ClassiCube is a custom Minecraft Classic compatible client written in C from scratch.
**It is not affiliated with (or supported by) Mojang AB, Minecraft, or Microsoft in any way.** # What ClassiCube is 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.
Features (click to expand) * 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
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/). ![classic](https://github.com/ClassiCube/actions-testing-cc/assets/7892772/a233cb4c-296a-4d08-87fc-49874c230d4f) ![enhanced](https://github.com/ClassiCube/actions-testing-cc/assets/7892772/61a064bd-cfaa-4a91-bedf-a16c3dd7e8a2) # We need your help 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**. If you're interested in documenting or verifying the behaviour of the original Minecraft Classic, please get in contact with me. (`unknownshadow200` on Discord) # How to play Initially, you will need to run ClassiCube.exe to download the required assets from minecraft.net and classicube.net.
Just click 'OK' to the dialog menu that appears when you start the launcher. **Singleplayer** Run ClassiCube.exe, then click Singleplayer at the main menu. **Multiplayer** 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/). **Note:** When running from within VirtualBox, disable Mouse Integration, otherwise the camera will not work properly #### *Stuck on OpenGL 1.1?* 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. 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. # 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 - 8.0 or later * Most web browsers (even runs on IE11) And also runs on: * Raspberry Pi - needs libcurl and libopenal * FreeBSD - needs libexecinfo, curl and openal-soft packages (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_freebsd.yml)) * NetBSD - needs libexecinfo, curl and openal-soft packages (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_netbsd.yml)) * OpenBSD - needs libexecinfo, curl and openal packages * Solaris - needs curl and openal packages * Haiku - needs openal package (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_haiku.yml)) * BeOS - untested on actual hardware * IRIX - needs curl and openal packages * SerenityOS - needs SDL2 * 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)) * PS Vita - unfinished, rendering issues (can [download from here](https://www.classicube.net/download/vita)) * Xbox - unfinished, major rendering issues (can [download from here](https://www.classicube.net/download/xbox), **untested on real hardware**) * PS3 - unfinished, rendering issues (can [download from here](https://www.classicube.net/download/ps3), **usually outdated**) * 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)) * 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)) * Switch - unfinished, but usable (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_switch.yml)) # Compiling *Note: The various instructions below automatically compile ClassiCube with the recommended defaults for the platform.
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.* ## Compiling - Windows ##### Using Visual Studio Open ClassiCube.sln *(File -> Open -> Project/Solution)* and compile it *(Build -> Build Solution)*. 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) ##### Using Visual Studio (command line) 1. Use 'Developer Tools for Visual Studio' from Start Menu 2. Navigate to the directory with ClassiCube's source code 3. Enter `cl.exe *.c /link user32.lib gdi32.lib winmm.lib dbghelp.lib shell32.lib comdlg32.lib /out:ClassiCube.exe` ##### Using MinGW-w64 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 3. Navigate to the directory with ClassiCube's source code 4. Enter `gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm -limagehlp` ##### Using MinGW I am assuming you used the installer from https://osdn.net/projects/mingw/ 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. 2. Navigate to the directory with ClassiCube's source code 4. Enter `gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm -limagehlp` ##### Using TCC (Tiny C Compiler) I am assuming you used `tcc-0.9.27-win64-bin.zip` from https://bellard.org/tcc/ 1. Extract the .zip file 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` ## Compiling - Linux ##### Using gcc/clang Install appropriate libs as required. For ubuntu these are: libx11-dev, libxi-dev and libgl1-mesa-dev ```gcc -fno-math-errno *.c -o ClassiCube -rdynamic -lpthread -lX11 -lXi -lGL -ldl``` ##### Cross compiling for Windows (32 bit): ```i686-w64-mingw32-gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm -limagehlp``` ##### Cross compiling for Windows (64 bit): ```x86_64-w64-mingw32-gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm -limagehlp``` ##### Raspberry Pi Although the regular linux compiliation flags will work fine, to take full advantage of the hardware: ```gcc -fno-math-errno *.c -o ClassiCube -DCC_BUILD_RPI -rdynamic -lpthread -lX11 -lXi -lEGL -lGLESv2 -ldl``` ## Compiling - macOS ##### Using gcc/clang (32 bit) ```cc -fno-math-errno *.c -o ClassiCube -framework Carbon -framework AGL -framework OpenGL -framework IOKit``` ##### Using gcc/clang (64 bit) ```cc -fno-math-errno *.c interop_cocoa.m -o ClassiCube -framework Cocoa -framework OpenGL -framework IOKit -lobjc``` ## Compiling - for Android 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 ##### 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 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 ##### 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) ## Compiling - other desktop OSes #### 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``` ## Compiling - other #### Web ```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) #### 3DS Run `make 3ds`. You'll need [libctru](https://github.com/devkitPro/libctru) **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)** 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) #### Wii Run `make wii`. You'll need [libogc](https://github.com/devkitPro/libogc) **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)** 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) #### GameCube Run `make gamecube`. You'll need [libogc](https://github.com/devkitPro/libogc) **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)** 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) #### 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-glad switch-glm` packages)** 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) #### 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) #### Xbox Run `make xbox`. You'll need [nxdk](https://github.com/XboxDev/nxdk) 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) #### Dreamcast Run `make dreamcast`. You'll need [KallistiOS](https://github.com/KallistiOS/KallistiOS) 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) #### 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 ##### Other You'll have to write the necessary code. You should read portability.md in doc folder. ## Documentation Functions and variables in .h files are mostly documented. Further information (e.g. style) for ClassiCube's source code can be found in the doc and misc folders. #### Known compilation errors [Fixes for compilation errors when using musl or old glibc for C standard library](doc/compile-fixes.md#common-compilation-errors) #### 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 `. ## Open source technologies * [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 * [Emscripten](https://emscripten.org/) - Compiles client for web * [RenderDoc](https://renderdoc.org/) - Graphics debugging * [BearSSL](https://www.bearssl.org/) - SSL/TLS support on consoles * [libctru](https://github.com/devkitPro/libctru) - Backend for 3DS * [citro3D](https://github.com/devkitPro/citro3d) - Rendering backend for 3DS * [Citra](https://github.com/citra-emu/citra) - Emulator used to test 3DS port * [pspsdk](https://github.com/pspdev/pspsdk) - Backend for PSP * [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 * [PSL1GHT](https://github.com/ps3dev/PSL1GHT) - Backend for PS3 * [RPCS3](https://github.com/RPCS3/rpcs3) - Emulator used to test PS3 port * [libogc](https://github.com/devkitPro/libogc) - Backend for Wii and GameCube * [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 * [KallistiOS](https://github.com/KallistiOS/KallistiOS) - Backend for Dreamcast * [GLdc](https://github.com/Kazade/GLdc) - Basis of rendering backend for Dreamcast * [nullDC](https://github.com/skmp/nulldc) - Emulator used to test Dreamcast port * [flycast](https://github.com/flyinghead/flycast) - Emulator used to test Dreamcast port * [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 * [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 * [ps2sdk](https://github.com/ps2dev/ps2sdk) - Backend for PS2 * [PCSX2](https://github.com/PCSX2/pcsx2) - Emulator used to test PS2 port * [libnx](https://github.com/switchbrew/libnx) - Backend for Switch * [Ryujinx](https://github.com/Ryujinx/Ryujinx) - Emulator used to test Switch port ## Sound Credits ClassiCube uses sounds from [Freesound.org](https://freesound.org)
Full credits are listed in [doc/sound-credits.md](doc/sound-credits.md)