Improved README. (#303)

* improved README, broken out from previous PR
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Alice D 2021-07-10 13:39:19 -04:00 committed by Andrei Alexeyev
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Taisei
======
Taisei Project
==============
.. image:: misc/icons/taisei.ico
:width: 150
:alt: Taisei Project icon
.. contents::
Introduction
------------
Taisei is an open clone of the Tōhō Project series. Tōhō is a one-man project of
shoot-em-up games set in an isolated world full of Japanese folklore.
About Taisei Project
^^^^^^^^^^^^^^^^^^^^
Taisei Project is an open source fan-game set in the world of
`Tōhō Project <https://en.wikipedia.org/wiki/Touhou_Project>`__.
It is a top-down vertical-scrolling curtain fire shooting game (STG), also known
as a "bullet hell" or "danmaku. It is a fast-paced game focused around pattern
recognition and mastery through practice.
Taisei Project is highly portable, and is written in C11, using SDL2 with an
OpenGL renderer. It is officially supported on Windows, Linux, macOS, and
through WebGL-enabled browsers such as Firefox and Chromium-based browsers
(Chrome, Edge, etc). It can also be compiled for a number of other operating
systems.
For gameplay screenshots, see
`our website <https://taisei-project.org/media>`__.
For gameplay instructions, read `this <doc/GAME.rst>`__.
For the story, read `this <doc/STORY.txt>`__. (Spoiler warning!)
About Tōhō Project
^^^^^^^^^^^^^^^^^^
Tōhō Project is an indie game series (also known as "doujin" in Japanese)
known for its ensemble cast of characters and memorable soundtracks.
It is produced by and large by a single artist known as ZUN, and has a
`permissive license <https://en.touhouwiki.net/wiki/Touhou_Wiki:Copyrights#Copyright_status.2FTerms_of_Use_of_the_Touhou_Project>`__
which allows for indie derivative works such as Taisei Project to legally exist.
Taisei is *not* a "clone" of Tōhō, and tells an original story with its own
music, art, gameplay mechanics, and codebase. While some familiarity with Tōhō
is helpful, the gameplay can be enjoyed on its own without prior knowledge of
the series.
For more information on dōjin culture,
`click here <https://en.wikipedia.org/wiki/D%C5%8Djin>`__.
Installation
------------
Dependencies
^^^^^^^^^^^^
You can find precompiled binaries of the complete game on the
`Releases <https://github.com/taisei-project/taisei/releases>`__ page on
GitHub, available for Windows (x86/x64), Linux, and macOS.
- OpenGL >= 3.3 or OpenGL ES >= 3.0 or OpenGL ES >= 2.0 (with some extensions)
- `cglm <https://github.com/recp/cglm>`__ >= 0.7.8
An experimental build for Nintendo Switch (homebrew) also exists (use at your
own risk).
You can also play our experimental WebGL build through your web browser
`here <https://play.taisei-project.org/>`__. (Chromium-based browsers and
Firefox supported.)
Source Code & Development
-------------------------
Basic Dependencies
^^^^^^^^^^^^^^^^^^
Run-Time Dependencies
_____________________
Required
********
- OpenGL >= 3.3, or OpenGL ES >= 3.0
- SDL2 >= 2.0.10
- freetype2
- cglm >= 0.7.8
- libpng >= 1.5.0
- libwebpdecoder >= 0.5 or libwebp >= 0.5
- libzip >= 1.5.0 (>= 1.7.0 recommended)
- libzstd >= 1.4.0
- freetype2
- opusfile
- zlib
Optional:
Optional
********
- OpenSSL (for a better SHA-256 implementation; used in shader cache)
- SPIRV-Cross >= 2019-03-22 (for OpenGL ES backends)
- libshaderc (for OpenGL ES backends)
- GameMode headers (Linux only; for automatic `GameMode
<https://github.com/FeralInteractive/gamemode>`__ integration)
- `ANGLE <https://github.com/google/angle>`__ (useful for platforms with
flaky/non-existent OpenGL support, such as Windows)
- GameMode headers (Linux only; for automatic
`GameMode <https://github.com/FeralInteractive/gamemode>`__ integration)
Build-only dependencies
^^^^^^^^^^^^^^^^^^^^^^^
Build-Time Dependenices
_______________________
- Python >= 3.6
- ``gcc`` or ``clang``
- meson >= 0.53.0
- [python-zstandard](https://github.com/indygreg/python-zstandard)
- Python >= 3.6
- `python-zstandard <https://github.com/indygreg/python-zstandard>`__ >= 0.11.1
- `python-docutils <https://pypi.org/project/docutils/>`__ (optional, for generating documentation)
Optional:
- docutils (for documentation)
Obtaining the source code
^^^^^^^^^^^^^^^^^^^^^^^^^
Stable releases
"""""""""""""""
You can find the source tarballs at the
`Releases <https://github.com/taisei-project/taisei/releases>`__ section on
Github. **Do not** grab Github's auto-generated source archives, those do not
contain the required submodules. This only applies for versions v1.3 and above.
Latest code from git
""""""""""""""""""""
If you cloned Taisei from git, make sure the submodules are initialized:
::
git submodule init
git submodule update
This step needs to be done just once, and can be skipped if you specified the
``--recursive`` or ``--recurse-submodules`` option when cloning.
**Important:** You should also run ``git submodule update`` whenever you pull in
new code, checkout another branch, etc. The ``pull`` and ``checkout`` helper
scripts can do that for you automatically.
