CSE2EX is my personal build of CSE2, which features some enhancements:
- Widescreen
- Options menu:
- Control remapping (keyboard and gamepad)
- Soundtrack selection
- V-sync toggle
- 50FPS/60FPS toggle
- Option to disable the design choice that locks sprites to a 320x240 grid when drawn, making them move smoother
- Bugfixes
Supported platforms include...
- Windows
- Linux
- macOS
- Wii U
- 3DS
- RISC OS
Some of the above features will be axed soon, as the project completes its transition from CSE2's old enhanced branch to my personal build.
- SDL2 (if
BACKEND_AUDIO
orBACKEND_PLATFORM
are set toSDL2
) - SDL (if
BACKEND_AUDIO
orBACKEND_PLATFORM
are set toSDL1
) - GLFW3 (if
BACKEND_PLATFORM
is set toGLFW3
) - FreeType (if
FREETYPE_FONTS
is enabled)
If these are not found, they will be built locally (with the exception of SDL).
In addition, pkg-config
is required for builds that require static-linkage.
A list of dependencies for specific platforms can be found on the wiki.
This project uses CMake, allowing it to be built with a range of compilers.
(A beginner-friendly guide can be found in VISUAL_STUDIO_2019_GUIDE.md)
Switch to the terminal (Visual Studio users should open the Developer Command Prompt)
and cd
into this folder. After that, generate the files for your build system
with:
cmake -B build -DCMAKE_BUILD_TYPE=Release
MSYS2 users should append -G"MSYS Makefiles" -DPKG_CONFIG_STATIC_LIBS=ON
to
this command, also.
You can also add the following flags:
Name | Function |
---|---|
-DJAPANESE=ON |
Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation) |
-DFIX_BUGS=ON |
Enabled by default - Fix various bugs in the game |
-DDEBUG_SAVE=ON |
Re-enable the ability to drag-and-drop save files onto the window |
-DLANCZOS_RESAMPLER=ON |
Use Lanczos filtering for audio resampling instead of linear-interpolation (Lanczos is more performance-intensive, but higher quality) |
-DFREETYPE_FONTS=ON |
Enabled by default - Use FreeType2 to render the DejaVu Mono (English) or Migu1M (Japanese) fonts, instead of using pre-rendered copies of Courier New (English) and MS Gothic (Japanese) |
-DBACKEND_RENDERER=OpenGL3 |
Render with OpenGL 3.2 (hardware-accelerated) |
-DBACKEND_RENDERER=OpenGLES2 |
Render with OpenGL ES 2.0 (hardware-accelerated) |
-DBACKEND_RENDERER=SDLTexture |
(Default) Render with SDL2's Texture API (hardware-accelerated) (note: requires -DBACKEND_PLATFORM=SDL2 ) |
-DBACKEND_RENDERER=WiiU |
Render with the Wii U's GX2 API (hardware-accelerated) |
-DBACKEND_RENDERER=3DS |
Render with the 3DS's Citro2D/Citro3D API (hardware-accelerated) |
-DBACKEND_RENDERER=Software |
Render with a handwritten software-renderer |
-DBACKEND_AUDIO=SDL2 |
(Default) Deliver audio with SDL2 (software-mixer) |
-DBACKEND_AUDIO=miniaudio |
Deliver audio with miniaudio (software-mixer) |
-DBACKEND_AUDIO=WiiU-Hardware |
Deliver audio with Wii U's AXVoice API (hardware-accelerated) (WARNING - currently broken: voices randomly disappear for unknown reasons) |
-DBACKEND_AUDIO=WiiU-Software |
Deliver audio with Wii U's AXVoice API (software-mixer) |
-DBACKEND_AUDIO=3DS-Hardware |
Deliver audio with 3DS's NDSP API (hardware-accelerated) |
-DBACKEND_AUDIO=3DS-Software |
Deliver audio with 3DS's NDSP API (software-mixer) |
-DBACKEND_AUDIO=Null |
Don't deliver audio at all (WARNING - game will have no audio) |
-DBACKEND_PLATFORM=SDL2 |
(Default) Use SDL2 for miscellaneous platform-dependant operations |
-DBACKEND_PLATFORM=GLFW3 |
Use GLFW3 for miscellaneous platform-dependant operations |
-DBACKEND_PLATFORM=WiiU |
Use the Wii U's native APIs for miscellaneous platform-dependant operations |
-DBACKEND_PLATFORM=3DS |
Use the 3DS's native APIs for miscellaneous platform-dependant operations |
