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* Update the readme slightly
-- Add clarification on build steps for linux -- Uniformize line widths to a maximum of 125 chars.
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README.md
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README.md
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# ReMinecraftPE
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This project aims to create a custom Minecraft experience based on Minecraft: Pocket Edition as of 2011. It's based on the mcpe01_canada.apk build of the game.
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This project aims to create a custom Minecraft experience based on Minecraft: Pocket Edition as of 2011. It's
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based on the mcpe01_canada.apk build of the game.
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**Its goals are:**
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* To add Quality-of-Life features to Minecraft: Pocket Edition, such as a brighter color gamut, an in-game options menu, etc.
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* To add features that were in Minecraft Alpha and the early Betas in 2011. (before and during Minecraft PE's development - this excludes hunger, for example, as it was added in Beta 1.8)
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* To keep the source code layout similar to the original Minecraft PE (reconstructed from clues hidden within certain versions of the game, such as the 0.1.0 touch prototype/debug build)
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* To port the game to more platforms, such as Windows (including older versions), Linux, WebGL, Android, and macOS. Currently we have ports for:
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* To add Quality-of-Life features to Minecraft: Pocket Edition, such as a brighter color gamut, an in-game
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options menu, etc.
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* To add features that were in Minecraft Alpha and the early Betas in 2011. (before and during Minecraft PE's
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development - this excludes hunger, for example, as it was added in Beta 1.8)
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* To keep the source code layout similar to the original Minecraft PE (reconstructed from clues hidden within
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certain versions of the game, such as the 0.1.0 touch prototype/debug build)
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* To port the game to more platforms, such as Windows (including older versions), Linux, WebGL, Android, and
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macOS. Currently we have ports for:
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* Windows 10/8/7
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* Windows XP/Vista
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* Linux
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@@ -19,7 +24,8 @@ This project aims to create a custom Minecraft experience based on Minecraft: Po
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* Backport features from versions newer than 0.9.0
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* Add The Nether or The End (probably)
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* Add Herobrine
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* Add support for Minecraft Java or Minecraft Bedrock servers. (although LAN play with original MCPE clients will be supported for as long as possible)
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* Add support for Minecraft Java or Minecraft Bedrock servers. (although LAN play with original MCPE clients
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will be supported for as long as possible)
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* Modify the project structure
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Note: The original mcpe01_canada.apk does not work on newer Android devices. A port of this likely will.
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@@ -28,7 +34,8 @@ Note: The original mcpe01_canada.apk does not work on newer Android devices. A p
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## License information
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This project is licensed under the [BSD 1 clause license](LICENSE.md). However, it contains third party software with different but compatible licenses:
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This project is licensed under the [BSD 1 clause license](LICENSE.md). However, it contains third party
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software with different but compatible licenses:
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- [RakNet](https://github.com/facebookarchive/RakNet): [Licensed under the BSD 2 clause license](thirdparty/raknet/LICENSE)
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- [zlib](https://github.com/madler/zlib): [View license](thirdparty/zlib/LICENSE)
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@@ -39,7 +46,8 @@ Want to help this project? [Here's a list of things left to do.](TODO.md)
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## DISCLAIMER
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This project **requires** you to have a copy of the `mcpe01_canada.apk` (sha256: `74b1d3b51a174c4dcaaa58d2bbdf7a4f4c9cfe5f2aeec4844427c2b8f1124343`), before you can build.
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This project **requires** you to have a copy of the `mcpe01_canada.apk` (sha256 of the `libminecraftpe.so`
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inside: `74b1d3b51a174c4dcaaa58d2bbdf7a4f4c9cfe5f2aeec4844427c2b8f1124343`), before you can build.
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## Setup
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@@ -47,7 +55,8 @@ Before trying to build, load the sound assets into the `sound_data/` folder in t
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by **running the following command**:
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* `tools/grabsounds.py /path/to/the/mcpe01_canada/lib/armeabi-v7a/libminecraftpe.so`.
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After that, **prepare the assets folder** from mcpe01_canada.apk. You will need it for the platform specific build.
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After that, **prepare the assets folder** from mcpe01_canada.apk. You will need it for the platform specific
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build.
