)
WINDOWS=1 Build for Windows

You can pass your own compiler flags by defining CFLAGS and CXXFLAGS.

Once built, the executables can be found in the game_english/game_japanese folder, depending on the selected language.

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.