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Improve readme (#29)
<!--- Provide a general summary of your changes in the Title above --> ## Description <!--- Describe your changes in detail --> ## Motivation and Context <!--- What does this sample do? What problem does it solve? --> <!--- If it fixes/closes/resolves an open issue, please link to the issue here --> ## How Has This Been Tested? <!-- (if applicable) --> <!--- Please describe in detail how you tested your sample/changes. --> <!--- Include details of your testing environment, and the tests you ran to --> <!--- see how your change affects other areas of the code, etc. --> ## Screenshots <!-- (if appropriate): --> ## Types of changes <!--- What types of changes does your code introduce? Put an `x` in all the boxes that apply: --> - [ ] Improvement (non-breaking change that adds a new feature) - [ ] Bug fix (fixes an issue) - [ ] Breaking change (breaking change) - [ ] Config and build (change in the configuration and build system, has no impact on code or features) ## Checklist: <!--- Go over all the following points, and put an `x` in all the boxes that apply. --> <!--- If you're unsure about any of these, don't hesitate to ask. We're here to help! --> - [ ] My code follows the code style of this project. - [ ] My change requires a change to the documentation. - [ ] I have updated the documentation accordingly. - [ ] I have added tests to cover my changes. - [ ] All new and existing tests passed. <!--- It would be nice if you could sign off your contribution by replacing the name with your GitHub user name and GitHub email contact. --> Signed-off-by: GITHUB_USER <GITHUB_USER_EMAIL>
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README.md
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README.md
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# N64FlashcartMenu
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# N64 Flashcart Menu
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**This repo and its documentation is currently experimental and subject to change without notice.**
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**This repo and its documentation is currently experimental and subject to change without notice.**
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## Aims
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## Aims
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* Support as many N64 FlashCarts as possible.
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* Support as many N64 FlashCarts as possible.
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* Be open source using preferably MIT licensed third party licensed libraries where possible.
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* Be open source, using permissive licensed third party licensed libraries.
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* Be testable, where possible using CTest, but if not, in an emulated environment.
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* Be testable, using unit and smoke tests in ares emulated environment.
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* Encourage active development from community members and N64 FlashCart owners.
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* Encourage active development from community members and N64 FlashCart owners.
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* Support [PixelFX N64Digital](https://gitlab.com/pixelfx-public/n64-game-id)
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* Support as many common mods and features as possible.
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## Basic usage
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## Getting started
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### SC64
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### SC64
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Download the `sc64menu.n64` ROM from the latest action run assets.
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Download the `sc64menu.n64` ROM from the latest action run assets.
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Add it to the root folder on your SD card.
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Add it to the root folder on your SD card.
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### ED64
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Currently not supported, but there is an aim to do so.
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The aim is to replace [Altra64](https://github.com/networkfusion/altra64) and [ED64-UnofficialOS](https://github.com/n64-tools/ED64-UnofficialOS-binaries).
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### Common to all
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#### ROM Boxart
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#### ROM Boxart
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To use boxart, you need to place png files of size 158x112 in the folder `sd://menu/boxart/`
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To use boxart, you need to place png files of size 158x112 in the folder `sd://menu/boxart/`
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Each file must be named according to the 2 letter ROM ID. e.g. for goldeneye, this would be `GE.png`
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Each file must be named according to the 2 letter ROM ID. e.g. for goldeneye, this would be `GE.png`
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A known set of PNG files can be downloaded from https://mega.nz/file/6cNGwSqI#8X5ukb65n3YMlGaUtSOGXkKo9HxVnnMOgqn94Epcr7w
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A known set of PNG files can be downloaded from https://mega.nz/file/6cNGwSqI#8X5ukb65n3YMlGaUtSOGXkKo9HxVnnMOgqn94Epcr7w
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#### Save types
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`0` = NONE
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`1` = EEPROM_4K
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`2` = EEPROM_16K
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`3` = SRAM
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`4` = SRAM_BANKED
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`5` = SRAM_128K
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`6` = FLASHRAM
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~~`15` = CART_HEADER~~
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### ED64
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Currently not supported, but there is an aim to do so.
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The aim is to replace [Altra64](https://github.com/networkfusion/altra64) and [ED64-UnofficialOS](https://github.com/n64-tools/ED64-UnofficialOS-binaries).
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# Developer documentation
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# Developer documentation
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**Work in progress!**
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**Work in progress!**
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@ -44,7 +34,7 @@ You can use a dev container in VSCode to ease development.
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## To deploy:
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## To deploy:
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### SC64
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* Download the deployer [here](https://github.com/Polprzewodnikowy/SummerCart64/releases/download/v2.16.0/sc64-deployer-windows-v2.16.0.zip)
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* Download the deployer [here](https://github.com/Polprzewodnikowy/SummerCart64/releases/download/v2.16.0/sc64-deployer-windows-v2.16.0.zip)
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* Extract and place `sc64deployer.exe` in the `tools/sc64` directory.
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* Extract and place `sc64deployer.exe` in the `tools/sc64` directory.
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@ -52,16 +42,15 @@ Make sure that your firmware is compatible (currently v2.16.0+)
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See: https://github.com/Polprzewodnikowy/SummerCart64/blob/v2.16.0/docs/00_quick_startup_guide.md#firmware-backupupdate
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See: https://github.com/Polprzewodnikowy/SummerCart64/blob/v2.16.0/docs/00_quick_startup_guide.md#firmware-backupupdate
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#### From the devcontainer
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### From the devcontainer
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It is not currently possible to directly communicate with USB devices.
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It is not currently possible to directly communicate with USB devices.
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BUT, as a work around you can use a proxy TCP/IP connection
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BUT, as a work around you can use a proxy TCP/IP connection
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Set up a proxy: open a terminal window, `cd ./tools/sc64` and then `./sc64deployer.exe server`
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Set up a proxy: open a terminal window, `cd ./tools/sc64` and then `./sc64deployer.exe server`
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Then in the dev container, use `./remotedeploy.sh`
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Then in the dev container, use `make run` or `make run-debug`
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### From your host (Windows) OS
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#### From your host (Windows) OS
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* Run `./localdeploy.bat` from the terminal
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* Run `./localdeploy.bat` from the terminal
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