ref: f249f8c60429bf95af27807d9803f5faf002bce9
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 'msvc/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.