shithub: cstory

Download patch

ref: 1f3c33f2a0150e8d2ef7ee3d04ff38b7d9e45001
parent: eabda302630520e269671262428bb992a574665b
parent: 14442eaaba36abfd0d102e47021452d9ab375ec0
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Sep 5 16:43:24 EDT 2019

Merge branch 'accurate' into portable

--- a/README.md
+++ b/README.md
@@ -6,6 +6,16 @@
 
 ![Screenshot](screenshot.png)
 
+## Background
+
+In 2007, a Linux port of Cave Story was made by Peter Mackey and Simon Parzer. Details about it can be found in [Peter's old blog](https://web.archive.org/web/20070911202919/http://aaiiee.wordpress.com:80/). This port received an update in 2011, including two shiny new executables. What Peter and Simon didn't realise was that they left huge amounts of debugging information in these executables, including the names of every C++ source file, and the variables and functions they contained.
+
+Another important element was that, when Pixel made Cave Story, he compiled it with no optimisations. This left the generated assembly code extremely verbose and easy to read. It also made the code very decompiler-friendly. Additionally, the EXE's [Rich Header](http://bytepointer.com/articles/the_microsoft_rich_header.htm) told us exactly what compiler was used: Visual C++ .NET 2003.
+
+The last thing of note was that some of Cave Story's source code actually saw a release: the game's Organya sound engine was [released on GitHub](https://github.com/shbow/organya) in early 2018. This provided an insight into Pixel's coding style, and made decompiling Organya much easier.
+
+Together, these findings are a goldmine of information on the game's inner-workings and source code, making a decompilation feasible.
+
 ## Dependencies
 
 * SDL2
@@ -13,7 +23,6 @@
 * FLTK
 * GLEW (if the OpenGL rendering backend is selected)
 
-
 ## Building
 
 ### Makefile
@@ -25,7 +34,7 @@
 * `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](src/Bug%20Fixes.txt))
+* `FIX_BUGS=1` - Fix various bugs in the game
 * `WINDOWS=1` - Build for Windows
 * `DEBUG_SAVE=1` - Re-enable the ability to drag-and-drop save files onto the window
 * `RENDERER=OpenGL3` - Use the hardware-accelerated OpenGL 3.2 renderer
--