A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
![]() Previous, I used a godawful hack to emulate Windows' API, but it seems this only ever worked for Courier New: with something like Liberation Mono, it would squash the font. Now I'm just giving up on it, and using actual font sizes rather than "cell" sizes. I'm not sure if this is accurate the original EXE. |
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assets | ||
bin2h | ||
DoConfig | ||
external | ||
src | ||
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.gitignore | ||
CMakeLists.txt | ||
Makefile | ||
README.md | ||
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Cave Story Engine 2 (portable)
Cave Story Engine 2 is a decompilation of Cave Story.
This branch migrates the engine from WinAPI to SDL2, and addresses numerous portability issues, allowing it to run on other platforms.
Dependencies
- SDL2
- Freetype
- FLTK
- GLEW (if the OpenGL rendering backend is selected)
Building
Makefile
Note: this requires pkg-config
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)WINDOWS=1
- Build for WindowsDEBUG_SAVE=1
- Re-enable the ability to drag-and-drop save files onto the windowRENDERER=OpenGL3
- Use the hardware-accelerated OpenGL 3.2 rendererRENDERER=Texture
- Use the hardware-accelerated SDL2 Texture API renderer (default)RENDERER=Surface
- Use the software-rendered SDL2 Surface API rendererRENDERER=Software
- Use a hand-written software renderer
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.