From 6abbcaff4b40a0bbee19441c1644af7f0247bda4 Mon Sep 17 00:00:00 2001 From: ariahiro64 Date: Sat, 10 Dec 2022 07:38:12 -0500 Subject: [PATCH] initial vc support fix --- README.md | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 9f1239c9c..930772458 100644 --- a/README.md +++ b/README.md @@ -122,10 +122,14 @@ Both of these have the disadvantage that the ordering of the terminal output is ## Compression and Wii Virtual Console support -Nintendo 64 games are using compression to fit the game in a cartridge, this is why you can see 64MB and 32MB (or less) roms. Currently, HackerOoT supports YAZ0 and LZO compression algorithms. +Nintendo 64 games are using compression to fit the game in a cartridge, this is why you can see 64MB and 32MB (or less) roms. Currently, HackerOoT supports YAZ0 and LZO compression algorithms. + Run ``make compress`` to build a rom and compress it, to choose between YAZ0 and LZO, either edit the ``COMPRESS`` variable in the Makefile, or simply execute ``make compress COMPRESSION=yaz`` or ``make compress COMPRESSION=lzo``. + For more informations about the algorithms, you can read [Z64.me's encoding readme](https://github.com/z64me/z64enc#readme). -HackerOoT supports Wii Virtual Console too! To make a compatible wad, place the original Zelda: Ocarina of Time US (1.2) wad in the root folder of the workspace, rename it ``basewad.wad`` then run ``make wad`` (you will need to run ``make clean`` first if you execute ``make wad`` after either ``make compress`` or ``make``) + +HackerOoT supports Wii Virtual Console too! To make a compatible wad, place the original Zelda: Ocarina of Time US (1.2) wad in the root folder of the workspace, rename it ``basewad.wad`` then run ``make wad`` (you will need to run ``make clean`` first if you execute ``make wad`` after either ``make compress`` or ``make``). + The control mapping on Wii VC will be the following: - N64 A -> GCN A - N64 B -> GCN B