Make the readme a bit more clear
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@ -6,7 +6,7 @@ Cave Story Engine 2 is a decompilation of Cave Story, ported from DirectX to SDL
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## Disclaimer
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## Disclaimer
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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)
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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).
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## Dependencies
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## Dependencies
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@ -21,14 +21,14 @@ The main way to build the project is 'the Linux way':
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Just run 'make' in the base directory, preferably with some of the following settings:
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Just run 'make' in the base directory, preferably with some of the following settings:
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* RELEASE=1 to compile a release build (optimised, stripped, etc.)
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* RELEASE=1 to compile a release build (optimised, stripped, etc.)
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* STATIC=1 to produce a statically-linked executable (good for Windows builds)
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* STATIC=1 to produce a statically-linked executable (good for Windows builds, so you don't need to bundle DLL files)
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* JAPANESE=1 to enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
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* JAPANESE=1 to enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
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* FIX_BUGS=1 to fix certain bugs (see [src/Bug Fixes.txt](src/Bug%20Fixes.txt))
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* FIX_BUGS=1 to fix certain bugs (see [src/Bug Fixes.txt](src/Bug%20Fixes.txt))
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* 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)
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* 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)
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* RASPBERRY_PI=1 to enable tweaks to improve performance on Raspberry Pis
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* RASPBERRY_PI=1 to enable tweaks to improve performance on Raspberry Pis
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* NONPORTABLE=1 to enable bits of code that aren't portable, but needed for accuracy
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* NONPORTABLE=1 to enable bits of code that aren't portable, but are what the original game used
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Project files for Visual Studio 2003 are also available, in the 'msvc2003' directory.
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Project files for Visual Studio 2003 are also available, in the 'msvc2003' directory (VS2003 was what Pixel used to compile the original EXE).
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## Running
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## Running
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