Improve readme (#29)

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## Aims ## Aims
* Support as many N64 FlashCarts as possible. * Support as many N64 FlashCarts as possible.
* Be open source using preferably MIT licensed third party licensed libraries where possible. * Be open source, using permissive licensed third party licensed libraries.
* Be testable, where possible using CTest, but if not, in an emulated environment. * Be testable, using unit and smoke tests in ares emulated environment.
* Encourage active development from community members and N64 FlashCart owners. * Encourage active development from community members and N64 FlashCart owners.
* Support [PixelFX N64Digital](https://gitlab.com/pixelfx-public/n64-game-id) * Support as many common mods and features as possible.
## Basic usage ## Getting started
### SC64 ### SC64
Download the `sc64menu.n64` ROM from the latest action run assets. Download the `sc64menu.n64` ROM from the latest action run assets.
Add it to the root folder on your SD card. Add it to the root folder on your SD card.
### ED64
Currently not supported, but there is an aim to do so.
The aim is to replace [Altra64](https://github.com/networkfusion/altra64) and [ED64-UnofficialOS](https://github.com/n64-tools/ED64-UnofficialOS-binaries).
### Common to all
#### ROM Boxart #### ROM Boxart
To use boxart, you need to place png files of size 158x112 in the folder `sd://menu/boxart/` To use boxart, you need to place png files of size 158x112 in the folder `sd://menu/boxart/`
Each file must be named according to the 2 letter ROM ID. e.g. for goldeneye, this would be `GE.png` Each file must be named according to the 2 letter ROM ID. e.g. for goldeneye, this would be `GE.png`
A known set of PNG files can be downloaded from https://mega.nz/file/6cNGwSqI#8X5ukb65n3YMlGaUtSOGXkKo9HxVnnMOgqn94Epcr7w A known set of PNG files can be downloaded from https://mega.nz/file/6cNGwSqI#8X5ukb65n3YMlGaUtSOGXkKo9HxVnnMOgqn94Epcr7w
#### Save types
`0` = NONE
`1` = EEPROM_4K
`2` = EEPROM_16K
`3` = SRAM
`4` = SRAM_BANKED
`5` = SRAM_128K
`6` = FLASHRAM
~~`15` = CART_HEADER~~
### ED64
Currently not supported, but there is an aim to do so.
The aim is to replace [Altra64](https://github.com/networkfusion/altra64) and [ED64-UnofficialOS](https://github.com/n64-tools/ED64-UnofficialOS-binaries).
# Developer documentation # Developer documentation
**Work in progress!** **Work in progress!**
@ -44,7 +34,7 @@ You can use a dev container in VSCode to ease development.
## To deploy: ## To deploy:
### SC64
* Download the deployer [here](https://github.com/Polprzewodnikowy/SummerCart64/releases/download/v2.16.0/sc64-deployer-windows-v2.16.0.zip) * Download the deployer [here](https://github.com/Polprzewodnikowy/SummerCart64/releases/download/v2.16.0/sc64-deployer-windows-v2.16.0.zip)
* Extract and place `sc64deployer.exe` in the `tools/sc64` directory. * Extract and place `sc64deployer.exe` in the `tools/sc64` directory.
@ -52,16 +42,15 @@ Make sure that your firmware is compatible (currently v2.16.0+)
See: https://github.com/Polprzewodnikowy/SummerCart64/blob/v2.16.0/docs/00_quick_startup_guide.md#firmware-backupupdate See: https://github.com/Polprzewodnikowy/SummerCart64/blob/v2.16.0/docs/00_quick_startup_guide.md#firmware-backupupdate
#### From the devcontainer
### From the devcontainer
It is not currently possible to directly communicate with USB devices. It is not currently possible to directly communicate with USB devices.
BUT, as a work around you can use a proxy TCP/IP connection BUT, as a work around you can use a proxy TCP/IP connection
Set up a proxy: open a terminal window, `cd ./tools/sc64` and then `./sc64deployer.exe server` Set up a proxy: open a terminal window, `cd ./tools/sc64` and then `./sc64deployer.exe server`
Then in the dev container, use `./remotedeploy.sh` Then in the dev container, use `make run` or `make run-debug`
### From your host (Windows) OS #### From your host (Windows) OS
* Run `./localdeploy.bat` from the terminal * Run `./localdeploy.bat` from the terminal