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Cave Story Engine 2 (Enhanced)

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)

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)
  • 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

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.

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.

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