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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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![screenshot_n ](http://i.imgur.com/FCiwl27.png )
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# Information
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ClassiCube aims to replicate the 2009 Minecraft Classic client while also:
* offering **optional** additions to improve gameplay
* providing much better performance for a large range of hardware
* running on many different systems (desktop, web, mobile, consoles)
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ClassiCube is not trying to replicate modern Minecraft versions - and therefore it doesn't (and won't) support:
* survival mode
* logging in with Microsoft or Mojang accounts
* connecting to Minecraft Java Edition or Bedrock Edition servers
< br / >
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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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### 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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### What ClassiCube is
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* A complete re-implementation of Minecraft Classic 0.30, with **optional** additions
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* Partially supports some features of Minecraft Classic versions before 0.30
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* Lightweight, minimal memory usage compared to original Minecraft Classic
* Much better performance than original Minecraft Classic
* Works with effectively all graphics cards that support OpenGL or Direct3D 9
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* Runs on Windows, macOS, Linux, Android, iOS, and in a web browser
* Also runs on OpenBSD, FreeBSD, NetBSD, Solaris, Haiku, IRIX, SerenityOS
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* Although in various stages of early development, also runs on various consoles
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### Instructions
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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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< br / >
**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
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
* iOS - 10.3 or later
* 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 >
* FreeBSD - needs < code > libexecinfo</ code > , < code > curl</ code > and < code > openal-soft</ code > packages
* NetBSD - needs < code > libexecinfo</ code > , < code > curl</ code > and < code > openal-soft</ code > packages
* OpenBSD - needs < code > libexecinfo</ code > , < code > curl</ code > and < code > openal</ code > packages
* Solaris - needs < code > curl</ code > and < code > openal</ code > packages
* Haiku - needs < code > openal</ code > package (if you have a GitHub account, can [download from here ](https://github.com/UnknownShadow200/ClassiCube/actions/workflows/build_haiku.yml ))
* BeOS - untested on actual hardware
* IRIX - needs < code > curl</ code > and < code > openal</ code > packages
* SerenityOS - needs < code > SDL2</ code >
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* 3DS - unfinished, but usable (can [download from here ](https://www.classicube.net/download/3ds ))
* Wii - unfinished, but usable (can [download from here ](https://www.classicube.net/download/wii ))
* GameCube - unfinished, but usable (can [download from here ](https://www.classicube.net/download/gamecube ))
* Dreamcast - unfinished, but renders (can [download from here ](https://www.classicube.net/download/dreamcast ))
* PSP - unfinished, rendering issues (can [download from here ](https://www.classicube.net/download/psp ), **untested on real hardware** )
* PS Vita - unfinished, rendering issues (can [download from here ](https://www.classicube.net/download/vita ), **untested on real hardware** )
* Xbox - unfinished, major rendering issues (can [download from here ](https://www.classicube.net/download/xbox ), **untested on real hardware** )
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* PS3 - unfinished, rendering issues (can [download from here ](https://www.classicube.net/download/ps3 ), **untested on real hardware** )
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* Nintendo 64 - unfinished, moderate rendering issues
* PS2 - unfinished, major rendering and stability issues
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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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I am assuming you used `tcc-0.9.27-win64-bin.zip` from https://bellard.org/tcc/
1. Extract the .zip file
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2. In TCC's `lib/kernel32.def` , add missing `RtlCaptureContext` at line 554 (In between `RtlAddFunctionTable` and `RtlDeleteFunctionTable` )
3. Copy `winapi` folder and `_mingw_dxhelper.h` from `winapi-full-for-0.9.27.zip` into TCC's `include` folder
4. Navigate to the directory with ClassiCube's source code
5. In `ExtMath.c` , change `fabsf` to `fabs` and `sqrtf` to `sqrtf`
6. Enter `tcc.exe -o ClassiCube.exe *.c -lwinmm -limagehlp -lgdi32 -luser32 -lcomdlg32 -lshell32`
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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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##### Using gcc/clang (32 bit)
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```cc -fno-math-errno *.c -o ClassiCube -framework Carbon -framework AGL -framework OpenGL -framework IOKit```
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##### Using gcc/clang (64 bit)
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```cc -fno-math-errno *.c interop_cocoa.m -o ClassiCube -framework Cocoa -framework OpenGL -framework IOKit -lobjc```
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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
Import `ios/CCIOS.xcodeproj` project into Xcode (TODO explain more detailed)
##### Using command line (Xcode)
`xcodebuild -sdk iphoneos -configuration Debug` (TODO explain more detailed)
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## Compiling - other desktop OSes
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#### FreeBSD
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Install libxi, libexecinfo, curl and openal-soft package if needed
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```cc *.c -o ClassiCube -I /usr/local/include -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo```
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#### OpenBSD
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Install libexecinfo, curl and openal package if needed
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```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```
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#### NetBSD
