Update README.md for KolibriOS
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README.md
49
README.md
@@ -30,37 +30,30 @@ This project is an attempt to translate the game into C in order to increase its
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## Dependencies
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### Bare minimum to make this code run
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* SDL2
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* A C compiler, such as gcc or clang
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### To get it down to a small size, you need
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* gzexe
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### On windows, you will need
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* MSYS2 installed
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* mingw-w64-x86_64-gcc installed through MSYS2
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* KolibriOS [GCC Toolchain](https://git.kolibrios.org/Egor00f/kolibrios-gcc-toolchain)
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* KolibriOS [SDK Folder](https://git.kolibrios.org/KolibriOS/kolibrios/src/branch/main/contrib)
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* KolibriOS [SDL2 Library](https://git.kolibrios.org/KolibriOS/SDL2)
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## Build instructions
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Visit [the wiki](https://github.com/sashakoshka/m4kc/wiki/Building-From-Source) for more detailed build instructions.
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1. Put SDL2 soruce code inside your SDK folder, like this:
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```text
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/contrib/sdk/sources/SDL2
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```
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### Linux, unix, etc
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* To just get a binary, run `./build.sh small` or `./build.sh all small`
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* To run an uncompressed version, run `./build.sh` or `./build.sh all`
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* To install the program, run `./build.sh install`
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* To uninstall, run `./build.sh uninstall`
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* To clean, run `./build.sh clean`
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2. Run `make` inside this folder, to build SDL2 for KolibriOS
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3. Put M4KC source code into your SDK folder, like this:
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### Windows
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The exact same as above, but you need to do it within an MSYS2/MINGW64 shell. Instructions on how to do this can be found [here](https://www.msys2.org/docs/terminals/).
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```text
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/contrib/sdk/sources/m4kc
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```
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## Places
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4. Build it using provided xmake.lua:
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There is a forum thread for this project [here](https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/3081789-minecraft-4k-c-rewrite)
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~~I will be uploading binaries [here](https://holanet.xyz/soft/m4kc/)~~
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[Holanet](https://holanet.xyz) was recently migrated to the [hlhv architecture](https://github.com/hlhv). The software page has not been migrated yet. For now, binaries will be uploaded to the releases section on GitHub.
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```text
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xmake build m4kc-kolibri
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```
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Or use your preferred build system.
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## FAQ
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@@ -78,8 +71,14 @@ The game uses a 3D voxel raycaster to render things, which is a lot slower than
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I plan to port over a lot of user interface features, controls, and gameplay mechanics from the official game. However, this game will be taken in its own direction content-wise. For example, crafting will be a part of the game eventually, but creepers will not. New features will be added if they fit with the aesthetic and feel of the game, and make sense from a technichal and gameplay perspective.
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> Where does it put saves in KolibriOS
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Game will save it's data into same folder as executable, if placed on disk with write support. Otherwise, all data will be saved into `/tmp0/1/m4kc`.
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## Screenshots
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What this actually looks like.
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<img alt="Main menu" src="screenshots/0.png" width="428"> <img alt="Cool house" src="screenshots/1.bmp" width="428"> <img alt="World selection" src="screenshots/2.png" width="428"> <img alt="Rolling hills" src="screenshots/3.bmp" width="428"> <img alt="A beach" src="screenshots/4.bmp" width="428">
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<img alt="Main menu" src="screenshots/0.png" width="49.8%"> <img alt="Cool house" src="screenshots/1.bmp" width="49.8%">
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<img alt="World selection" src="screenshots/2.png" width="49.8%"> <img alt="Rolling hills" src="screenshots/3.bmp" width="49.8%">
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<img alt="A beach" src="screenshots/4.bmp" width="49.8%">
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