mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-29 12:34:14 +01:00
readme update
This commit is contained in:
parent
e35c56ceb3
commit
a3eae736e7
@ -48,7 +48,7 @@ Some of them can be toggled at runtime, some cannot.
|
|||||||
* Debug menu to do and change various things (Ctrl-M to open)
|
* Debug menu to do and change various things (Ctrl-M to open)
|
||||||
* Debug camera (Ctrl-B to toggle)
|
* Debug camera (Ctrl-B to toggle)
|
||||||
* Rotatable camera
|
* Rotatable camera
|
||||||
* Xinput controller support (Windows)
|
* XInput controller support (Windows)
|
||||||
* No loading screens between islands ("map memory usage" in menu)
|
* No loading screens between islands ("map memory usage" in menu)
|
||||||
* Skinned ped support (models from Xbox or Mobile)
|
* Skinned ped support (models from Xbox or Mobile)
|
||||||
* Rendering
|
* Rendering
|
||||||
@ -79,7 +79,7 @@ The following things would be nice to have/do:
|
|||||||
* [PS2 port](https://github.com/GTAmodding/re3/wiki/PS2-port)
|
* [PS2 port](https://github.com/GTAmodding/re3/wiki/PS2-port)
|
||||||
* Xbox port (not quite as important)
|
* Xbox port (not quite as important)
|
||||||
* reverse remaining unused/debug functions
|
* reverse remaining unused/debug functions
|
||||||
* compare Codewarrior build with original binary for more accurate code (very tedious)
|
* compare CodeWarrior build with original binary for more accurate code (very tedious)
|
||||||
|
|
||||||
## Modding
|
## Modding
|
||||||
|
|
||||||
@ -138,7 +138,7 @@ Microsoft recently discontinued its downloads of the DX9 SDK. You can download a
|
|||||||
|
|
||||||
> :information_source: re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
|
> :information_source: re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
|
||||||
|
|
||||||
If you feel the need, you can also use Codewarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
|
If you feel the need, you can also use CodeWarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
|
||||||
|
|
||||||
## Contributing
|
## Contributing
|
||||||
We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
|
We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
|
||||||
@ -158,7 +158,8 @@ After a bit of work the project lay dormant for about a year
|
|||||||
and was picked up again and pushed to github in May 2019.
|
and was picked up again and pushed to github in May 2019.
|
||||||
At the time I (aap) had reversed around 10k lines of code and estimated
|
At the time I (aap) had reversed around 10k lines of code and estimated
|
||||||
the final game to have around 200-250k.
|
the final game to have around 200-250k.
|
||||||
Others quickly joined the effort and we made very quick progress
|
Others quickly joined the effort (Fire_Head, shfil, erorcun and Nick007J
|
||||||
|
in time order, and Serge a bit later) and we made very quick progress
|
||||||
throughout the summer of 2019
|
throughout the summer of 2019
|
||||||
after which the pace slowed down a bit.
|
after which the pace slowed down a bit.
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user