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[skip ci] Update readme
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Drewol committed Jun 8, 2021
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Expand Up @@ -19,19 +19,17 @@ A game based on [KShootMania](http://www.kshootmania.com/) and [SDVX](https://re
- Functional gameplay and scoring
- Saving of local scores
- Autoplay
- Basic controller support (Still some issues with TC+)
- Changeable settings and key mapping in configuration file
- Skinning support
- Basic controller support
- Changeable settings and key mapping
- Supports new sound FX method (real-time sound FX) and old sound FX method (separate NOFX & sound effected music files)
- Song database cache for near-instant game startup (sqlite3)
- Song database searching
- Linux/Windows/macOS support

### Features currently on hold / in progress:
- Song select UI/Controls to change HiSpeed and other game settings

The folder that is scanned for songs can be changed in the "Main.cfg" file (`songfolder = "path to song folder"`).
Make sure you use a *plain* text editor like Notepad, Notepad++ or gedit; NOT a *rich* text editor like Wordpad or Word!
### Features currently in progress:
- Lighting peripheral support
- More gauge types

If something breaks in the song database, delete "maps.db". **Please note this will also wipe saved scores.**

Expand All @@ -46,40 +44,39 @@ If something breaks in the song database, delete "maps.db". **Please note this w
### Song Select:
- Use the arrow keys or knobs to select a song and difficulty
- Use \[Page Down\]/\[Page Up\] to scroll faster
- Press \[F2\] to select a random song
- Press \[F8\] demo mode (continuously autoplay random songs)
- Press \[F9\] to reload the skin
- Press \[F11\] to open the the currently selected chart in the editor specified by the `EditorPath` setting
- Press \[F12\] to open the directory of the currently selected song in your file explorer
- Press \[Enter\] or \[Start\] to start a song
- Press \[Ctrl\]+\[Start\] to start song with autoplay
- Press \[FX-L\] to open up filter select to filter the displayed songs
- Press \[Start\] when selecting filters to toggle between level and folder filters
- Press \[FX-L\] + \[FX-R\] to open up game settings (Hard gauge, Random, Mirror, etc.)
- Press \[TAB\] to open the Search bar on the top to search for songs
- \[F2\] to select a random song
- \[F8\] demo mode (continuously autoplay random songs)
- \[F9\] to reload the skin
- \[F11\] to open the the currently selected chart in the editor specified by the `EditorPath` setting
- \[F12\] to open the directory of the currently selected song in your file explorer
- \[Enter\] or \[Start\] to start a song
- \[Ctrl\]+\[Start\] to start song with autoplay
- \[FX-L\] to open up filter select to filter the displayed songs
- \[Start\] when selecting filters to toggle between level and folder filters
- \[FX-L\] + \[FX-R\] to open up game settings (Hard gauge, Random, Mirror, etc.)
- \[TAB\] to open the Search bar on the top to search for songs
- \[BT-B + BT-C\] Add song to collection (such as favourites)

## How to run:
Just run 'usc-game' or 'usc-game_Debug' from within the 'bin' folder. Or, to play a chart immediately:
#### `{Download Location}/bin> usc-game {path to *.ksh chart} [flags]`
Just run 'usc-game' or 'usc-game_Debug' from within the 'bin' folder.

#### Command line flags (all are optional):
- `-notitle` - Skips the title menu launching the game directly into song select.
- `-mute` - Mutes all audio output
- `-autoplay` - Plays chart automatically, no user input required
- `-autobuttons` Like autoplay, but just for the buttons. You only have to control the lasers
- `-autoskip` - Skips beginning of song to the first chart note
- `-convertmaps` - Allows converting of `*.ksh` charts to a binary format that loads faster (experimental, feature not complete)
- `-debug` - Used to show relevant debug info in game such as hit timings, and scoring debug info
- `-test` - Runs test scene, for development purposes only

## How to build:
Clone the project and then run `git submodule update --init --recursive` to download the required submodules.

### Windows:
It is not required to build from source. A download link to a pre-built copy of the game is located at the beginning of this README.
The recommended Visual Studio version is 2017, if you want to use a different version then you
will need to edit the 'GenerateWin64ProjectFiles.bat' if you want to follow the guide below.

0. Clone the project using `git` and then run `git submodule update --init --recursive` to download the required submodules.
1. Install [CMake](https://cmake.org/download/)
2. Install [vcpkg](https://github.com/microsoft/vcpkg)
3. Install the packages listed in 'build.windows'
Expand All @@ -91,21 +88,24 @@ will need to edit the 'GenerateWin64ProjectFiles.bat' if you want to follow the
To run from Visual Studio, go to Properties for Main > Debugging > Working Directory and set it to '$(OutDir)' or '..\\bin'

### Linux:
0. Clone the project using `git` and then run `git submodule update --init --recursive` to download the required submodules.
1. Install [CMake](https://cmake.org/download/)
2. Check 'build.linux' for libraries to install
3. Run `cmake -DCMAKE_BUILD_TYPE=Release .` and then `make` from the root of the project
4. Run the executable made in the 'bin' folder

### macOS:
0. Clone the project using `git` and then run `git submodule update --init --recursive` to download the required submodules.
1. Install dependencies
* [Homebrew](https://github.com/Homebrew/brew): `brew install cmake freetype libvorbis sdl2 libpng jpeg libarchive libiconv`
2. Run `mac-cmake.sh` and then `make` from the root of the project.
3. Run the executable made in the 'bin' folder.

### Embedded (Raspberry Pi):
0. Clone the project using `git` and then run `git submodule update --init --recursive` to download the required submodules.
1. Install the libraries listed in 'build.linux'
* For things that are not in the package manager repository or too low of a version you have to download and build yourself
* SDL2 Can be installed using the instructions found [here](https://wiki.libsdl.org/Installation#Raspberry_Pi)
2. Run `cmake -DEMBEDDED=ON .`
2. Run `cmake -DEMBEDDED=ON -DCMAKE_BUILD_TYPE=Release .`
3. If cmake completes succesfully run `make`
4. Run the executable made in the 'bin' folder

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