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ClassiCube is a custom Minecraft Classic compatible client written in C from scratch.< br >
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**It is not affiliated with (or supported by) Mojang AB, Minecraft, or Microsoft in any way.**
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# What ClassiCube is
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ClassiCube aims to replicate the 2009 Minecraft Classic client while offering **optional** enhancements to improve gameplay. ClassiCube can run on [many systems ](#supported-systems ), including desktop, web, mobile, and even some consoles.
< details >
< summary > < b > Features (click to expand)< / b > < / summary >
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* Much better performance and minimal memory usage compared to original Minecraft Classic
* Optional enhancements including custom blocks, models, and environment colors
* Partially supports some features of Minecraft Classic versions before 0.30
* Works with effectively all graphics cards that support OpenGL or Direct3D 9
* Runs on Windows, macOS, Linux, Android, iOS, and in a web browser
* Also runs on OpenBSD, FreeBSD, NetBSD, Solaris, Haiku, IRIX, SerenityOS
* Although in various stages of early development, also runs on various consoles
< / details >
ClassiCube is not trying to replicate modern Minecraft versions. It will never support survival, logging in with Minecraft accounts or connecting to Minecraft servers.
You can **download ClassiCube** [from here ](https://www.classicube.net/download/ ) and the very latest builds [from here ](https://www.classicube.net/nightlies/ ).
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![classic ](https://github.com/ClassiCube/ClassiCube/assets/6509348/eedee53f-f53e-456f-b51c-92c62079eee0 )
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![enhanced ](https://github.com/ClassiCube/ClassiCube/assets/6509348/b2fe0e2b-5d76-41ab-909f-048d0ad15f37 )
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# We need your help
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ClassiCube strives to replicate the original Minecraft Classic experience by **strictly following a [clean room](https://en.wikipedia.org/wiki/Clean_room_design) reverse engineering approach** .
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If you're interested in documenting or verifying the behaviour of the original Minecraft Classic, please get in contact with me. (`unknownshadow200` on Discord)
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# How to play
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Initially, you will need to run ClassiCube.exe to download the required assets from minecraft.net and classicube.net.< br >
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Just click 'OK' to the dialog menu that appears when you start the launcher.
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**Singleplayer**
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Run ClassiCube.exe, then click Singleplayer at the main menu.
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**Multiplayer**
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Run ClassiCube.exe. You can connect to LAN/locally hosted servers, and classicube.net servers if you have a [ClassiCube account ](https://www.classicube.net/ ).
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**Note:** When running from within VirtualBox, disable Mouse Integration, otherwise the camera will not work properly
#### *Stuck on OpenGL 1.1?*
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The most common reason for being stuck on OpenGL 1.1 is non-working GPU drivers - so if possible, you should try either installing or updating the drivers for your GPU.
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Otherwise:
* On Windows, you can still run the OpenGL build of ClassiCube anyways. (You can try downloading and using the MESA software renderer from [here ](http://download.qt.io/development_releases/prebuilt/llvmpipe/windows/ ) for slightly better performance though)
* On other operating systems, you will have to [compile the game yourself ](#Compiling ). Don't forget to add `-DCC_BUILD_GL11` to the compilation command line so that the compiled game supports OpenGL 1.1.
