ref: d680ba93b68f36cdad5cc40a576ae99056742f56
parent: ed13d0347377d5c0d45359944616e5a2af735487
author: snesrev <[email protected]>
date: Mon Sep 26 01:50:28 EDT 2022
Update README.md
--- a/README.md
+++ b/README.md
@@ -11,7 +11,7 @@
You need a copy of the ROM to extract game resources (levels, images). Then once that's done, the ROM is no longer needed.
-It uses the PPU and DSP implementation from [LakeSnes](https://github.com/elzo-d/LakeSnes).
+It the PPU and DSP implementation from [LakeSnes](https://github.com/elzo-d/LakeSnes).
Additionally, it can be configured to also run the original machine code side by side. Then the RAM state is compared after each frame, to verify that the C implementation is correct.
I got much assistance from spannierism's Zelda 3 JP disassembly and the other ones that documented loads of function names and variables.
@@ -58,9 +58,9 @@
Run `python3 extract_resources.py` to extract resources from the ROM into a more human readable format.
-Run `python3 compile_resources.py` to produce .h files that get included by the C code.
+Run `python3 compile_resources.py` to create a file called `zelda3_assets.dat` that gets loaded by the executable.
-This creates a file called `zelda3_assets.dat`. In case you're planning to move the .exe to a different folder, please include `zelda3_assets.dat`.
+In case you're planning to move the .exe to a different folder, please include `zelda3_assets.dat`.
Then build the .sln file with Visual Studio.