diff --git a/README.md b/README.md index f077f72..70fe297 100644 --- a/README.md +++ b/README.md @@ -27,14 +27,18 @@ The code aims to follow the explanations from the [NES dev wiki](https://wiki.ne ## Compilation and use 1. Install [Rust](https://www.rust-lang.org/tools/install) -2. Configure SDL2 for your platform: - - Windows: Have [Visual Studio](https://docs.microsoft.com/en-us/cpp/build/vscpp-step-0-installation?view=vs-2019) installed including the "Desktop development with C++" workload. Then follow the instructions here (skipping step 4 as `SDL2.dll` is already in the repo): https://github.com/Rust-SDL2/rust-sdl2#windows-msvc. - - macOS: Install [Homebrew](https://brew.sh/) and run `brew install sdl2` - - Linux: `sudo apt-get install libsdl2-dev` (or whatever your package manager is) -3. `cd nestur/ && cargo build --release` (be sure to build/run with the release flag or it will run very slowly) -4. The `nestur` executable or `nestur.exe` will be in `nestur/target/release`. -5. Run with `$ ./nestur path/to/rom_filename.nes` or `> nestur.exe path\to\rom_filename.nes`. -6. If the game uses battery-backed RAM (if it can save data when turned off), a save file like `rom_filename.sav` will be created in the same folder as the ROM when the program is exited. When Nestur is run again, it will look for a file matching the ROM name, with a `.sav` extension instead of `.nes`. +2. Have a C compiler + - Linux: `sudo apt install build-essential` + - Mac: [XCode](https://apps.apple.com/us/app/xcode/id497799835) + - Windows: install the [Visual Studio Build Tools](https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=BuildTools&rel=16) (or [Visual Studio](https://docs.microsoft.com/en-us/cpp/build/vscpp-step-0-installation?view=vs-2019) with the "Desktop development with C++" workload). +3. Install CMake + - Linux: `sudo apt install cmake` + - Mac: install [Homebrew](https://brew.sh/) and run `brew install cmake` + - [Windows](https://cmake.org/download/) +4. `cd nestur/ && cargo build --release` (be sure to build/run with the release flag or it will run very slowly) +5. The `nestur` executable or `nestur.exe` will be in `nestur/target/release`. +6. Run with `$ ./nestur path/to/rom_filename.nes` or `> nestur.exe path\to\rom_filename.nes`. +7. If the game uses battery-backed RAM (if it can save data when turned off), a save file like `rom_filename.sav` will be created in the same folder as the ROM when the program is exited. When Nestur is run again, it will look for a file matching the ROM name, with a `.sav` extension instead of `.nes`. ## To do