![]() 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. |
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build_en | ||
build_jp | ||
DoConfig | ||
external | ||
msvc | ||
res | ||
src | ||
.gitignore | ||
CMakeLists.txt | ||
Makefile | ||
README.md | ||
screenshot.png |
Cave Story Engine 2
Cave Story Engine 2 is a decompilation of Cave Story, ported from DirectX to SDL2.
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 PisNONPORTABLE=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.