Improve README

This commit improves the README by changing the license and adding in more extensive credit + changing up other parts of it.
This commit is contained in:
Ivar 2020-04-23 20:37:52 +02:00 committed by ◱ PixelyIon
parent 925d05d049
commit f909c00e31
2 changed files with 18 additions and 9 deletions

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@ -1,27 +1,34 @@
<h1 align="center">
<img height="60%" width="60%" src="https://i.imgur.com/6PJ7Ml2.png"><br>
<a href="https://discord.gg/XnbXNQM" target="_blank">
<img src="https://img.shields.io/discord/545842171459272705?label=Discord&logo=Discord&logoColor=Violet">
<img src="https://img.shields.io/discord/545842171459272705?label=Discord&logo=Discord&color=yellow">
</a>
<a href="LICENSE" target="_blank">
<img src="https://img.shields.io/badge/License-GNU%20GPL%20v3-red"/><br>
<a href="LICENSE.md" target="_blank">
<img src="https://img.shields.io/badge/License-MPL%202.0-yellow"/><br>
</a>
<img src="https://forthebadge.com/images/badges/built-for-android.svg"/>
</h1>
<p align="center">
<i>Skyline is an experimental emulator that runs on ARMv8 Android™ devices and emulates the functionality of a Nintendo Switch™ system. It's licensed under GPLv3, refer to the <a href="https://github.com/skyline-emu/skyline/blob/master/LICENSE">license file</a> for more information.</i><br/><br>
<i>Skyline is an experimental emulator that runs on ARMv8 Android™ devices and emulates the functionality of a Nintendo Switch™ system. It's licensed under the MPL, refer to the <a href="https://github.com/skyline-emu/skyline/blob/master/LICENSE.md">license file</a> for more information.</i><br/><br>
</p>
### Contact
> You can contact the core developers of Skyline at our [Discord](https://discord.gg/XnbXNQM). If you have any questions, feel free to ask.
You can contact the core developers of Skyline at our [Discord](https://discord.gg/XnbXNQM). If you have any questions, feel free to ask. It's also a good place to just keep up with the emulator, as most talk regarding development goes on over there.
### Credit
[<img align="left" height="10%" width="10%" src="https://i.imgur.com/aOADoDM.png"/>](https://ryujinx.org/)
[<img align="left" height="10%" width="10%" src="https://avatars1.githubusercontent.com/u/39036280?v=4"/>](https://ryujinx.org/)
[**Ryujinx**](https://ryujinx.org/)<br>
We've used Ryujinx throughout the project for reference, the amount of accuracy of their HLE kernel implementation is what makes them such an amazing reference.
<br>
<br>
We've used Ryujinx throughout the project for reference, the amount of accuracy of their HLE kernel implementation is what makes them such an amazing reference. In addition, the team behind the project has been really helpful with any queries we had.
[<img align="left" height="10%" width="10%" src="https://avatars3.githubusercontent.com/u/35075882?v=4"/>](https://ryujinx.org/)
[**Team yuzu**](https://github.com/yuzu-emu/)<br>
We have recieved a fair share of advice from the team behind [yuzu](https://yuzu-emu.org/). Just like the Ryujinx team, they've been really receptive and helpful for any queries we've had and have provided feedback on our code which was extremely useful during the early stages of the emulator.
[<img align="left" height="10%" width="10%" src="https://avatars3.githubusercontent.com/u/31827450?v=4"/>](https://ryujinx.org/)
[**Switchbrew**](https://github.com/switchbrew/)<br>
We've extensively used Switchbrew whether that be their [wiki](https://switchbrew.org/) with it's collosal amount of information on the Switch that has saved us countless hours of time or [libNX](https://github.com/switchbrew/libnx) which was crucial to initial development of the emulator to ensure that our implementations were correct.
### Disclaimer
* Nintendo Switch is a trademark of Nintendo Co., Ltd.
* Android is a trademark of Google LLC.

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@ -26,6 +26,8 @@ void signalHandler(int signal) {
extern "C" JNIEXPORT void Java_emu_skyline_EmulationActivity_executeApplication(JNIEnv *env, jobject instance, jstring romUriJstring, jint romType, jint romFd, jint preferenceFd, jint logFd) {
Halt = false;
FaultCount = 0;
fps = 0;
frametime = 0;
std::signal(SIGTERM, signalHandler);
std::signal(SIGSEGV, signalHandler);