ref: 38ea875e11a64f5c3ff50fe49bcc70676c542d82
dir: /README.md/
[![Build Status](https://travis-ci.com/Clownacy/Cave-Story-Engine-2.svg?branch=portable)](https://travis-ci.com/Clownacy/Cave-Story-Engine-2) ## Table of Contents This repo has multiple branches: Branch | Description --------|-------- [accurate](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/accurate) | The main decompilation branch. The code intended to be as close to the original as possible, down to all the bugs and platform-dependencies. [portable](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/portable) | This branch ports the engine to SDL2, and addresses numerous portability issues, allowing it to run on other platforms. [enhanced](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/enhanced) | Based on the portable branch, this adds several enhancements to the engine, and makes it more accessible to modders. [emscripten](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/emscripten) | Modifies the engine to build with Emscripten, [allowing it to run in web browsers](http://sonicresearch.org/clownacy/cave.html) (no longer maintained). [wii](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/wii) | Ports the engine to the Nintendo Wii (no longer maintained). # 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. ![Screenshot](screenshot.png) ## Background In 2007, a Linux port of Cave Story was made by Peter Mackay 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. This was a goldmine of information about not just the game's inner-workings, but its _source code._ This alone made a decompilation viable, but it wasn't the only help we'd get... When Pixel made Cave Story, he compiled the original Windows EXE with no optimisations. This left the generated assembly code extremely verbose and easy to read. It also made the code very decompiler-friendly, since the assembly could be mapped directly back to the original C(++) code. A combination of easy-to-decompile code and a near-complete symbol list made much of the decompilation process a copy/paste job, but not all of the game would need decompiling, as some of Cave Story's source code would actually see the light of day... In early 2018, the Organya music engine was [released on GitHub](https://github.com/shbow/organya) by an old friend of Pixel's. On top of providing an insight into Pixel's coding style, this helped with figuring out one of the most complex parts of Cave Story's codebase. It's because of these findings that a decompilation is possible: [the Mario 64 decompilation project](https://github.com/n64decomp/sm64) had a game that was built with no optimisations, [the Devilution project](https://github.com/diasurgical/devilution) was lucky enough to find a symbol list, so it's a miracle that we have both! Many months of copypasting and tinkering later, here is the result. ## Dependencies * SDL2 * GLFW3 * FreeType If these are not found, they will be built locally. In addition, `pkg-config` is required for builds that require static-linkage. A list of dependencies for specific platforms can be found [on the wiki](https://github.com/Clownacy/Cave-Story-Engine-2/wiki/Dependency-lists). ## Building This project uses CMake, allowing it to be built with a range of compilers. Switch to the terminal (Visual Studio users should open the [Developer Command Prompt](https://docs.microsoft.com/en-us/dotnet/framework/tools/developer-command-prompt-for-vs)) and `cd` into this folder. After that, generate the files for your build system with: ``` cmake -B build -DCMAKE_BUILD_TYPE=Release ``` MSYS2 users may want to append `-G"MSYS Makefiles" -DPKG_CONFIG_STATIC_LIBS=ON` to this command, also. You can also add the following flags: Name | Function --------|-------- `-DJAPANESE=ON` | Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation) `-DFIX_BUGS=ON` | Fix various bugs in the game `-DDEBUG_SAVE=ON` | Re-enable the ability to drag-and-drop save files onto the window `-DBUILD_DOCONFIG=OFF` | Disable compiling the DoConfig tool (is not useful for console ports) `-DBACKEND_RENDERER=OpenGL3` | Use the hardware-accelerated OpenGL 3.2 renderer `-DBACKEND_RENDERER=OpenGLES2` | Use the hardware-accelerated OpenGL ES 2.0 renderer `-DBACKEND_RENDERER=SDLTexture` | Use the hardware-accelerated SDL2 Texture API renderer (default) (note: requires `-DBACKEND_PLATFORM=SDL2`) `-DBACKEND_RENDERER=SDLSurface` | Use the software-rendered SDL2 Surface API renderer (note: requires `-DBACKEND_PLATFORM=SDL2`) `-DBACKEND_RENDERER=Software` | Use the handwritten software renderer `-DBACKEND_AUDIO=SDL2` | Use the SDL2-driven software audio-mixer `-DBACKEND_AUDIO=miniaudio` | Use the miniaudio-driven software audio-mixer `-DBACKEND_AUDIO=Null` | Use the dummy audio backend (doesn't produce any sound) `-DBACKEND_PLATFORM=SDL2` | Use SDL2 for windowing and OS-abstraction `-DBACKEND_PLATFORM=GLFW3` | Use GLFW3 for windowing and OS-abstraction `-DBACKEND_PLATFORM=WiiU` | Target the Wii U natively `-DBACKEND_PLATFORM=Null` | Use the dummy platform backend (doesn't do anything) `-DLTO=ON` | Enable link-time optimisation `-DPKG_CONFIG_STATIC_LIBS=ON` | On platforms with pkg-config, static-link the dependencies (good for Windows builds, so you don't need to bundle DLL files) `-DMSVC_LINK_STATIC_RUNTIME=ON` | Link the static MSVC runtime library (Visual Studio only) `-DFORCE_LOCAL_LIBS=ON` | Compile the built-in versions of SDL2, GLFW3, and FreeType instead of using the system-provided ones You can pass your own compiler flags with `-DCMAKE_C_FLAGS` and `-DCMAKE_CXX_FLAGS`. You can then compile CSE2 with this command: ``` cmake --build build --config Release ``` If you're a Visual Studio user, you can open the generated `CSE2.sln` file instead, which can be found in the `build` folder. Once built, the executables can be found in the `game_english`/`game_japanese` folder, depending on the selected language. ## 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 licence for our own code.