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# Supported systems
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ClassiCube runs on:
* Windows - 95 and later
* macOS - 10.5 or later (but can be compiled to work with 10.3/10.4 though)
* Linux - needs `libcurl` and `libopenal`
* Android - 2.3 or later
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* iOS - 8.0 or later
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* Most web browsers (even runs on IE11)
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And also runs on:
* Raspberry Pi - needs < code > libcurl</ code > and < code > libopenal</ code >
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* FreeBSD - needs < code > libexecinfo</ code > , < code > curl</ code > and < code > openal-soft</ code > packages (if you have a GitHub account, can [download from here ](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_freebsd.yml ))
* NetBSD - needs < code > libexecinfo</ code > , < code > curl</ code > and < code > openal-soft</ code > packages (if you have a GitHub account, can [download from here ](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_netbsd.yml ))
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* OpenBSD - needs < code > libexecinfo</ code > , < code > curl</ code > and < code > openal</ code > packages
* Solaris - needs < code > curl</ code > and < code > openal</ code > packages
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* Haiku - needs < code > openal</ code > package (if you have a GitHub account, can [download from here ](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_haiku.yml ))
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* BeOS - untested on actual hardware
* IRIX - needs < code > curl</ code > and < code > openal</ code > packages
* SerenityOS - needs < code > SDL2</ code >
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* Classic Mac OS (System 7 and later)
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* Dreamcast - unfinished, but renders (can [download from here ](https://www.classicube.net/download/dreamcast ))
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* Switch - unfinished, but usable (can [download from here ](https://www.classicube.net/download/switch ))
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* Wii U - unfinished, major issues (if you have a GitHub account, can [download from here ](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_wiiu.yml )), **untested on real hardware** )
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* Wii - unfinished, but usable (can [download from here ](https://www.classicube.net/download/wii ))
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* GameCube - unfinished, but usable (can [download from here ](https://www.classicube.net/download/gamecube ))
* Nintendo 64 - unfinished, moderate rendering issues (can [download from here ](https://www.classicube.net/download/n64 ))
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* 3DS - unfinished, but usable (can [download from here ](https://www.classicube.net/download/3ds ))
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* DS/DSi - unfinished, rendering issues (can [download from here ](https://www.classicube.net/download/nds ))
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* PS Vita - unfinished, rendering issues (can [download from here ](https://www.classicube.net/download/vita ))
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* PSP - unfinished, rendering issues (can [download from here ](https://www.classicube.net/download/psp ))
* PS3 - unfinished, rendering issues (can [download from here ](https://www.classicube.net/download/ps3 ))
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* PS2 - unfinished, major rendering and **stability issues** (can [download from here ](https://www.classicube.net/download/ps2 ))
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* PS1 - unfinished, major rendering and **stability issues**
* Xbox 360 - completely unfinished (if you have a GitHub account, can [download from here ](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_xbox360.yml )), **untested on real hardware** )
* Xbox - unfinished, major rendering issues (can [download from here ](https://www.classicube.net/download/xbox ))
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# Compiling
*Note: The various instructions below automatically compile ClassiCube with the recommended defaults for the platform. < br >
If you (not recommended) want to override the defaults (e.g. to compile OpenGL build on Windows), see [here ](doc/overriding-defaults.md ) for details.*
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## Compiling - Windows
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##### Using Visual Studio
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Open ClassiCube.sln *(File -> Open -> Project/Solution)* and compile it *(Build -> Build Solution)* .
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If you get a `The Windows SDK version 5.1 was not found` compilation error, [see here for how to fix ](doc/compile-fixes.md#visual-studio-unsupported-platform-toolset )
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##### Using Visual Studio (command line)
1. Use 'Developer Tools for Visual Studio' from Start Menu
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2. Navigate to the directory with ClassiCube's source code
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3. Enter `cl.exe *.c /link user32.lib gdi32.lib winmm.lib dbghelp.lib shell32.lib comdlg32.lib /out:ClassiCube.exe`
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##### Using MinGW-w64
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I am assuming you used the installer from https://sourceforge.net/projects/mingw-w64/
1. Install MinGW-W64
2. Use either *Run Terminal* from Start Menu or run *mingw-w64.bat* in the installation folder
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3. Navigate to the directory with ClassiCube's source code
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4. Enter `gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm -limagehlp`
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##### Using MinGW
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I am assuming you used the installer from https://osdn.net/projects/mingw/
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1. Install MinGW. You need mingw32-base-bin and msys-base-bin packages.
