A fork of CSE2 providing support and optimization for running on a Sun Ultra 1.
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2019-02-24 14:37:51 +00:00
build frick 2019-02-10 14:12:27 -05:00
msvc2003 Made Map.cpp and some of NpcAct020.cpp ASM-accurate 2019-02-24 14:35:35 +00:00
res Revert "hell" 2019-02-16 17:11:15 +00:00
src Made Map.cpp and some of NpcAct020.cpp ASM-accurate 2019-02-24 14:35:35 +00:00
.gitignore Remove leftover gitignore entry, and make MSVC2003 build define WINDOWS 2019-02-23 23:08:19 +00:00
Makefile Fixed some static-related stupidity in the Makefile 2019-02-20 16:13:00 +00:00
README.md Added note on the NONPORTABLE constant to the readme 2019-02-24 14:37:51 +00:00
screenshot.png changed screenshot 2019-01-28 15:32:09 -05:00

Cave Story Engine 2

Cave Story Engine is a 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

The project is currently built 'the Linux way':

Just run 'make' in the base directory, preferably with some of the following 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)
  • WINDOWS=1 to 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)
  • NONPORTABLE=1 to enable bits of code that aren't portable, but needed for accuracy

Running

In order to run Cave Story Engine 2, you have to get the "data" folder from a vanilla copy of Cave Story. Just copy and paste it into the same folder as the executable.

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.