Update README.md
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@ -40,10 +40,22 @@ Many things like HUDs, custom translations, and even some game variables are kep
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As for models and custom tracks, we don't have a concrete way of modifying those just yet, but work is being done on that, so stay tuned.
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## (Non-Windows) About WINE Compatibility
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psp2psarc.exe is a Windows-only tool (also like super proprietary... sorry). Firestar can run natively on the system but it needs WINE in order to pack the game assets.
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Firestar itself can run natively on the system, but it needs WINE in order to handle the game assets because many of the utilities it runs in the background are for Windows only. If you're curious, a list of these tools is available in the "Third Party Code" section below.
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**If you are on Mac OS X you will need an older OS version that is still compatible with 32-bit applications.**
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# Developer Commentary
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## Third Party Code
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Firestar is built on top of the following additional software which is downloaded separately during runtime:
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- [ffmpeg](https://ffmpeg.org/), for audio conversion in the OST generator
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- [pkg2zip](https://github.com/mmozeiko/pkg2zip) & [psvpfsparser](https://github.com/motoharu-gosuto/psvpfstools), for (legal) asset decryption from Playstation Network.
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- [FART](https://fart-it.sourceforge.net/), for find-and-replace patches. Yes, seriously, that's what it's called.
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- [libcurl](https://curl.se/libcurl/), allows psvpfsparser to communicate with Henkaku's F00D server.
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- psp2psarc, Sony's proprietary PSARC compression/decompression utility.
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- at9tool, Sony's proprietary ATRAC9 codec.
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All of these, save for psp2psarc, appear in Tetsuo (1.3) and onwards. The licenses for Sony's psp2psarc and at9tool are polar opposite from Firestar's own GPL, so you should not expect Firestar to be a completely "libre" application (but then again, you're a WipEout player, the free software movement clearly isn't a huge concern). The open source nature of Firestar is provided with the hopes of allowing others to critique, audit, and improve upon the software, not necessarily for idealogical reasons.
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Ideally, in the future, all of this functionality can be built into Firestar natively without any fancy tricks.
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## Why use a leaked Playstation SDK?
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Because many third-party programs for opening PSARC files either have no ability to create new ones or are prone to corruption bugs. Using the one made by the developers of the file format is the best option as it's what the game developers would have used. Obviously this creates all kinds of legal grey areas, so I can't distribute Sony's proprietary software next to my code. It's downloaded separately during the setup process.
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