2. Run *msys.bat* in the *C:\MinGW\msys\1.0* folder.
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2. Navigate to the directory with ClassiCube's source code
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4. Enter `gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm -limagehlp`
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##### Using TCC (Tiny C Compiler)
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Setting up TCC:
1. Download and extract `tcc-0.9.27-win64-bin.zip` from https://bellard.org/tcc/
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2. In TCC's `lib/kernel32.def` , add missing `RtlCaptureContext` at line 554 (In between `RtlAddFunctionTable` and `RtlDeleteFunctionTable` )
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3. Download `winapi-full-for-0.9.27.zip` from https://bellard.org/tcc/
4. Copy `winapi` folder and `_mingw_dxhelper.h` from `winapi-full-for-0.9.27.zip` into TCC's `include` folder
Compiling with TCC:
1. Navigate to the directory with ClassiCube's source code
2. In `ExtMath.c` , change `fabsf` to `fabs` and `sqrtf` to `sqrt`
3. Enter `tcc.exe -o ClassiCube.exe *.c -lwinmm -limagehlp -lgdi32 -luser32 -lcomdlg32 -lshell32` < br >
(Note: You may need to specify the full path to `tcc.exe` instead of just `tcc.exe` )
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## Compiling - Linux
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##### Using gcc/clang
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Install appropriate libs as required. For ubuntu these are: libx11-dev, libxi-dev and libgl1-mesa-dev
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```gcc -fno-math-errno *.c -o ClassiCube -rdynamic -lpthread -lX11 -lXi -lGL -ldl```
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##### Cross compiling for Windows (32 bit):
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```i686-w64-mingw32-gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm -limagehlp```
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##### Cross compiling for Windows (64 bit):
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```x86_64-w64-mingw32-gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm -limagehlp```
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##### Raspberry Pi
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Although the regular linux compiliation flags will work fine, to take full advantage of the hardware:
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```gcc -fno-math-errno *.c -o ClassiCube -DCC_BUILD_RPI -rdynamic -lpthread -lX11 -lXi -lEGL -lGLESv2 -ldl```
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## Compiling - macOS
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```cc -fno-math-errno *.c * .m -o ClassiCube -framework Cocoa -framework OpenGL -framework IOKit -lobjc```
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Note: You may need to install Xcode before you can compile ClassiCube
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##### Using Xcode GUI
Open the `misc/macOS/CCMAC.xcodeproj` project in Xcode, and then compile it
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## Compiling - for Android
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NOTE: If you are distributing a modified version, **please change the package ID from `com.classicube.android.client` to something else** - otherwise Android users won't be able to have both ClassiCube and your modified version installed at the same time on their Android device
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##### Using Android Studio GUI
Open `android` folder in Android Studio (TODO explain more detailed)
##### Using command line (gradle)
Run `gradlew` in android folder (TODO explain more detailed)
## Compiling - for iOS
iOS version will have issues as it's incomplete and only tested in iOS Simulator
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NOTE: If you are distributing a modified version, **please change the bundle ID from `com.classicube.ios.client` to something else** - otherwise iOS users won't be able to have both ClassiCube and your modified version installed at the same time on their iOS device
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##### Using Xcode GUI
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Open the `ios/CCIOS.xcodeproj` project in Xcode, and then compile it
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##### Using command line (Xcode)
`xcodebuild -sdk iphoneos -configuration Debug` (TODO explain more detailed)
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## Compiling - webclient
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```emcc *.c -s ALLOW_MEMORY_GROWTH=1 -s TOTAL_STACK=1Mb --js-library interop_web.js```
The generated javascript file has some issues. [See here for how to fix ](doc/compile-fixes.md#webclient-patches )
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For more details on how to integrate into a website, see [here ](doc/hosting-webclient.md )
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< details >
< summary > < h2 > Compiling - consoles< / h2 > < / summary >
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All console ports needs assistance from someone experienced with homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
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< details >
< summary > < h3 > Nintendo consoles (click to expand)< / h3 > < / summary >
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#### Switch
Run `make switch` . You'll need [libnx ](https://github.com/switchbrew/libnx ) and [mesa ](https://github.com/devkitPro/mesa )
**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-glm` packages)**
#### Wii U
Run `make wiiu` . You'll need [wut ](https://github.com/devkitPro/wut/ )
**NOTE: It is highly recommended that you install the precompiled devkitpro packages from [here ](https://devkitpro.org/wiki/Getting_Started ) - you need the `wiiu-dev` group)**
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#### 3DS