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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```
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#### DragonflyBSD
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```cc *.c -o ClassiCube -I /usr/local/include -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo```
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#### Solaris
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```gcc -fno-math-errno *.c -o ClassiCube -lsocket -lX11 -lXi -lGL```
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#### Haiku
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Install openal_devel package if needed
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```cc -fno-math-errno *.c interop_BeOS.cpp -o ClassiCube -lGL -lnetwork -lstdc++ -lbe -lgame -ltracker```
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#### BeOS
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```cc -fno-math-errno *.c interop_BeOS.cpp -o ClassiCube -lGL -lbe -lgame -ltracker```
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#### IRIX
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```gcc -fno-math-errno -lGL -lX11 -lXi -lpthread -ldl```
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#### SerenityOS
Install SDL2 port if needed
```cc *.c -o ClassiCube -lgl -lSDL2```
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## Compiling - other
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#### Web
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```emcc *.c -s ALLOW_MEMORY_GROWTH=1 -s TOTAL_STACK=1Mb --js-library interop_web.js```
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The generated javascript file has some issues. [See here for how to fix ](doc/compile-fixes.md#webclient-patches )
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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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The 3DS port needs assistance from someone experienced with 3DS homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
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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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The Wii port needs assistance from someone experienced with Wii homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
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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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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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#### 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 )**
The PSP port needs assistance from someone experienced with PSP homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
#### PlayStation Vita
Run `make vita` . You'll need [vitasdk ](https://vitasdk.org/ )
The Vita port needs assistance from someone experienced with Vita homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
#### PlayStation 3
Run `make ps3` . You'll need [PSL1GHT ](https://github.com/ps3dev/PSL1GHT )
The PS3 port needs assistance from someone experienced with PS3 homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
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#### Xbox
Run `make xbox` . You'll need [nxdk ](https://github.com/XboxDev/nxdk )
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The Xbox port needs assistance from someone experienced with Xbox homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
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#### Dreamcast
Run `make dreamcast` . You'll need [KallistiOS ](https://github.com/KallistiOS/KallistiOS )
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The Dreamcast port needs assistance from someone experienced with Dreamcast homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
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#### Nintendo 64
Run `make n64` . You'll need the opengl branch of [libdragon ](https://github.com/DragonMinded/libdragon/tree/opengl )
The Nintendo 64 port needs assistance from someone experienced with Nintendo 64 homebrew development - if you're interested, please get in contact with me. (`unknownshadow200` on Discord)
You'll also need to stub out `WorkerLoop` function in `Http_Worker.c` for now
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##### Other
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You'll have to write the necessary code. You should read portability.md in doc folder.
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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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## Open source technologies
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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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* [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
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* [pspsdk ](https://github.com/pspdev/pspsdk ) - Backend for PSP
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* [PPSSPP ](https://github.com/hrydgard/ppsspp ) - Emulator used to test PSP port
* [vitasdk ](https://github.com/vitasdk ) - Backend for PS Vita
* [Vita3K ](https://github.com/Vita3K/Vita3K ) - Emulator used to test Vita port
2023-09-16 08:50:22 -04:00
* [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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* [libogc ](https://github.com/devkitPro/libogc ) - Backend for Wii and GameCube
2023-08-04 06:11:14 -04:00
* [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
2023-08-11 19:38:47 -04:00
* [KallistiOS ](https://github.com/KallistiOS/KallistiOS ) - Backend for Dreamcast
2023-08-23 08:57:21 -04:00
* [GLdc ](https://github.com/Kazade/GLdc ) - Basis of rendering backend for Dreamcast
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* [nullDC ](https://github.com/skmp/nulldc ) - Emulator used to test Dreamcast port
2023-08-23 08:57:21 -04:00
* [flycast ](https://github.com/flyinghead/flycast ) - Emulator used to test Dreamcast port
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* [nxdk ](https://github.com/XboxDev/nxdk ) - Backend for Xbox
* [xemu ](https://github.com/xemu-project/xemu ) - Emulator used to test Xbox port
2023-08-27 00:58:49 -04:00
* [cxbx-reloaded ](https://github.com/Cxbx-Reloaded/Cxbx-Reloaded ) - Emulator used to test Xbox port
2023-11-16 16:52:58 -05:00
* [libdragon ](https://github.com/DragonMinded/libdragon ) - Backend for Nintendo 64
* [cen64 ](https://github.com/n64dev/cen64 ) - Emulator used to test Nintendo 64 port
* [ares ](https://github.com/ares-emulator/ares ) - Emulator used to test Nintendo 64 port
2023-12-09 21:10:45 -05:00
* [ps2sdk ](https://github.com/ps2dev/ps2sdk ) - Backend for PS2
2023-12-21 04:47:32 -05:00
* [PCSX2 ](https://github.com/PCSX2/pcsx2 ) - Emulator used to test PS2 port
2023-08-11 19:38:47 -04:00
2021-08-13 08:41:19 -04:00
## 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 )