ref: 8abb8adda06dc6cc698f0ed13116257609538f56
parent: 1b7b8922f371a3d9ec372bc58d6a3ec9038f0ed9
author: Clownacy <Clownacy@users.noreply.github.com>
date: Fri Mar 22 07:24:36 EDT 2019
Make the readme a bit more clear
--- a/README.md
+++ b/README.md
@@ -6,7 +6,7 @@
## Disclaimer
-Cave Story Engine 2 is based off of the *original freeware release* by Studio Pixel, and is not based off of Nicalis' ports, and contains no extra features included in said ports (graphics, audio, and other changes)
+Cave Story Engine 2 is based off of the *original freeware release* by Studio Pixel, and is not based off of Nicalis' ports, and contains no extra features included in said ports (graphics, audio, and other changes).
## Dependencies
@@ -21,14 +21,14 @@
Just run 'make' in the base directory, preferably with some of the following settings:
* RELEASE=1 to compile a release build (optimised, stripped, etc.)
-* STATIC=1 to produce a statically-linked executable (good for Windows builds)
+* STATIC=1 to produce a statically-linked executable (good for Windows builds, so you don't need to bundle DLL files)
* JAPANESE=1 to enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
* FIX_BUGS=1 to fix certain bugs (see [src/Bug Fixes.txt](src/Bug%20Fixes.txt))
* WINDOWS=1 to enable Windows-only features like a unique file/taskbar icon, and system font loading (needed for the font setting in Config.dat to do anything)
* RASPBERRY_PI=1 to enable tweaks to improve performance on Raspberry Pis
-* NONPORTABLE=1 to enable bits of code that aren't portable, but needed for accuracy
+* NONPORTABLE=1 to enable bits of code that aren't portable, but are what the original game used
-Project files for Visual Studio 2003 are also available, in the 'msvc2003' directory.
+Project files for Visual Studio 2003 are also available, in the 'msvc2003' directory (VS2003 was what Pixel used to compile the original EXE).
## Running