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ElijahZAwesome 2018-02-06 22:22:48 -06:00
parent bf50acf31d
commit cb3ae7ff5f
4 changed files with 86 additions and 8 deletions

78
docs/README.md Normal file
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@ -0,0 +1,78 @@
# Minicraft3DS
3DS Homebrew port of Notch's ludum dare game "Minicraft"
Current Version: Version 1.6.1
----------
**Download:**
If you just want to download the game prebuilt check the releases tab in Github:
https://github.com/ElijahZAwesome/Minicraft3DS/releases
For building the game yourself look below.
----------
**Dependencies:**
For building and installing the dependencies look below.
ctrulib by smea: https://github.com/smealum/ctrulib
citro3d by fincs: https://github.com/fincs/citro3d
sf2dlib by xerpi: https://github.com/xerpi/sf2dlib
sfillib by xerpi: https://github.com/xerpi/sfillib
zlib: http://www.zlib.net/
----------
**Building:**
**1. Install devkitARM by devkitPro**
- On Windows download https://sourceforge.net/projects/devkitpro/files/Automated%20Installer/
- And install atleast Minimal System and devkitARM
- This includes make, ctrulib and citro3d
**2. Install zlib, libjpeg-turbo and libpng**
- Download 3DS-Portlibs: https://github.com/devkitPro/3ds_portlibs
- Run these commands:
```
make zlib
make install-zlib
make libjpeg-turbo
make libpng
make install
```
**3. Install sf2dlib**
- Download https://github.com/xerpi/sf2dlib
- In the libsf2d directory run these commands:
```
make
make install
```
**4. Install sfillib**
- Download https://github.com/xerpi/sfillib
- In the libsfil directory run these commands:
```
make
make install
```
**5. You can now build Minicraft3DS 3dsx, elf, cia, and 3ds files by running the build.bat file.**
----------
You can do anything with the source code (besides sell it) as long as you give proper credit to the right people.
If you are going to make a mod of this version, be sure to give credit to Markus "Notch" Perrson because he did create the original game after all.
# Misc
This source code is subject to a lot of change for better optimization/cleanliness.
Forum thread: https://gbatemp.net/threads/release-new-minicraft3ds-fork-v1-4.494947/

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@ -123,7 +123,7 @@ bool moveMob(Entity* e, int xa, int ya){
}
void hurtEntity(Entity *e, int damage, int dir, u32 hurtColor, Entity *damager){
if (TESTGODMODE && e->type==ENTITY_PLAYER) return;
if (shouldRenderDebug && e->type==ENTITY_PLAYER) return;
if (e->hurtTime > 0) return;
playSoundPositioned(snd_monsterHurt, e->level, e->x, e->y);
@ -1425,7 +1425,7 @@ void damageAndBreakTile(s8 level, int xt, int yt, int damage, int maxDamage, int
}
void playerHurtTile(PlayerData *pd, int tile, s8 level, int xt, int yt, int damage, int dir){
if(TESTGODMODE) damage = 99;
if(shouldRenderDebug) damage = 99;
if(UnderStrengthEffect) damage = damage + 4;
//TODO: Most of this can be combined a lot
@ -1441,7 +1441,7 @@ void playerHurtTile(PlayerData *pd, int tile, s8 level, int xt, int yt, int dama
damageAndBreakTile(level, xt, yt, damage, 50, TILE_DIRT, 2, newItem(ITEM_STONE,1), rand()%4+1, newItem(ITEM_COAL,1), rand()%2);
break;
case TILE_HARDROCK:
if((pd->activeItem->id != TOOL_PICKAXE || pd->activeItem->countLevel < 4) && !TESTGODMODE) damage = 0;
if((pd->activeItem->id != TOOL_PICKAXE || pd->activeItem->countLevel < 4) && !shouldRenderDebug) damage = 0;
damageAndBreakTile(level, xt, yt, damage, 200, TILE_DIRT, 2, newItem(ITEM_STONE,1), rand()%4+1, newItem(ITEM_COAL,1), rand()%2);
break;
case TILE_IRONORE:

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@ -161,7 +161,7 @@ void ingameMenuTick(PlayerData *pd, int menu) {
}
enterDungeon(pd);
} else if(TESTGODMODE) {
} else if(shouldRenderDebug) {
enterDungeon(pd);
}
} else {

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@ -64,7 +64,7 @@ void playerInitInventory(PlayerData *pd) {
addItemToInventory(newItem(ITEM_WORKBENCH,0), &(pd->inventory));
addItemToInventory(newItem(ITEM_POWGLOVE,0), &(pd->inventory));
if(TESTGODMODE) {
if(shouldRenderDebug) {
addItemToInventory(newItem(ITEM_GOLD_APPLE,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_STRENGTH_POTION,1), &(pd->inventory));
addItemToInventory(newItem(ITEM_REGEN_POTION,1), &(pd->inventory));
@ -471,7 +471,7 @@ void tickPlayer(PlayerData *pd, bool inmenu) {
//attacking
if(pd->inputs.k_attack.clicked){
if (pd->entity.p.stamina != 0) {
if(!TESTGODMODE) pd->entity.p.stamina--;
if(!shouldRenderDebug) pd->entity.p.stamina--;
pd->entity.p.staminaRecharge = 0;
playerAttack(pd);
@ -487,7 +487,7 @@ void tickPlayer(PlayerData *pd, bool inmenu) {
//swimming stamina and drowning
if (swimming && pd->entity.p.swimTimer % 60 == 0) {
if (pd->entity.p.stamina > 0) {
if(!TESTGODMODE) --pd->entity.p.stamina;
if(!shouldRenderDebug) --pd->entity.p.stamina;
} else {
hurtEntity(&(pd->entity), 1, -1, 0xFFAF00FF, NULL);
}
@ -518,7 +518,7 @@ void playerSetActiveItem(PlayerData *pd, Item *item) {
}
bool playerUseEnergy(PlayerData *pd, int amount) {
if(TESTGODMODE) return true;
if(shouldRenderDebug) return true;
if(amount > pd->entity.p.stamina) return false;
pd->entity.p.stamina -= amount;
return true;