Compiling from source
Obtaining Source Code
^^^^^^^^^^^^^^^^^^^^^
To build and install Taisei on \*nix, just follow these steps:
Source
______
We recommend fetching the source code using ``git``:
::
cd /path/to/taisei/source
mkdir build
cd build
meson --prefix=$yourprefix ..
ninja
ninja install
git clone --recurse-submodules https://github.com/taisei-project/taisei
This will install game data to ``$prefix/share/taisei/`` and build this
path *statically* into the executable. This might be a package
maintainers choice. Alternatively you may want to add
``-Dinstall_relative=true`` to get a relative structure like
You should also run ``git submodule update`` whenever you pull in
new code, checkout another branch, or perform any ``git`` actions. The ``./pull``
and ``./checkout`` helper scripts can do that for you automatically.
Archive
_______
⚠️ **NOTE**: Due to the way GitHub packages source code, the ``Download ZIP``
link on the main repo *does not work*.
This is due to the fact that GitHub does not package submodules alongside source
code when it automatically generates ``.zip`` files. We've instead created those
archives manually, and you **MUST** download the archive from
`Releases <https://github.com/taisei-project/taisei/releases>`__ page.
Compiling Source Code
^^^^^^^^^^^^^^^^^^^^^
Currently, we recommend building Taisei on a POSIX-like system (Linux, macOS,
etc).
While Taisei is highly configurable, the easiest way to compile the code for
your host machine is:
::
$prefix/taisei
$prefix/data/
meson setup build/
meson compile -C build/
meson install -C build/
``install_relative`` is always set when building for Windows.
The OpenGL ES 3.0 backend is not built by default. To enable it, do:
::
meson configure -Dr_gles30=true -Dshader_transpiler=true
See `here <doc/ENVIRON.rst>`__ for information on how to activate it.
Alternatively, do this to make GLES 3.0 the default backend:
::
meson configure -Dr_default=gles30
The OpenGL ES 2.0 backend can be enabled similarly, using ``gles20`` instead of
``gles30``. However, it requires a few extensions to function correctly, most
notably:
- ``OES_depth_texture`` or ``GL_ANGLE_depth_texture``
- ``OES_standard_derivatives``
- ``OES_vertex_array_object``
- ``EXT_frag_depth``
- ``EXT_instanced_arrays`` or ``ANGLE_instanced_arrays`` or
``NV_instanced_arrays``
Where are my replays, screenshots and settings?
-----------------------------------------------
Replays, Screenshots, and Settings Locations
--------------------------------------------
Taisei stores all data in a platform-specific directory:
@ -137,80 +161,16 @@ Taisei stores all data in a platform-specific directory:
This is referred to as the **Storage Directory**. You can set the environment
variable ``TAISEI_STORAGE_PATH`` to override this behaviour.
Game controller support
-----------------------
Taisei uses SDL2's unified GameController API. This allows us to correctly
support any device that SDL recognizes by default, while treating all of them
the same way. This also means that if your device is not supported by SDL, you
will not be able to use it unless you provide a custom mapping. If your
controller is listed in the settings menu, then you're fine. If not, read on.
An example mapping string looks like this:
::
03000000ba2200002010000001010000,Jess Technology USB Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,
There are a few ways to generate a custom mapping:
- You can use the
`controllermap <https://aur.archlinux.org/packages/controllermap>`__ utility,
which `comes with SDL source code
<https://hg.libsdl.org/SDL/file/68a767ae3a88/test/controllermap.c>`__.
- If you use Steam, you can configure your controller there. Then you can add
Taisei as a non-Steam game; run it from Steam and everything should *just
work™*. In case you don't want to do that, find ``config/config.vdf`` in your
Steam installation directory, and look for the ``SDL_GamepadBind`` variable.
It contains a list of SDL mappings separated by line breaks.
- You can also try the `SDL2 Gamepad Tool by General Arcade
<http://www.generalarcade.com/gamepadtool/>`__. This program is free to use,
but not open source.
- Finally, you can try to write a mapping by hand. You will probably have to
refer to the SDL documentation. See `gamecontrollerdb.txt
<misc/gamecontrollerdb/gamecontrollerdb.txt>`__ for some more examples.
Once you have your mapping, there are two ways to make Taisei use it:
- Create a file named ``gamecontrollerdb.txt`` where your config, replays and
screenshots are, and put each mapping on a new line.
- Put your mappings in the environment variable ``SDL_GAMECONTROLLERCONFIG``,
also separated by line breaks. Other games that use the GameController API
will also pick them up.
When you're done, please consider contributing your mappings to
`SDL <https://libsdl.org/>`__,
`SDL_GameControllerDB <https://github.com/gabomdq/SDL_GameControllerDB>`__,
and `us <https://github.com/taisei-project/SDL_GameControllerDB>`__, so
that other people can benefit from your work.
Also note that we currently only handle input from analog axes and digital
buttons. Hats, analog buttons, and anything more exotic will not work, unless
remapped.
Troubleshooting
---------------
Sound problems (Linux)
^^^^^^^^^^^^^^^^^^^^^^
If your sound becomes glitchy, and you encounter lot of console messages like:
::
ALSA lib pcm.c:7234:(snd_pcm_recover) underrun occurred
it seems like you possibly have broken ALSA configuration. This may be fixed by
playing with parameter values of ``pcm.dmixer.slave`` option group in
``/etc/asound.conf`` or wherever you have your ALSA configuration.
Commenting ``period_time``, ``period_size``, ``buffer_size``, ``rate`` may give
you the first approach to what to do.
Feel free to
`open up an issue <https://github.com/taisei-project/taisei/issues>`__ if you
run into any issues with compiling or running Taisei.
Contact
-------
- https://taisei-project.org/
- `#taisei-project on Freenode <irc://irc.freenode.org/taisei-project>`__
- `Our server on Discord <https://discord.gg/JEHCMzW>`__