assets/resources | ||
devilution | ||
game_english/data | ||
game_japanese/data | ||
src | ||
vs2003 | ||
.gitattributes | ||
.gitignore | ||
.travis.yml | ||
CMakeLists.txt | ||
LICENCE.txt | ||
Makefile | ||
PHILOSOPHY.md | ||
README.md | ||
screenshot.png |
Table of Contents
This repo has two main branches:
Branch | Description |
---|---|
accurate | The main decompilation branch. The code is intended to be as close to the original as possible, down to all the bugs and platform-dependencies. |
portable | This branch ports the engine away from WinAPI and DirectX, and addresses numerous portability issues, allowing it to run on other platforms. |
CSE2
CSE2 is a decompilation of Cave Story.
Background
When Pixel made Cave Story, he compiled the original Windows EXE with no optimisations. This left the generated assembly code extremely verbose and easy to read. It also made the code very decompiler-friendly, since the assembly could be mapped directly back to the original C++ code.
Technically, this alone made a decompilation feasible, as was the case for the Super Mario 64 decompilation project - however, there was more to be found...
In 2007, a Linux port of Cave Story was made by Simon Parzer and Peter Mackay. Details about it can be found on Peter's old blog. This port received an update in 2011, including two shiny new executables. What they didn't realise was that they left huge amounts of debugging information in these executables, including the names of every C++ source file, as well as the variables, functions, and structs they contained.
This was a goldmine of information about not just the game's inner-workings, but its source code. This is the same lucky-break the Diablo decompilation project had. With it, much of the game's code was pre-documented and explained, saving us the effort of doing it ourselves. In fact, the combination of easy-to-decompile code, and a near-full set of function/variable names, reduced much of the decompilation process to mere copy-paste.
To top it all off, some of Cave Story's original source code would eventually see the light of day:
In early 2018, the Organya music engine was released on GitHub by an old friend of Pixel's. On top of providing an insight into Pixel's coding style, this helped with figuring out one of the most complex parts of Cave Story's codebase.
And... that's it! It's not often that a game this decompilable comes along, so I'm glad that Cave Story was one of them. Patching a dusty old executable from 2005 sucks.
Building
Visual Studio .NET 2003
Project files for Visual Studio .NET 2003 are available, and can be found in the 'vs2003' folder.
As proven by the original Doukutsu.exe
's Rich Header,
Pixel used Visual Studio .NET 2003 to compile Cave Story. This means these
project files allow us to check the accuracy of the decompilation by comparing
the generated assembly code to that of the original executable. The tool for
this can be found in the 'devilution' folder.
CMake (Visual Studio & MinGW-w64)
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"
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 |
Fix various bugs in the game |
-DFIX_MAJOR_BUGS=ON |
Fix bugs that invoke undefined behaviour or cause memory leaks |
-DDEBUG_SAVE=ON |
Re-enable the dummied-out 'Debug Save' option, and the ability to drag-and-drop save files onto the window |
-DLTO=ON |
Enable link-time optimisation |
-DMSVC_LINK_STATIC_RUNTIME=ON |
Link the static MSVC runtime library, to reduce the number of required DLL files (Visual Studio only) |
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 executable can be found in the game_english
/game_japanese
folder, depending on the selected language.
Makefile (MinGW-w64) [deprecated - use CMake instead]
Run 'make' in this folder, preferably with some of the following settings:
Name | Function |
---|---|
JAPANESE=1 |
Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation) |
FIX_BUGS=1 |
Fix various bugs in the game |
FIX_MAJOR_BUGS=1 |
Fix bugs that invoke undefined behaviour or cause memory leaks |
DEBUG_SAVE=1 |
Re-enable the dummied-out 'Debug Save' option, and the ability to drag-and-drop save files onto the window |
RELEASE=1 |
Compile a release build (optimised, stripped, etc.) |
STATIC=1 |
Produce a statically-linked executable (so you don't need to bundle DLL files) |
You can pass your own compiler flags by defining CXXFLAGS
.
Once built, the executable can be found in the game_english
/game_japanese
folder, depending on the selected language.
Licensing
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.