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- update READMEs
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# Contributing
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Pull requests which drastically alter the structure or architecture of the code will not be accepted.
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This is to maintain "sanity" whilst going back through code, comparing to the original MIPS disassembled output.
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Best pull requests are which resolve bugs, finish existing decompiled methods, improve readability, introduce new decompiled methods and improve code documentation.
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# Moved
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It's also good to see which issues have more priority to work with here:
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https://github.com/OpenDriver2/REDRIVER2/contribute
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#### Markers for decompiled function names, code, etc
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- [D] = decompiled
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- [T] = debugged and tested
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- [A] = altered code - debugging purposes or not being able to compile or run.... Can be used anywhere in the code, structures etc
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# Base Versions
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- **SLES-02996/SLES-12996** - 1.0 Italian version (look for `ITALIAN.SYM` existence)
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- **SLES-02997/SLES-12997** - 1.0 Spanish version (look for `SPANISH.SYM` existence)
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# Game Content
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See [Wiki/Installation Instructions](https://github.com/OpenDriver2/REDRIVER2/wiki/Installation-instructions)
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# Prerequisites
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You'll need to acquire a few dependencies in order to start developing for **REDRIVER2**.
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The default location for dependencies are in the `src_rebuild\dependencies` folder:
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```
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SDL2_DIR = <dependencies>\SDL2
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OPENAL_DIR = <dependencies>\openal-soft
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JPEG_DIR = <dependencies>\jpeg
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```
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Alternatively, you can set environment variables like so:
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```
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SDL2_DIR = <your_dependency_folder>\SDL2-2.0.12
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OPENAL_DIR = <your_dependency_folder>\openal-soft-1.20.1-bin
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JPEG_DIR = <your_dependency_folder>\jpeg-9d
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```
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Once you've got your folder(s) setup, you'll need to download the following dependencies.
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## SDL 2
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- [Download](https://www.libsdl.org/release/SDL2-devel-2.0.12-VC.zip)
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Place all files in your `SDL2_DIR` directory.
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## OpenAL-Soft
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- [Download](https://openal-soft.org/openal-binaries/openal-soft-1.20.1-bin.zip)
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Place all files in your `OPENAL_DIR` directory.
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## JPEG
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- [Download](http://www.ijg.org/files/jpegsr9d.zip)
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Place all files in your `JPEG_DIR` directory.
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You'll also need to rename `jconfig.xx` (proper one for your platform) to `jconfig.h`.
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For *Windows / Visual Studio* this means renaming `jconfig.vc` to `jconfig.h`.
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## Premake 5
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- [Download](https://github.com/premake/premake-core/releases/download/v5.0.0-alpha15/premake-5.0.0-alpha15-windows.zip)
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Place `premake5.exe` in your `src_rebuild` folder in order to generate project files.
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Make sure you have downloaded all other dependencies first before running premake.
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Next you need to run `premake5 <target IDE>`, see premake documentation;
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Or just run `gen_vc2019.bat` (Windows only)
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# Compiling
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Project **must** be targeted for **32-bit** platforms only. This is due to the size of pointers and other types (such as *long* in GCC) being different on 64-bit platforms.
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You can also download pre-compiled [nightly builds](https://ci.appveyor.com/project/SoapyMan/redriver2-10jm8/branch/master) or the latest [release builds](https://github.com/OpenDriver2/REDRIVER2/releases) as well.
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See [Contributing to project](https://github.com/OpenDriver2/REDRIVER2/wiki/Contributing-to-project) page for details
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README.md
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README.md
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# REDRIVER2
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# REDRIVER2 (Reverse-Engineered Driver 2)
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PC (Windows and Linux):
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[![Build status](https://ci.appveyor.com/api/projects/status/9abepvls6jexapqy/branch/master?svg=true)](https://ci.appveyor.com/project/SoapyMan/redriver2-10jm8/branch/master)
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![REDRIVER2 running on Windows](https://i.ibb.co/2q1pp06/red2.png)
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### Timeline:
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- Feb 19, 2019 - created skeleton, one year long preparations
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- Mar 28, 2020 - started work on reimplementing the game, game intro running
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@ -27,10 +29,13 @@ PC (Windows and Linux):
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### How to use
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See [Wiki/Installation Instructions](https://github.com/OpenDriver2/REDRIVER2/wiki/Installation-instructions)
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### How I can contribute?
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See [Contributing to project](https://github.com/OpenDriver2/REDRIVER2/wiki/Contributing-to-project) page
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### Credits
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- Soapy - lead programmer
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- Fireboyd78 - code refactoring and improvements
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- Krishty, someone972 - formats decoding
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- Gh0stBlade - API-level PSY-Q libraries reimplementation (HLE PSX Emulator) [(link)](https://github.com/tomb5/tomb5)
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- Ben Lincoln - [This Dust Remembers What It Once Was](https://www.beneaththewaves.net/Software/This_Dust_Remembers_What_It_Once_Was.html) (*TDR*)
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- Stohrendorf - [Symdump](https://github.com/stohrendorf/symdump) utility
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- **SoapyMan** - lead reverse engineer and programmer
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- **Fireboyd78** - code refactoring and improvements
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- **Krishty, someone972** - early formats decoding
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- **Gh0stBlade** - HLE Emulator code used as a base for Psy-Cross [(link)](https://github.com/TOMB5/TOMB5/tree/master/EMULATOR)
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- **Ben Lincoln** - [This Dust Remembers What It Once Was](https://www.beneaththewaves.net/Software/This_Dust_Remembers_What_It_Once_Was.html) (*TDR*)
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- **Stohrendorf** - [Symdump](https://github.com/stohrendorf/symdump) utility
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@ -10,6 +10,7 @@ Framework aiming to build and run originally targeted **Playstation** applicatio
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- **PGXP-Z** - PGXP support with optimized vertex cache lookup and extended with *modern 3D hardware perspective transform* and *Z-buffer* support **PGXP-Z**
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- *LibSPU* with ADPCM decoding on OpenAL (SPU-AL)
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- *LibGPU* with Playstation-style polygon and image handling
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- Already proven to be *95% compatible* with the Psy-Q Playstation SDK - Psy-X game look identical to the Playstation game
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## TODO
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- Add some missing LibGTE functions
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