63 lines
2.8 KiB
Markdown
63 lines
2.8 KiB
Markdown
# `accurate` branch
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Being a pure, plain decompilation of the original `Doukutsu.exe` file (v1.0.0.6),
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there should not be much to say about this branch's philosophies:
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## Goal
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The end-goal is for the project to be able to produce an `.exe` file that is
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identical to the original. This means that there should be no custom code,
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decompiled code should ideally be made to produce the same assembly code as the
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original, bugs should be left intact, etc.
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Another goal of the project is to document Cave Story's inner-working, so code
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should be reasonably-annotated. Likewise, bugs should be documented, and fixes
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provided wrapped in `#ifdef FIX_BUGS` conditions.
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## Accuracy to the original source code
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Personally, I do aim to make the decompiled code _functionally_-accurate to the
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original, down to generating the same assembly code, but I do not aim for
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_visually_-accurate code.
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Despite this, I do try to preserve the original function/variable names,
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variable-declaration locations, and source file naming.
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Part of the reason why I do not aim for visually-accurate source code is that we
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know from the [Organya source code release](https://github.com/shbow/organya/)
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what Pixel's code-style looked like, and I find it **extremely** hard to read.
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## Language
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Cave Story's developer, Pixel, primarily speaks Japanese, but his code's
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variable/function names are mostly written in English (with a few rare instances
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of Romanised Japanese).
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The Organya source code release indicates Pixel wrote his comments in Japanese,
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however, in this project, I prefer them to be written in English.
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The English employed in this project is a mix of American English, Canadian
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English, and British English.
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# `portable` branch
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This branch takes a different direction to the `accurate` branch, but they still
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share some core philosophies:
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## Goal
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The goal is still to accurately-reproduce Cave Story's original code, but
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modified to the extent that it is easy to port to other platforms. This branch
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is intended for purists that don't want to use Windows or its deprecated APIs.
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Notably, this means bugs should still be left intact. However, bugs and other
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coding errors that affect portability should be fixed.
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For comparison, I believe this branch shares some parallels with the
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Chocolate Doom project, except perhaps more strict. See the link below for their
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list of philosophies which may be applicable here:
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https://github.com/chocolate-doom/chocolate-doom/blob/master/PHILOSOPHY.md
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## Custom code
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Cave Story's original source code was written in C++, but stylised like C89
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(with a number of exceptions). Custom code added to the project should follow
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suit, but the C-style doesn't have to be C89 - personally, I prefer to write in
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the subset of C99 that C++98 allows.
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I prefer compiler-specific code to be avoided, since more-portable code benefits
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all compilers, and keeps the codebase free of clutter.
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