From bec8ced5887df55b818f5da1a01f32a7c7d89e49 Mon Sep 17 00:00:00 2001 From: ozkl Date: Sun, 15 Jan 2023 20:42:06 +0300 Subject: [PATCH] Update README.md --- README.md | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 4a9df1a..64371c4 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,6 @@ # doomgeneric The purpose of doomgeneric is to make porting Doom easier. Of course Doom is already portable but with doomgeneric it is possible with just a few functions. -The limitation is there is no sound! To try it you will need a WAD file (game data). If you don't own the game, shareware version is freely available (doom1.wad). @@ -22,8 +21,11 @@ Create a file named doomgeneric_yourplatform.c and just implement these function |DG_GetKey |Provide keyboard events. |DG_SetWindowTitle |Not required. This is for setting the window title as Doom sets this from WAD file. +# sound +Sound is much harder to implement! If you need sound, take a look at SDL port. It fully supports sound and music! Where to start? Define FEATURE_SOUND, assign DG_sound_module and DG_music_module. + # platforms -I have ported to Windows, X11, and Soso. Just look at (doomgeneric_win.c or doomgeneric_xlib.c). +Ported platforms include Windows, X11, SDL, Soso. Just look at (doomgeneric_win.c or doomgeneric_xlib.c). ## Windows ![Windows](screenshots/windows.png)