Fix build without new camera, add example to README
This fixes an oversight of mine that broke building with BETTERCAMERA=0 and adds an example to the README of how to build with the new camera disabled.
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@ -60,7 +60,8 @@ Run `make` to build (defaults to `VERSION=us`)
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```
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```
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make VERSION=jp -j6 # build (J) version with 6 jobs
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make VERSION=jp -j6 # build (J) version with 6 jobs
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make VERSION=us WINDOWS_BUILD=1 # builds a (U) Windows executable
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make VERSION=us WINDOWS_BUILD=1 # builds a (U) Windows executable (under Windows, compiling for Windows under Linux is not supported)
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make BETTERCAMERA=0 # builds an executable with the original SM64 camera (no analog/mouse support)
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make TARGET_RPI=1 # targets an executable for a Raspberry Pi
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make TARGET_RPI=1 # targets an executable for a Raspberry Pi
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```
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```
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@ -14,10 +14,13 @@
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extern int16_t rightx;
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extern int16_t rightx;
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extern int16_t righty;
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extern int16_t righty;
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#ifdef BETTERCAMERA
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int mouse_x;
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int mouse_x;
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int mouse_y;
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int mouse_y;
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extern u8 newcam_mouse;
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extern u8 newcam_mouse;
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#endif
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static bool init_ok;
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static bool init_ok;
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static SDL_GameController *sdl_cntrl;
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static SDL_GameController *sdl_cntrl;
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@ -28,9 +31,11 @@ static void controller_sdl_init(void) {
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return;
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return;
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}
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}
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#ifdef BETTERCAMERA
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if (newcam_mouse == 1)
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if (newcam_mouse == 1)
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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#endif
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init_ok = true;
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init_ok = true;
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}
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}
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@ -40,15 +45,16 @@ static void controller_sdl_read(OSContPad *pad) {
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return;
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return;
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}
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}
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#ifdef BETTERCAMERA
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if (newcam_mouse == 1)
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if (newcam_mouse == 1)
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_SetRelativeMouseMode(SDL_TRUE);
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else
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else
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SDL_SetRelativeMouseMode(SDL_FALSE);
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SDL_SetRelativeMouseMode(SDL_FALSE);
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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#endif
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SDL_GameControllerUpdate();
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SDL_GameControllerUpdate();
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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if (sdl_cntrl != NULL && !SDL_GameControllerGetAttached(sdl_cntrl)) {
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if (sdl_cntrl != NULL && !SDL_GameControllerGetAttached(sdl_cntrl)) {
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SDL_GameControllerClose(sdl_cntrl);
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SDL_GameControllerClose(sdl_cntrl);
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