Cave Story Engine 2 is a decompilation of Cave Story, ported from DirectX to SDL2.
This branch adds several enhancements including:
- PNG support
- Full alpha blending support
- Fixed text blending, utilising the aforementioned alpha support
- Externalised resource files
- Booster's Lab support
- 60FPS
- Widescreen
- Vastly-improved fullscreen
- Removal of the feature that locks sprites to a 320x240 grid when drawn (can easily be reenabled for stylistic purposes)
- SDL2
- FreeType
- pkg-config
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)
- 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).
Because of the modifications made in this branch, a custom data folder is needed. These can be found in the 'res' folder: one for Japanese builds, and one for English.
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.