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Run `make 3ds` . You'll need [libctru ](https://github.com/devkitPro/libctru )
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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 `3ds-dev` group)**
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#### Wii
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Run `make wii` . You'll need [libogc ](https://github.com/devkitPro/libogc )
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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 `wii-dev` group)**
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#### GameCube
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Run `make gamecube` . You'll need [libogc ](https://github.com/devkitPro/libogc )
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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 `gamecube-dev` group)**
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#### Nintendo DS/DSi
Run `make ds` . You'll need [BlocksDS ](https://github.com/blocksds/sdk )
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#### Nintendo 64
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Run `make n64` . You'll need the opengl branch of [libdragon ](https://github.com/DragonMinded/libdragon/tree/opengl )
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< / details >
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< details >
< summary > < h3 > Sony consoles (click to expand)< / h3 > < / summary >
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#### PlayStation Vita
Run `make vita` . You'll need [vitasdk ](https://vitasdk.org/ )
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#### PlayStation Portable
Run `make psp` . You'll need [pspsdk ](https://github.com/pspdev/pspsdk )
**NOTE: It is recommended that you install the precompiled pspsdk version from [here ](https://github.com/pspdev/pspdev/releases )**
#### PlayStation 3
Run `make ps3` . You'll need [PSL1GHT ](https://github.com/ps3dev/PSL1GHT )
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#### PlayStation 2
Run `make ps2` . You'll need [ps2sdk ](https://github.com/ps2dev/ps2sdk )
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#### PlayStation 1
Run `make ps1` . You'll need [PSn00bSDK ](https://github.com/Lameguy64/PSn00bSDK/ )
< / details >
< details >
< summary > < h3 > Microsoft consoles (click to expand)< / h3 > < / summary >
#### Xbox 360
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Run `make 360` . You'll need [libxenon ](https://github.com/Free60Project/libxenon )
#### Xbox (original)
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Run `make xbox` . You'll need [nxdk ](https://github.com/XboxDev/nxdk )
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< / details >
< details >
< summary > < h3 > SEGA consoles (click to expand)< / h3 > < / summary >
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### SEGA consoles
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#### Dreamcast
Run `make dreamcast` . You'll need [KallistiOS ](https://github.com/KallistiOS/KallistiOS )
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#### Saturn
Run `make saturn` . You'll need [libyaul ](https://github.com/yaul-org/libyaul )
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< / details >
< / details >
< details >
< summary > < h2 > Compiling - other platforms (click to expand)< / h2 > < / summary >
#### FreeBSD
Install libxi, libexecinfo, curl and openal-soft package if needed
```cc *.c -o ClassiCube -I /usr/local/include -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo```
#### OpenBSD
Install libexecinfo, curl and openal package if needed
```cc *.c -o ClassiCube -I /usr/X11R6/include -I /usr/local/include -L /usr/X11R6/lib -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo```
#### NetBSD
Install libexecinfo, curl and openal-soft package if needed
```cc *.c -o ClassiCube -I /usr/X11R7/include -I /usr/pkg/include -L /usr/X11R7/lib -L /usr/pkg/lib -lpthread -lX11 -lXi -lGL -lexecinfo```
#### DragonflyBSD
```cc *.c -o ClassiCube -I /usr/local/include -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo```
#### Solaris
```gcc -fno-math-errno *.c -o ClassiCube -lsocket -lX11 -lXi -lGL```
#### Haiku
Install openal_devel package if needed
```cc -fno-math-errno *.c interop_BeOS.cpp -o ClassiCube -lGL -lnetwork -lstdc++ -lbe -lgame -ltracker```
#### BeOS
```cc -fno-math-errno *.c interop_BeOS.cpp -o ClassiCube -lGL -lbe -lgame -ltracker```
#### IRIX
```gcc -fno-math-errno -lGL -lX11 -lXi -lpthread -ldl```
#### SerenityOS
Install SDL2 port if needed
```cc *.c -o ClassiCube -lgl -lSDL2```
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#### Classic Mac OS
Install Retro68 to compile (supports both M68k and PowerPC compiling)
```make macclassic_68k``` or ```make macclassic_ppc```
The PowerPC build will usually perform much better
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#### Other systems
You'll have to write the necessary code. You should read `portability.md` in doc folder.
< / details >
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## Documentation
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Functions and variables in .h files are mostly documented.
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Further information (e.g. style) for ClassiCube's source code can be found in the doc and misc folders.
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#### Known compilation errors
[Fixes for compilation errors when using musl or old glibc for C standard library ](doc/compile-fixes.md#common-compilation-errors )
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#### Tips
* Press escape (after joining a world) or pause to switch to the pause menu.
* Pause menu -> Options -> Controls lists all of the key combinations used by the client.
* Note that toggling 'vsync' to on will minimise CPU usage, while off will maximimise chunk loading speed.
* Press F to cycle view distance. A smaller number of visible chunks can improve performance.
