A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
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Clownacy a3bb651194 Change the audio backend API a little
AudioBackend_SetSoundPosition was very loosely-defined.
2019-09-04 03:16:33 +01:00
assets Merge branch 'accurate' into portable 2019-09-04 01:53:58 +01:00
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 Added missing GLEW headers 2019-08-15 18:45:45 +00:00
src Change the audio backend API a little 2019-09-04 03:16:33 +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 Merge branch 'master' into accurate 2019-08-25 20:35:01 +01:00
Makefile Merge branch 'accurate' into portable 2019-09-04 01:53:58 +01:00
README.md Add some readme stuff from the master branch 2019-09-04 01:55:38 +01:00
screenshot.png New screenshot 2019-09-01 19:00:42 +01:00

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

Dependencies

  • SDL2
  • FLTK
  • GLEW (if the OpenGL rendering backend is selected)

Building

Makefile

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 (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 ability to drag-and-drop save files onto the window
  • 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

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.