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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.
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@ -70,12 +70,17 @@ Congratulations, you are now sailing with the Ship of Harkinian! Have fun!
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| Tab | Toggle Alternate assets |
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| Tab | Toggle Alternate assets |
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| Ctrl+R | Reset |
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| Ctrl+R | Reset |
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# Project Overview
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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.
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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.
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### Graphics Backends
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### Graphics Backends
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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.
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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.
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# Custom Assets
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# Custom Assets
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Custom assets are packed in `.otr` files. To use custom assets, place them in the `mods` folder.
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Custom assets are packed in `.otr` archive files. To use custom assets, place them in the `mods` folder.
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If you're interested in creating and/or packing your own custom asset `.otr` files, check out the following tools:
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If you're interested in creating and/or packing your own custom asset `.otr` files, check out the following tools:
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* [**retro - OTR generator**](https://github.com/HarbourMasters64/retro)
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* [**retro - OTR generator**](https://github.com/HarbourMasters64/retro)
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@ -93,6 +98,15 @@ If you want to playtest a continuous integration build, you can find them at the
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* [macOS](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-mac.zip)
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* [macOS](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-mac.zip)
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* [Linux](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-linux.zip)
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* [Linux](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-linux.zip)
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### Further Reading
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More detailed documentation can be found in the 'docs' directory, including the afformentioned [building instructions](docs/BUILDING.md).
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*[Credits](docs/CREDITS.md)
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*[Custom Music](docs/CUSTOM_MUSIC.md)
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*[Controler Maping](docs/GAME_CONTROLLER_DB.md)
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*[Modding](docs/MODDING.md)
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*[Versioning](docs/VERSIONING.md)
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<a href="https://github.com/Kenix3/libultraship/">
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<a href="https://github.com/Kenix3/libultraship/">
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<picture>
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./docs/poweredbylus.darkmode.png">
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<source media="(prefers-color-scheme: dark)" srcset="./docs/poweredbylus.darkmode.png">
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