A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
![]() This is crazy. So, MSVC2003 always links the source files in alphabetical order, but for some reason the original EXE ends with the NPC and boss files. Cucky figured out why: Pixel used folders in his Visual Studio project - one for NPC code, and one for boss code. With this, the built EXE now has its functions in the exact same order as the original. Hell yeah. I guess now we just have to figure out how to get the variables in the correct order. |
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assets | ||
devilution | ||
src | ||
.gitattributes | ||
.gitignore | ||
CSE2.sln | ||
CSE2.vcproj | ||
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 base 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. The tool for this can be found in the 'devilution' folder.
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.