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Add Switch to readme and fix PSP/PS Vita builds
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@ -8,9 +8,9 @@
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The OSX port would not have been possible without you, thanks!
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The OSX port would not have been possible without you, thanks!
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* Jerralish - reverse engineering and documenting the original classic map generation algorithm.
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* Jerralish - reverse engineering and documenting the original classic map generation algorithm.
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* Cybertoon - Adding water animation, better metal step/dig sounds, identifying multiple flaws
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* Cybertoon - Adding water animation, better metal step/dig sounds, identifying multiple flaws
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* FabTheZen - suggestions about how to improve user experience, testing.
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* Cheesse - multiple suggestions, testing ClassicalSharp on AMD graphics cards.
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* Cheesse - multiple suggestions, testing ClassicalSharp on AMD graphics cards.
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* Hemsindor - testing ClassicalSharp on OSX.
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* Hemsindor - testing ClassicalSharp on OSX.
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* headshotnoby - developing the Switch port
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And a big thanks to everyone else in the ClassiCube community (who I didn't mention here),
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And a big thanks to everyone else in the ClassiCube community (who I didn't mention here),
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who in the past have provided many suggestions and assisted in identifying bugs.
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who in the past have provided many suggestions and assisted in identifying bugs.
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11
readme.md
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readme.md
@ -82,6 +82,7 @@ And also runs on:
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* PS3 - unfinished, rendering issues (can [download from here](https://www.classicube.net/download/ps3), **usually outdated**)
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* PS3 - unfinished, rendering issues (can [download from here](https://www.classicube.net/download/ps3), **usually outdated**)
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* Nintendo 64 - unfinished, moderate rendering issues (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_n64.yml))
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* Nintendo 64 - unfinished, moderate rendering issues (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_n64.yml))
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* PS2 - unfinished, major rendering and **stability issues** (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_ps2.yml))
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* PS2 - unfinished, major rendering and **stability issues** (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_ps2.yml))
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* Switch - unfinished, but usable (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_switch.yml))
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# Compiling
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# Compiling
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@ -260,6 +261,14 @@ Run `make gamecube`. You'll need [libogc](https://github.com/devkitPro/libogc)
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The GC port needs assistance from someone experienced with GameCube homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
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The GC port needs assistance from someone experienced with GameCube homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
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#### Switch
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Run `make switch`. You'll need [libnx](https://github.com/switchbrew/libnx) and [mesa](https://github.com/devkitPro/mesa)
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**NOTE: It is highly recommended that you install the precompiled devkitpro packages from [here](https://devkitpro.org/wiki/Getting_Started) - you need the `switch-dev` group and the `switch-mesa switch-glad switch-glm` packages)**
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The Switch port needs assistance from someone experienced with Switch homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
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#### PlayStation Portable
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#### PlayStation Portable
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Run `make psp`. You'll need [pspsdk](https://github.com/pspdev/pspsdk)
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Run `make psp`. You'll need [pspsdk](https://github.com/pspdev/pspsdk)
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@ -359,6 +368,8 @@ Further information (e.g. style) for ClassiCube's source code can be found in th
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* [ares](https://github.com/ares-emulator/ares) - Emulator used to test Nintendo 64 port
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* [ares](https://github.com/ares-emulator/ares) - Emulator used to test Nintendo 64 port
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* [ps2sdk](https://github.com/ps2dev/ps2sdk) - Backend for PS2
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* [ps2sdk](https://github.com/ps2dev/ps2sdk) - Backend for PS2
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* [PCSX2](https://github.com/PCSX2/pcsx2) - Emulator used to test PS2 port
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* [PCSX2](https://github.com/PCSX2/pcsx2) - Emulator used to test PS2 port
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* [libnx](https://github.com/switchbrew/libnx) - Backend for Switch
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* [Ryujinx](https://github.com/Ryujinx/Ryujinx) - Emulator used to test Switch port
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## Sound Credits
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## Sound Credits
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@ -221,6 +221,7 @@ static int ExecThread(unsigned int argc, void *argv) {
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void Thread_Run(void** handle, Thread_StartFunc func, int stackSize, const char* name) {
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void Thread_Run(void** handle, Thread_StartFunc func, int stackSize, const char* name) {
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#define CC_THREAD_PRIORITY 17 // TODO: 18?
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#define CC_THREAD_PRIORITY 17 // TODO: 18?
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#define CC_THREAD_ATTRS 0 // TODO PSP_THREAD_ATTR_VFPU?
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#define CC_THREAD_ATTRS 0 // TODO PSP_THREAD_ATTR_VFPU?
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Thread_StartFunc func_ = func;
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int threadID = sceKernelCreateThread(name, ExecThread, CC_THREAD_PRIORITY,
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int threadID = sceKernelCreateThread(name, ExecThread, CC_THREAD_PRIORITY,
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stackSize, CC_THREAD_ATTRS, NULL);
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stackSize, CC_THREAD_ATTRS, NULL);
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@ -205,6 +205,7 @@ static int ExecThread(unsigned int argc, void *argv) {
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void Thread_Run(void** handle, Thread_StartFunc func, int stackSize, const char* name) {
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void Thread_Run(void** handle, Thread_StartFunc func, int stackSize, const char* name) {
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#define CC_THREAD_PRIORITY 0x10000100
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#define CC_THREAD_PRIORITY 0x10000100
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#define CC_THREAD_ATTRS 0 // TODO PSP_THREAD_ATTR_VFPU?
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#define CC_THREAD_ATTRS 0 // TODO PSP_THREAD_ATTR_VFPU?
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Thread_StartFunc func_ = func;
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int threadID = sceKernelCreateThread(name, ExecThread, CC_THREAD_PRIORITY,
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int threadID = sceKernelCreateThread(name, ExecThread, CC_THREAD_PRIORITY,
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stackSize, CC_THREAD_ATTRS, 0, NULL);
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stackSize, CC_THREAD_ATTRS, 0, NULL);
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@ -213,11 +214,6 @@ void Thread_Run(void** handle, Thread_StartFunc func, int stackSize, const char*
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sceKernelStartThread(threadID, sizeof(func_), (void*)&func_);
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sceKernelStartThread(threadID, sizeof(func_), (void*)&func_);
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}
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}
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void Thread_Start2(void* handle, Thread_StartFunc func) {
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Thread_StartFunc func_ = func;
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sceKernelStartThread((int)handle, sizeof(func_), (void*)&func_);
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}
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void Thread_Detach(void* handle) {
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void Thread_Detach(void* handle) {
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sceKernelDeleteThread((int)handle); // TODO don't call this??
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sceKernelDeleteThread((int)handle); // TODO don't call this??
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}
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}
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