ref: 9e22db16fd59ded3a01dd2ec5e39794018829a13
dir: /README.md/
# Cave Story Engine 2 Cave Story Engine 2 is a decompilation of Cave Story, ported from DirectX to SDL2. ![Screenshot](screenshot.png) ## 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 * SDL2 * FreeType * pkg-config ## Building The main way to build the project is '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, so you don't need to bundle DLL files) * 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](src/Bug%20Fixes.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) * RASPBERRY_PI=1 to enable tweaks to improve performance on Raspberry Pis * NONPORTABLE=1 to enable bits of code that aren't portable, but are what the original game used Project files for Visual Studio 2003 are also available, in the 'msvc2003' directory (VS2003 was what Pixel used to compile the original EXE). ## 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.