-DBACKEND_PLATFORM=Null |
Don't do platform-dependant operations at all (WARNING - game will have no video or input) |
-DLTO=ON |
Enable link-time optimisation |
-DPKG_CONFIG_STATIC_LIBS=ON |
On platforms with pkg-config, static-link the dependencies (good for Windows builds, so you don't need to bundle DLL files) |
-DMSVC_LINK_STATIC_RUNTIME=ON |
Link the static MSVC runtime library, to reduce the number of required DLL files (Visual Studio only) |
-DFORCE_LOCAL_LIBS=ON |
Compile the built-in versions of SDL2, GLFW3, and FreeType instead of using the system-provided ones |
-DEXTRA_SOUND_FORMATS=ON |
Enable support for alternate music/SFX formats, include Ogg Vorbis, FLAC, and PxTone (not to be confused with PixTone) |
-DCLOWNAUDIO_STB_VORBIS=ON |
Enable support for Ogg Vorbis music/SFX |
-DCLOWNAUDIO_DR_FLAC=ON |
Enable support for FLAC music/SFX |
-DCLOWNAUDIO_LIBXMPLITE=ON |
Enable support for .it, .xm, .mod, .s3m music/SFX |
-DCLOWNAUDIO_PXTONE=ON |
Enable support for PxTone music/SFX (not to be confused with PixTone) |
You can pass your own compiler flags with -DCMAKE_C_FLAGS
and -DCMAKE_CXX_FLAGS
.
You can then compile CSE2 with this command:
cmake --build build --config Release
If you're a Visual Studio user, you can open the generated CSE2.sln
file
instead, which can be found in the build
folder.
Once built, the executables can be found in the game_english
/game_japanese
folder, depending on the selected language.
To target the Wii U, you'll need devkitPro, devkitPPC, and WUT.
First, add the devkitPPC tools directory to your PATH (because WUT's CMake support is broken, as of writing):
PATH=$PATH:$DEVKITPPC/bin
Then, generate the build files with this command:
cmake -B buildwiiu -DCMAKE_BUILD_TYPE=Release -DFORCE_LOCAL_LIBS=ON -DBACKEND_PLATFORM=WiiU -DBACKEND_RENDERER=WiiU -DBACKEND_AUDIO=WiiU-Software -DCMAKE_TOOLCHAIN_FILE=$DEVKITPRO/wut/share/wut.toolchain.cmake
Finally, build the game with this command:
cmake --build buildwiiu
This will build a binary, but you still need to convert it to an .rpx
file
that can be ran on your Wii U.
First, we need to strip the binary:
powerpc-eabi-strip -g game_english/CSE2
Then, we convert it to an .rpx
:
elf2rpl game_english/CSE2 game_english/CSE2.rpx
game_english/CSE2.rpx
is now ready to be ran on your Wii U. This port expects
the data folder to be in a folder called CSE2-enhanced-en
/CSE2-enhanced-jp
on the root of your SD card.
To target the 3DS, you'll need devkitPro, devkitARM, Citro2D, Citro3D, libctru,
and bannertool, along with the 3dstools
and devkitpro-pkgbuild-helpers
packages.
Open a terminal, and cd
into the CSE2 directory. Then execute this command:
cmake -B build3ds -DCMAKE_BUILD_TYPE=Release -DFORCE_LOCAL_LIBS=ON -DBACKEND_PLATFORM=3DS -DBACKEND_RENDERER=3DS -DBACKEND_AUDIO=3DS-Software -DFREETYPE_FONTS=ON -DCMAKE_TOOLCHAIN_FILE=$DEVKITPRO/3ds.cmake
(Note that FREETYPE_FONTS
is enabled. If you're creating a Japanese build,
it's best to disable this, as the FreeType font is unreadable at 320x240).
This will create the build files. To build CSE2, run:
cmake --build build3ds
This will create an elf file. Before we can create a .3dsx
file from it, we
need to make an .smdh
file:
bannertool makesmdh -i $DEVKITPRO/libctru/default_icon.png -s "CSE2" -l "Port of Cave Story" -p "Clownacy" -o build3ds/smdh.smdh
We can finally generate a .3dsx
file:
3dsxtool game_english/CSE2 game_english/CSE2.3dsx --romfs=game_english/data --smdh=build3ds/smdh.smdh
Being a decompilation, the majority of the code in this project is proprietary and belongs to Daisuke "Pixel" Amaya.
Modifications and custom code are made available under the MIT licence. See
LICENCE.txt
for details.