A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
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Clownacy ac465d29b4 Mean CMake dependency overhaul
I'm taking a page from Dolphin's book, and including copies of each
dependency's source code. This combines the ease of use of including
pre-built libraries instead of needing to navigate a package manager
 - as is (or was) the case for MSVC - with the portability of using
packages. Granted, this method's more of a jack of all trades,
master of none, since it's *less* user-friendly than prebuilt
packages (compilation times), and you don't get the per-distro
compatibility fixes you'd get from a package manager.

You can still use system libs if you want. In fact, it's still the
default behaviour: compiling the libs manually is just a fallback.
I'll add an option to force-enable this soon, however, since it's a
nicer way to produce static MSYS2 builds than the hackish nightmare
that I was using before. Not to mention, having my own copy of the
sources means I can provide my own fixes and tweaks your package
manager may not. For example, I can combine MSYS2's FreeType
subpixel rendering with vcpkg's fix for SDL2 exporting its symbols
in static builds.
2019-04-26 01:52:02 +01:00
build_en Added data folders from vanilla Cave Story 2019-04-20 18:17:11 +01:00
build_jp Added data folders from vanilla Cave Story 2019-04-20 18:17:11 +01:00
DoConfig Made DoConfig not reset the font to Courier New when it saved 2019-04-20 18:08:34 +01:00
external Mean CMake dependency overhaul 2019-04-26 01:52:02 +01:00
msvc Added DoConfig (clone, not a decompilation) 2019-04-20 04:43:38 +01:00
res Okay, forget all that. Generating an output folder was stupid. 2019-04-14 18:25:12 +01:00
src Added some missing headers 2019-04-26 01:41:36 +01:00
.gitignore Added data folders from vanilla Cave Story 2019-04-20 18:17:11 +01:00
CMakeLists.txt Mean CMake dependency overhaul 2019-04-26 01:52:02 +01:00
Makefile Okay, forget all that. Generating an output folder was stupid. 2019-04-14 18:25:12 +01:00
README.md Add a link to the readme explaining the Developer Command Prompt 2019-04-24 18:19:45 +01:00
screenshot.png changed screenshot 2019-01-28 15:32:09 -05:00

Cave Story Engine 2

Cave Story Engine 2 is a decompilation of Cave Story, ported from DirectX to SDL2.

Screenshot

Disclaimer

Cave Story Engine 2 is based off of the original freeware release by Studio Pixel, and is not based off of Nicalis' ports, and contains no extra features included in said ports (graphics, audio, and other changes).

Dependencies

  • SDL2
  • FreeType
  • pkg-config
  • FLTK

Building

CMake

This project primarily uses CMake, allowing it to be built with a range of compilers.

In this directory, create a directory 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)

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 build_en or build_jp, depending on the selected language.

Makefile (deprecated)

Run 'make' in the base directory, 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

Visual Studio .NET 2003

Project files for Visual Studio .NET 2003 are available in the 'msvc/msvc2003' directory.

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.