ref: bee35b5750748cf101a6924543e46ec3f9c783ba
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) ## Dependencies *Note: with CMake, if these are not found, they will be built locally* * SDL2 * FreeType * FLTK * GLEW (if the OpenGL rendering backend is selected) ## Building ### CMake This project primarily uses CMake, allowing it to be built with a range of compilers. In this folder, create another folder called 'build', then switch to the command-line (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 it. After that, generate the files for your build system with: ``` cmake .. -DCMAKE_BUILD_TYPE=Release ``` You can also add the following flags: * `-DJAPANESE=ON` - Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation) * `-DFIX_BUGS=ON` - Fix bugs in the game (see [src/Bug Fixes.txt](src/Bug%20Fixes.txt)) * `-DNONPORTABLE=ON` - Enable bits of code that aren't portable, but are what the original game used * `-DFORCE_LOCAL_LIBS=ON` - Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones * `-DRENDERER=OpenGL3` - Use the hardware-accelerated OpenGL 3.2 renderer * `-DRENDERER=Texture` - Use the hardware-accelerated SDL2 Texture API renderer (default) * `-DRENDERER=Surface` - Use the software-rendered SDL2 Surface API renderer * `-DRENDERER=Software` - Use a handwritten software renderer Then compile CSE2 with this command: ``` cmake --build . --config Release ``` If you're a Visual Studio user, you can open the generated `CSE2.sln` file instead. Once built, the executables and assets can be found in the newly-generated `game` folder. ### Makefile (deprecated) *Note: this requires pkg-config* Run 'make' in this folder, preferably with some of the following settings: * `RELEASE=1` - Compile a release build (optimised, stripped, etc.) * `STATIC=1` - Produce a statically-linked executable (good for Windows builds, 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)) * `WINDOWS=1` - 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` - Enable tweaks to improve performance on Raspberry Pis * `NONPORTABLE=1` - Enable bits of code that aren't portable, but are what the original game used * `RENDERER=OpenGL3` - Use the hardware-accelerated OpenGL 3.2 renderer * `RENDERER=Texture` - Use the hardware-accelerated SDL2 Texture API renderer (default) * `RENDERER=Surface` - Use the software-rendered SDL2 Surface API renderer * `RENDERER=Software` - Use a hand-written software renderer ### Visual Studio .NET 2003 Project files for Visual Studio .NET 2003 are available in the 'msvc2003' folder. Visual Studio .NET 2003 was used by Pixel to create the original `Doukutsu.exe`, so these project files allow us to check the accuracy of the decompilation by comparing the generated assembly code to that of the original executable. This option is **strictly** for checking the decompilation's accuracy; CMake should be preferred in all other situations. ## 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.