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## Building
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@@ -62,30 +71,45 @@ After building, place the `assets` folder you have prepared in the working direc
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This target is only around to target Windows XP (or potentially earlier) versions.
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To compile, you will **need the Microsoft Platform SDK and the DirectX (June 2010) SDK**. After that, follow the same steps as
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the VS2022 build. (open the minecraftcpp_vs2010.sln project instead of the minecraftcpp.sln project).
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To compile, you will **need the Microsoft Platform SDK and the DirectX (June 2010) SDK**. After that, follow
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the same steps as the VS2022 build. (open the minecraftcpp_vs2010.sln project instead of the minecraftcpp.sln
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project).
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**Note!** If you are running from within VirtualBox, disable mouse integration (absolute mouse), or the camera won't work properly.
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**Note!** If you are running from within VirtualBox, disable mouse integration (absolute mouse), or the camera
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won't work properly.
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### WebAssembly
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The game will use the assets from within the `game/` directory. So put your assets there if you want to build for wasm.
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Then run the `build-wasm` script corresponding to your platform (`-.sh` on linux/WSL, `-.bat` on windows).
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**Make sure you have CMake and Ninja installed. On Windows, the ninja executable must be in your PATH.**
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On Linux, the package names are `cmake` and `ninja-build` respectively if you are using apt.
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The output files will be in `./wasm/dist`, but you need to upload them to a web host (localhost works too) to use. (problem with Emscripten)
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The game will use the assets from within the `game/` directory. So put your assets there if you want to build
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for wasm. Then run the `build-wasm` script corresponding to your platform (`-.sh` on linux/WSL, `-.bat` on
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windows).
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**NOTE:** If you are using nginx, make sure the `*.wasm` file is served as `application/wasm`, and not `application/octet-stream`. This can be done by
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opening `/etc/nginx/mime.types` as root and adding `application/wasm wasm;` to the types block.
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The output files will be in `./wasm/dist`, but you need to upload them to a web host (localhost works too) to
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use. (problem with Emscripten)
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**NOTE:** If you are using nginx, make sure the `*.wasm` file is served as `application/wasm`, and not
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`application/octet-stream`. This can be done by opening `/etc/nginx/mime.types` as root and adding
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`application/wasm wasm;` to the types block.
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## Linux
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You will need `libopenal-dev` and `libsdl2-dev` to play (the package names for OpenAL and SDL2 respectively,
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if you are using apt). Then simply run the makefile with the `make` command.
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## Have seams when playing?
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I've had texture seams when playing Minecraft Classic, ClassiCube and this recreation of Minecraft PE, on a fresh new laptop. If seams bother you, and you
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are using an NVIDIA graphics card, go to the NVIDIA Control Panel, then in "Manage 3D Settings", change "Antialiasing - Mode" to "Application Controlled".
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I've had texture seams when playing Minecraft Classic, ClassiCube and this recreation of Minecraft PE, on a
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fresh new laptop. If seams bother you, and you are using an NVIDIA graphics card, go to the NVIDIA Control
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Panel, then in "Manage 3D Settings", change "Antialiasing - Mode" to "Application Controlled".
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## Notes on assets
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The terrain.png and related textures appear to have stayed the same between the E3 demo and the final release for Xperia PLAY. It appears to have been fetched before
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Java Edition Beta 1.4's release. This can be seen because the cookie's texture is missing. (it was added in Java Edition Beta 1.4)
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The terrain.png and related textures appear to have stayed the same between the E3 demo and the final release
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for Xperia PLAY. It appears to have been fetched before Java Edition Beta 1.4's release. This can be seen
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because the cookie's texture is missing. (it was added in Java Edition Beta 1.4)
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## Screenshots (from the decomp)
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@@ -97,5 +121,6 @@ Java Edition Beta 1.4's release. This can be seen because the cookie's texture i
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## Enhancements
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All enhancements (and more) that are available in the decomp version are turned on by default, but only some of them can be disabled, and the GameMods.hpp file used
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to control them is deprecated and will be removed. Check the decomp version's repository for a partial list of enhancements that were added to the game.
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All enhancements (and more) that are available in the decomp version are turned on by default, but only some
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of them can be disabled, and the GameMods.hpp file used to control them is deprecated and will be removed.
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Check the decomp version's repository for a partial list of enhancements that were added to the game.
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