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@Clownacy Clownacy released this Dec 22, 2019 · 198 commits to enhanced since this release

  • Added 50FPS/60FPS toggle
  • Added V-sync toggle
Assets 3

@Clownacy Clownacy released this Dec 22, 2019 · 201 commits to enhanced since this release

  • Fixed backgrounds not tiling properly at non-default sprite resolutions
  • Fixed support for bitmap files ending with '.bmp'
  • Fixed the ending cutscene
  • Fixed the characters in the credits at taller-than-vanilla screen sizes
Assets 3

@Clownacy Clownacy released this Dec 21, 2019 · 72 commits to accurate since this release

Assets 3

@Clownacy Clownacy released this Dec 21, 2019 · 72 commits to accurate since this release

Assets 3

@Clownacy Clownacy released this Dec 8, 2019 · 122 commits to portable since this release

Assets 3

@Clownacy Clownacy released this Dec 8, 2019 · 72 commits to accurate since this release

See the accurate branch's release for more info.

Changes:

  • Fix the Makefile
  • Fix the framerate limiter when v-sync is not enabled
  • Restore support for bitmap files that end with '.bmp' instead of '.pbm'
Assets 3

@Clownacy Clownacy released this Dec 8, 2019 · 72 commits to accurate since this release

  • Some Visual Studio 6 incompatibilities have been fixed (though no project files are provided)
  • The source code has been cleaned-up to be more readable, while also addressing some remaining accuracy issues
Assets 2

@Clownacy Clownacy released this Oct 16, 2019 · 331 commits to portable since this release

See the accurate branch's release for more info.

Changes:

  • All files have been made ASM-accurate, matching the original source code as closely as possible (with some small improvements remaining)
  • DoConfig's incorrect button mappings have been fixed
  • DoConfig now edits the Config.dat in its directory, not the directory the user called it from
  • The source code now includes alternate renderers, including one for OpenGL 3.2, one for SDL2's Surface API, and a pure software renderer
  • The SDL2 video and audio code has been overhauled, fixing some bugs and improving performance
  • Organya should no longer miss any beats in the non-accurate branches, thanks to the overhauled audio system
Assets 3

@Clownacy Clownacy released this Oct 16, 2019 · 468 commits to enhanced since this release

See the accurate branch's release for more info.

Changes:

  • All files have been made ASM-accurate, matching the original source code as closely as possible (with some small improvements remaining)
  • DoConfig's incorrect button mappings have been fixed
  • DoConfig now edits the Config.dat in its directory, not the directory the user called it from
  • The source code now includes alternate renderers, including one for OpenGL 3.2, one for SDL2's Surface API, and a pure software renderer
  • The SDL2 video and audio code has been overhauled, fixing some bugs and improving performance
  • Organya should no longer miss any beats in the non-accurate branches, thanks to the overhauled audio system
  • The window can now be resized
Assets 3

@Clownacy Clownacy released this Oct 16, 2019 · 206 commits to accurate since this release

Things have changed a bit since the last release: instead of just 'regular' CSE2 and 'enhanced' CSE2, the project has broken off into three variants: accurate, portable, and enhanced.

'Accurate' is a pure decompilation. As of this release, all source files are 'ASM-accurate', meaning they generate matching assembly code to the original EXE when built with the same compiler Pixel used (MSVC2003). This doesn't mean the produced EXE file is the same, unfortunately: differences in global variable ordering and stack frame arrangement have yet to be addressed. Because of its nature of sticking as close to the original EXE as possible, I figure it's pointless to release binaries of this branch here.

'Portable' is derived from the accurate branch, and focusses on removing the dependency on Windows, allowing it to run on other platforms, while otherwise trying to keep the experience as accurate to the original game as possible. Currently, this includes a rebase to SDL2, making the game straightforward to run on Linux and presumably MacOS, the BSDs, Haiku, etc.

'Enhanced' is the same as it's always been: an enhanced, improved version of the original engine, based on the portable branch, featuring widescreen, bugfixes, and more.

Windows builds of both the portable and enhanced branches are available here. The reason for including the portable branch is that SDL2 will use a more modern graphical API than DirectDraw, which is software-rendered on modern versions of Windows. This should give the game improved performance, while remaining a favourable option for purists.

Assets 2
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