* If the server has disabled hacks, key combinations such as fly and speed will not do anything.
* To see the list of built in commands, type `/client` .
* To see help for a given built in command, type `/client help <command name>` .
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< details >
< summary > < h2 > Open source technologies (click to expand)< / h2 > < / summary >
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* [curl ](https://curl.se/ ) - HTTP/HTTPS for linux and macOS
* [FreeType ](https://www.freetype.org/ ) - Font handling for all platforms
* [GCC ](https://gcc.gnu.org/ ) - Compiles client for linux
* [MinGW-w64 ](http://mingw-w64.org/doku.php ) - Compiles client for windows
* [Clang ](https://clang.llvm.org/ ) - Compiles client for macOS
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* [Emscripten ](https://emscripten.org/ ) - Compiles client for web
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* [RenderDoc ](https://renderdoc.org/ ) - Graphics debugging
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* [BearSSL ](https://www.bearssl.org/ ) - SSL/TLS support on consoles
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* [libnx ](https://github.com/switchbrew/libnx ) - Backend for Switch
* [Ryujinx ](https://github.com/Ryujinx/Ryujinx ) - Emulator used to test Switch port
* [wut ](https://github.com/devkitPro/wut/ ) - Backend for Wii U
* [Cemu ](https://github.com/cemu-project/Cemu ) - Emulator used to test Wii U port
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* [libctru ](https://github.com/devkitPro/libctru ) - Backend for 3DS
* [citro3D ](https://github.com/devkitPro/citro3d ) - Rendering backend for 3DS
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* [Citra ](https://github.com/citra-emu/citra ) - Emulator used to test 3DS port
* [libogc ](https://github.com/devkitPro/libogc ) - Backend for Wii and GameCube
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* [libfat ](https://github.com/devkitPro/libfat ) - Filesystem backend for Wii/GC
* [Dolphin ](https://github.com/dolphin-emu/dolphin ) - Emulator used to test Wii/GC port
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* [libdragon ](https://github.com/DragonMinded/libdragon ) - Backend for Nintendo 64
* [ares ](https://github.com/ares-emulator/ares ) - Emulator used to test Nintendo 64 port
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* [BlocksDS ](https://github.com/blocksds/sdk ) - Backend for Nintendo DS
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* [melonDS ](https://github.com/melonDS-emu/melonDS ) - Emulator used to test Nintendo DS port
* [vitasdk ](https://github.com/vitasdk ) - Backend for PS Vita
* [Vita3K ](https://github.com/Vita3K/Vita3K ) - Emulator used to test Vita port
* [pspsdk ](https://github.com/pspdev/pspsdk ) - Backend for PSP
* [PPSSPP ](https://github.com/hrydgard/ppsspp ) - Emulator used to test PSP port
* [PSL1GHT ](https://github.com/ps3dev/PSL1GHT ) - Backend for PS3
* [RPCS3 ](https://github.com/RPCS3/rpcs3 ) - Emulator used to test PS3 port
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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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* [PSn00bSDK ](https://github.com/Lameguy64/PSn00bSDK/ ) - Backend for PS1
* [duckstation ](https://github.com/stenzek/duckstation ) - Emulator used to test PS1 port
* [libxenon ](https://github.com/Free60Project/libxenon ) - Backend for Xbox 360
* [nxdk ](https://github.com/XboxDev/nxdk ) - Backend for Xbox
* [xemu ](https://github.com/xemu-project/xemu ) - Emulator used to test Xbox port
* [cxbx-reloaded ](https://github.com/Cxbx-Reloaded/Cxbx-Reloaded ) - Emulator used to test Xbox port
* [KallistiOS ](https://github.com/KallistiOS/KallistiOS ) - Backend for Dreamcast
* [GLdc ](https://github.com/Kazade/GLdc ) - Basis of rendering backend for Dreamcast
* [flycast ](https://github.com/flyinghead/flycast ) - Emulator used to test Dreamcast port
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* [libyaul ](https://github.com/yaul-org/libyaul ) - Backend for Saturn
* [mednafen ](https://mednafen.github.io/ ) - Emulator used to test Saturn port
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< / details >
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## Sound Credits
ClassiCube uses sounds from [Freesound.org ](https://freesound.org )< br >
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Full credits are listed in [doc/sound-credits.md ](doc/sound-credits.md )