diff --git a/README.md b/README.md index 5c77892..32cd8b6 100644 --- a/README.md +++ b/README.md @@ -4,6 +4,13 @@ OpenGL adaptation of [n64decomp/sm64](https://github.com/n64decomp/sm64). Feel free to report bugs and contribute, but remember, there must be **no upload of any copyrighted asset**. Run `./extract-assets.py --clean && make clean` or `make distclean` to remove ROM-originated content. +## Features + + * Native rendering. You can now play SM64 without the need of an emulator. + * Variable aspect ratio and resolution. The game can now correctly render at basically any window size. + * Native xinput controller support. On Linux, DualShock 4 has been confirmed to work plug-and-play. + * True analog camera control is now available on our [testing branch](https://github.com/sm64pc/sm64pc/tree/testing). + ## Building ### On Linux @@ -64,6 +71,19 @@ A full guide is to be written. You can use [mxe](https://mxe.cc/) and MinGW. The game can be compiled for web browsers that support WebGL using [Emscripten](https://github.com/emscripten-core). To do so, install [emsdk](https://github.com/emscripten-core/emsdk) and run `make TARGET_WEB=1`. +## Optional enhancements + +On the `./enhancements` folder, you'll find several .patch files, which can be applied in the following manner: + +``` + git apply fps.patch --ignore-whitespace --reject +``` +If any rejections occur, you can search for them with `find | grep .rej`. +Try to solve rejections through [wiggle](https://github.com/neilbrown/wiggle). +``` +wiggle rejection.rej --replace +``` + ### Current issues * Support for the EU version is still experimental. diff --git a/src/pc/gfx/gfx_sdl2.c b/src/pc/gfx/gfx_sdl2.c index ab96e52..1afe5ea 100644 --- a/src/pc/gfx/gfx_sdl2.c +++ b/src/pc/gfx/gfx_sdl2.c @@ -101,8 +101,7 @@ static void gfx_sdl_init(void) { wnd = SDL_CreateWindow("Super Mario 64 RPi (GLES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE); #endif - - + if (configFullscreen) { SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);