ref: e324d40c5b67d667cef71c8af0918c17751ee445
parent: 03fab974fc3804011adaba7367b28d8f028df0d6
parent: 10af7b95f22e006a42fce6734294f59b41ad1db4
author: Clownacy <[email protected]>
date: Wed Apr 1 16:36:04 EDT 2020
Merge branch 'accurate' into portable
--- a/README.md
+++ b/README.md
@@ -9,8 +9,8 @@
[accurate](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/accurate) | The main decompilation branch. The code intended to be as close to the original as possible, down to all the bugs and platform-dependencies.
[portable](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/portable) | This branch ports the engine to SDL2, and addresses numerous portability issues, allowing it to run on other platforms.
[enhanced](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/enhanced) | Based on the portable branch, this adds several enhancements to the engine, and makes it more accessible to modders.
-[emscripten](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/emscripten) | Modifies the engine to build with Emscripten, [allowing it to run in web browsers](http://sonicresearch.org/clownacy/cave.html).
-[wii](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/wii) | Ports the engine to the Nintendo Wii.
+[emscripten](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/emscripten) | Modifies the engine to build with Emscripten, [allowing it to run in web browsers](http://sonicresearch.org/clownacy/cave.html) (no longer maintained).
+[wii](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/wii) | Ports the engine to the Nintendo Wii (no longer maintained).
# Cave Story Engine 2 (Portable)
@@ -50,12 +50,14 @@
This project primarily uses CMake, allowing it to be built with a range of compilers.
-In this folder, create another folder called 'build', then switch to the command-line (Visual Studio users should open the [Developer Command Prompt](https://docs.microsoft.com/en-us/dotnet/framework/tools/developer-command-prompt-for-vs)) and `cd` into it. After that, generate the files for your build system with:
+Switch to the terminal (Visual Studio users should open the [Developer Command Prompt](https://docs.microsoft.com/en-us/dotnet/framework/tools/developer-command-prompt-for-vs)) and `cd` into this folder. After that, generate the files for your build system with:
```
-cmake .. -DCMAKE_BUILD_TYPE=Release
+cmake -B build -DCMAKE_BUILD_TYPE=Release
```
+MSYS2 users may want to append `-G"MSYS Makefiles"` to this command, also.
+
You can also add the following flags:
Name | Function
@@ -72,7 +74,7 @@
`-DBACKEND_AUDIO=miniaudio` | Use the miniaudio-driven software audio-mixer
`-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
+`-DMSVC_LINK_STATIC_RUNTIME=ON` | Link the static MSVC runtime library (Visual Studio only)
`-DFORCE_LOCAL_LIBS=ON` | Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones
You can pass your own compiler flags with `-DCMAKE_C_FLAGS` and `-DCMAKE_CXX_FLAGS`.
@@ -80,14 +82,14 @@
You can then compile CSE2 with this command:
```
-cmake --build . --config Release
+cmake --build build --config Release
```
-If you're a Visual Studio user, you can open the generated `CSE2.sln` file instead.
+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.
-### Makefile
+### Makefile \[deprecated - use CMake instead\]
*Note: this requires pkg-config*
@@ -115,4 +117,4 @@
## 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.
+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 licence for our own code.