mirror of
https://github.com/doukutsu-rs/doukutsu-rs
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95 lines
4 KiB
Markdown
95 lines
4 KiB
Markdown
# doukutsu-rs
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A re-implementation of Cave Story (Doukutsu Monogatari) engine written in [Rust](https://www.rust-lang.org/), aiming for behavior accuracy and cleaner code.
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Later plans might involve turning it into a fully-featured modding tool with live debugging and stuff.
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**The project is still in a very early state and nowhere near being playable. Expect lots of breaking changes and bugs**
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[Join the Discord server](https://discord.gg/fbRsNNB)
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#### Data files
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doukutsu-rs project does not re-distribute any copyrighted files.
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The engine should work fine with [CSE2-Enhanced](https://github.com/Clownacy/CSE2) or [NXEngine(-evo)](https://github.com/nxengine/nxengine-evo) modified freeware data files and [Cave Story+](https://www.nicalis.com/games/cavestory+) (Nicalis commercial release, loading is supported but note we're not going to reverse engineer it or support it's features) data files.
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Vanilla Cave Story does not work yet because some important data files are embedded inside executable and we don't have an extractor yet.
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##### Where to get them?
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**Freeware**
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- https://github.com/Clownacy/CSE2/archive/enhanced.zip - copy `game_english/data` from archive to the runtime directory (place you run the executable from, usually project root)
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- https://github.com/nxengine/nxengine-evo/releases/download/v2.6.4/NXEngine-v2.6.4-Win32.zip - copy `NXEngine-evo-2.6.4-xxx/data` from the archive to runtime directory
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**Cave Story+**
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- PC release - Copy `data` folder from installation directory ([guide for Steam](https://steamcommunity.com/sharedfiles/filedetails/?id=760447682)) to the runtime directory.
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- Switch release - While some support is implemented, hacking consoles and extracting cartridge content is a kind of gray legal area so I will leave it to you...
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#### Roadmap
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- [ ] Rendering
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- [x] Backdrops
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- [x] Tilemap
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- [x] Player and it's animations
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- [x] Carets
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- [ ] Bullets
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- [x] NPCs
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- [x] Text
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- [ ] HUD
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- [ ] Text scripts (TSC)
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- [x] Initial implementation
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- [x] Execution of basic subset of opcodes and game conversations
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- [ ] Full implementation of opcodes
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- [ ] Shift-JIS encoding support
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- [ ] Audio
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- [x] Organya BGM playback
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- [x] Text script bindings
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- [ ] CS+ style .ogg BGM playback
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- [ ] PixTone SFX
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- [ ] NPCs/entities
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- [x] Initial implementation
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- [ ] Miscellaneous entities
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- [ ] First Cave
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- [ ] Mimiga Village
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- [ ] Egg Corridor
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- [ ] Weapons
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- [ ] Initial implementation
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- [ ] Polar Star
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- [ ] Modding enhancements and built-in tools
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- [x] Debugger
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- [ ] Level editor
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- [ ] Texture auto-reload mode for spriters
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- [ ] Optional enhanced graphics effects
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*(tbd)*
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#### Mandatory screenshots
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**Freeware data files:**
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![freeware](https://i.imgur.com/oCduSsy.png)
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**Cave Story+ data files:**
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![cs+](https://i.imgur.com/8qbfkeb.png)
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#### why rust, it's a hipster language lol
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The project is a result of me wanting to build something in a new programming language for memes.
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I had an idea of writing my own CS engine long time before and I would've very likely picked C++17/20 and SDL2, but after
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all I've picked Rust instead because it seemed quite interesting for me.
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Would 90% of end-users running this thing care about the programming language software was written in? After all who tf cares if the performance is the same (and maybe a slightly better), but you also get a lot of various benefits?
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#### Credits
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- Studio Pixel for Cave Story
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- [Cave Story Tribute Site](https://cavestory.org) - for LOTS of useful resources related to the game.
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- [Clownacy for CSE2](https://github.com/Clownacy/CSE2) - some game logic reference / mutual help in reverse engineering bitfields and other shit.
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- [CSMC](https://discord.gg/xRsWpz6) - a helpful Cave Story modding community
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- [LunarLambda](https://gitdab.com/LunarLambda/organism) - for reimplementing Organya in Rust, which is used by us as `.org` playback engine.
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- [NXEngine](https://github.com/nxengine/nxengine-evo) - an another OSS rewrite of Cave Story engine I took some inspiration from.
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