diff --git a/README.md b/README.md index 68bd812f..49a54668 100644 --- a/README.md +++ b/README.md @@ -6,7 +6,7 @@ Cave Story Engine 2 is a decompilation of Cave Story, ported from DirectX to SDL ## Disclaimer -Cave Story Engine 2 is based off of the *original freeware release* by Studio Pixel, and is not based off of Nicalis' ports, and contains no extra features included in said ports (graphics, audio, and other changes) +Cave Story Engine 2 is based off of the *original freeware release* by Studio Pixel, and is not based off of Nicalis' ports, and contains no extra features included in said ports (graphics, audio, and other changes). ## Dependencies @@ -21,14 +21,14 @@ The main way to build the project is 'the Linux way': Just run 'make' in the base directory, preferably with some of the following settings: * RELEASE=1 to compile a release build (optimised, stripped, etc.) -* STATIC=1 to produce a statically-linked executable (good for Windows builds) +* STATIC=1 to produce a statically-linked executable (good for Windows builds, so you don't need to bundle DLL files) * JAPANESE=1 to enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation) * FIX_BUGS=1 to fix certain bugs (see [src/Bug Fixes.txt](src/Bug%20Fixes.txt)) * WINDOWS=1 to enable Windows-only features like a unique file/taskbar icon, and system font loading (needed for the font setting in Config.dat to do anything) * RASPBERRY_PI=1 to enable tweaks to improve performance on Raspberry Pis -* NONPORTABLE=1 to enable bits of code that aren't portable, but needed for accuracy +* NONPORTABLE=1 to enable bits of code that aren't portable, but are what the original game used -Project files for Visual Studio 2003 are also available, in the 'msvc2003' directory. +Project files for Visual Studio 2003 are also available, in the 'msvc2003' directory (VS2003 was what Pixel used to compile the original EXE). ## Running