From 62713bb5518fe79970f7f395d440ca3e0fb8b056 Mon Sep 17 00:00:00 2001 From: Yomitht <168052978+Yomitht@users.noreply.github.com> Date: Thu, 10 Oct 2024 17:16:29 -0600 Subject: [PATCH] Added Project Overview to README (#4235) * Added Project Overview to README This is a couple additional lines of text clarifying the high-level structure of the project, mostly for the benefit of anyone new joining the project. * Added "Further Reading" section Points out and lists the contents of the "docs" directory for ease of access to the documentation therein. --- README.md | 16 +++++++++++++++- 1 file changed, 15 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 233ef86d9..c84059892 100644 --- a/README.md +++ b/README.md @@ -70,12 +70,17 @@ Congratulations, you are now sailing with the Ship of Harkinian! Have fun! | Tab | Toggle Alternate assets | | Ctrl+R | Reset | +# Project Overview +Ship of Harkinian (SOH) is built atop a custom library dubbed libultraship (LUS). Back in the N64 days, there was an SDK distributed to developers named libultra; LUS is designed to mimic the functionality of libultra on modern hardware. In addition, we are dependant on the source code provided by the OOT decompilation project. + +In order for the game to function, you will require a **legally aquired** ROM for Ocarina of Time. Click [here](https://ship.equipment/) to check the compatability of your specific rom. Any copyrighted assets are extracted from the ROM and reformated as a .otr archive file which the code uses. + ### Graphics Backends Currently, there are three rendering APIs supported: DirectX11 (Windows), OpenGL (all platforms), and Metal (MacOS). You can change which API to use in the `Settings` menu of the menubar, which requires a restart. If you're having an issue with crashing, you can change the API in the `shipofharkinian.json` file by finding the line `gfxbackend:""` and changing the value to `sdl` for OpenGL. DirectX 11 is the default on Windows. # Custom Assets -Custom assets are packed in `.otr` files. To use custom assets, place them in the `mods` folder. +Custom assets are packed in `.otr` archive files. To use custom assets, place them in the `mods` folder. If you're interested in creating and/or packing your own custom asset `.otr` files, check out the following tools: * [**retro - OTR generator**](https://github.com/HarbourMasters64/retro) @@ -93,6 +98,15 @@ If you want to playtest a continuous integration build, you can find them at the * [macOS](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-mac.zip) * [Linux](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-linux.zip) +### Further Reading +More detailed documentation can be found in the 'docs' directory, including the afformentioned [building instructions](docs/BUILDING.md). + +*[Credits](docs/CREDITS.md) +*[Custom Music](docs/CUSTOM_MUSIC.md) +*[Controler Maping](docs/GAME_CONTROLLER_DB.md) +*[Modding](docs/MODDING.md) +*[Versioning](docs/VERSIONING.md) +