A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
Find a file
Clownacy dfe2ec83ae Made Flash.cpp *really* accurate
So I found out that the orignal EXE was compiled with Visual Studio .NET
2003, thanks to its Rich Header. With this compiler, I can create the
exact same assembly code as the EXE.

Using this, I found a bunch of inaccuracies in Flash.cpp, as a small
test. I'll come back to this later, once the rest of the game is
complete, but until then, here's a small taster.
2019-02-08 16:38:27 +00:00
build fixed artery bars 2019-02-07 16:36:53 -05:00
res Fixed incorrect format specifier in bin2h 2019-01-29 14:20:23 +00:00
src Made Flash.cpp *really* accurate 2019-02-08 16:38:27 +00:00
.gitignore Period 2019-02-06 16:41:37 -05:00
Makefile More NPCs, and added the Sisters 2019-02-07 20:45:53 +00:00
README.md saved our asses? 2019-01-30 21:32:32 -05:00
screenshot.png changed screenshot 2019-01-28 15:32:09 -05:00

Cave Story Engine 2

Cave Story Engine is an in-progress 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

This project currently depends on SDL2 and Freetype2.

Building

Just run 'make' in the base directory, preferably with some of the following optional settings:

  • RELEASE=1 to compile a release build (optimised, stripped, etc.)
  • STATIC=1 to produce a statically-linked executable (good for Windows builds)
  • JAPANESE=1 to enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
  • FIX_BUGS=1 to fix certain bugs (see src/Bug Fixes.txt)

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.