ref: 659332ba3579951d4604701c32b8039d0cd3043d
dir: /PHILOSOPHY.md/
# `accurate` branch Being a pure, plain decompilation of the original `Doukusu.exe` file (v1.0.0.6), there should not be much to say about this branch's philosophies: ## Goal The end-goal is for the project to be able to produce an `.exe` file that is identical to the original. This means that there should be no custom code, decompiled code should ideally be made to produce the same assembly code as the original, bugs should be left intact, etc. Another goal of the project is to document Cave Story's inner-working, so code should be reasonably-annotated. Likewise, bugs should be documented, and fixes provided wrapped in `#ifdef FIX_BUGS` conditions. ## Accuracy to the original source code Personally, I do aim to make the decompiled code _functionally_-accurate to the original, down to generating the same assembly code, but I do not aim for _visually_-accurate code. Despite this, I do try to preserve the original function/variable names, variable-declaration locations, and source file naming. Part of the reason why I do not aim for visually-accurate source code is that we know from the [Organya source code release](https://github.com/shbow/organya/) what Pixel's code-style looked like, and I find it **extremely** hard to read. ## Language Cave Story's developer, Pixel, primarily speaks Japanese, but his code's variable/function names are mostly written in English (with a few rare instances of Romanised Japanese). The Organya source code release indicates Pixel wrote his comments in Japanese, however, in this project, I prefer them to be written in English. The English employed in this project is a mix of American English, Canadian English, and British English. # `portable` branch This branch takes a different direction to the `accurate` branch, but they still share some core philosophies: ## Goal The goal is still to accurately-reproduce Cave Story's original code, but modified to the extent that it is easy to port to other platforms. This branch is intended for purists that don't want to use Windows or its deprecated APIs. Notably, this means bugs should still be left intact. However, bugs and other coding errors that affect portability should be fixed. For comparison, I believe this branch shares some parallels with the Chocolate Doom project, except perhaps more strict. See the link below for their list of philosophies which may be applicable here: https://github.com/chocolate-doom/chocolate-doom/blob/master/PHILOSOPHY.md ## Custom code Cave Story's original source code was written in C++, but stylised like C89 (with a number of exceptions). Custom code added to the project should follow suit, but the C-style doesn't have to be C89 - personally, I prefer to write in the subset of C99 that C++98 allows. I prefer compiler-specific code to be avoided, since more-portable code benefits all compilers, and keeps the codebase free of clutter. # `enhanced-lite` branch This branch deviates the most from the `accurate` branch, focussing less on authenticity, and more on improving the base engine. ## Goal This branch is intended to benefit modders, by providing a feature-rich base for mods (think 'GZDoom' rather than 'Chocolate Doom'). That said, I want to avoid the codebase becoming an over-engineered mess of seldom-used and niche features - only features with a strong reason to be included should be added. Current sources for features include... * The "Cave Story Mod Loader" (widescreen, support for Ogg Vorbis music) * Common custom TSC commands ('<MIM', '<PHY') * Other common "EXE hacks" developed by the modding community (custom weapons, money system) ## Target audience While this branch is meant as a base for mods, it is not intended for modders unfamiliar with programming. This means features that only exist to benefit non-programmers will not be accepted, as they will likely clutter the codebase, making it harder for programmers to make modifications. ## Accuracy to the original source code Despite this branch being less accuracy-focussed, I still want modifications to the vanilla code to be minimal - that means no rewriting code to "look nicer" or add micro-optimisations. Keeping the vanilla code intact guarantees CSE2E will accurately-reproduce Cave Story's gameplay, avoiding an NXEngine-scenario where the game is riddled with inaccuracies, both small and large. This also has the benefit of making it easier to merge changes from the other branches. ## Enhancements unrelated to modding Some features have made their way into this branch, despite not actually being of any direct use to modders - one example of this is the option to disable the pixel-alignment effect. The reason for allowing these features is that, while they are of no direct benefit to modders, they are of benefit _to players._ Thus, a mod with these features is better than a mod without them. Likewise, the input-rebinding menu falls under a similar use. The line is drawn when a feature comes at a _detriment_ to modders - for example, having an option to select an alternative soundtrack (such as the Nicalis ones) is nice for the player, but will complicate modding, as, if a mod includes custom music, the modder will either have to disable the soundtracks they don't support, or they'll have to create multiple versions of each song. # `enhanced` branch This branch is built upon the `enhanced-lite` branch, and follows similar ideals to said branch. However, this branch targets players rather than modders, allowing a greater range of features to be added.