Update README.md for KolibriOS

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2025-03-24 09:40:41 +01:00
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@@ -30,37 +30,30 @@ This project is an attempt to translate the game into C in order to increase its
## Dependencies
### Bare minimum to make this code run
* SDL2
* A C compiler, such as gcc or clang
### To get it down to a small size, you need
* gzexe
### On windows, you will need
* MSYS2 installed
* mingw-w64-x86_64-gcc installed through MSYS2
* KolibriOS [GCC Toolchain](https://git.kolibrios.org/Egor00f/kolibrios-gcc-toolchain)
* KolibriOS [SDK Folder](https://git.kolibrios.org/KolibriOS/kolibrios/src/branch/main/contrib)
* KolibriOS [SDL2 Library](https://git.kolibrios.org/KolibriOS/SDL2)
## Build instructions
Visit [the wiki](https://github.com/sashakoshka/m4kc/wiki/Building-From-Source) for more detailed build instructions.
1. Put SDL2 soruce code inside your SDK folder, like this:
```text
/contrib/sdk/sources/SDL2
```
### Linux, unix, etc
* To just get a binary, run `./build.sh small` or `./build.sh all small`
* To run an uncompressed version, run `./build.sh` or `./build.sh all`
* To install the program, run `./build.sh install`
* To uninstall, run `./build.sh uninstall`
* To clean, run `./build.sh clean`
2. Run `make` inside this folder, to build SDL2 for KolibriOS
3. Put M4KC source code into your SDK folder, like this:
### Windows
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/).
```text
/contrib/sdk/sources/m4kc
```
## Places
4. Build it using provided xmake.lua:
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)
~~I will be uploading binaries [here](https://holanet.xyz/soft/m4kc/)~~
[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.
```text
xmake build m4kc-kolibri
```
Or use your preferred build system.
## FAQ
@@ -78,8 +71,14 @@ The game uses a 3D voxel raycaster to render things, which is a lot slower than
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.
> Where does it put saves in KolibriOS
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`.
## Screenshots
What this actually looks like.
<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">
<img alt="Main menu" src="screenshots/0.png" width="49.8%"> <img alt="Cool house" src="screenshots/1.bmp" width="49.8%">
<img alt="World selection" src="screenshots/2.png" width="49.8%"> <img alt="Rolling hills" src="screenshots/3.bmp" width="49.8%">
<img alt="A beach" src="screenshots/4.bmp" width="49.8%">