/recsbr

A remake of Cave Story beta.

Primary LanguageC++GNU General Public License v3.0GPL-3.0

RECSBR

RECSBR is a remake of the Cave Story Beta.

Dependencies

  • SDL2 (if BACKEND_AUDIO or BACKEND_PLATFORM are set to SDL2)
  • GLFW3 (if BACKEND_PLATFORM is set to GLFW3)
  • FreeType

If these are not found, they will be built locally.

In addition, pkg-config is required for builds that require static-linkage.

A list of dependencies for specific platforms could be found on the CSE2 wiki.

Building

This project uses CMake, allowing it to be built with a range of compilers.

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 [Also, this beta remake doesn't have Japanese support yet])
-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
-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=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=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=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)
-DDEVTERM=ON Enable support for the ClockworkPi DevTerm

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.

Building for the Wii U

To target the Wii U, you'll need devkitPro, 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-lite-en/CSE2-enhanced-lite-jp on the root of your SD card.

Licensing

Being a decompilation, the majority of the code in this project belongs to Daisuke "Pixel" Amaya - not us. This repository is licensed under The GNU General Public License v3.0. I haven't read all of it, so hopefully I'm not doing something ridiculous by licensing code I don't own.