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# What about FB Alpha?
Many of the developers of this project also worked on FB Alpha. Due to a [controversy](https://www.google.com/search?q=capcom+home+arcade+illegal&oq=capcom+home+arcade+illegal), we no longer do, and recommend that everyone use this emulator instead.
# Contributing
We welcome pull requests and other submissions from anyone. We maintain a list of known bugs and features that would be nice to add on the [issue tracker](https://github.com/finalburnneo/FBNeo/issues), some of which would be a good starting point for new contributors.
One of the focuses of FBNeo is ensuring that the codebase is compilable on older systems. This is for many reasons, not least because older hardware still has a use outside of landfill or being stored in a recycling center, but also it can be a lot of fun porting and running FBNeo on PC hardware. Currently, this means we will always aim for [C++03 compliance](https://en.wikipedia.org/wiki/C%2B%2B03) as a minimum. Any pull requests should keep this in mind!
## notes on contributions
In the root of the source tree there is an [.editorconfig](https://editorconfig.org/) that mandates:
* tabs for indentation
* tabs use 4 columns
Please see the following function for some ideas on how naming, brackets and braces should be
```
void FunctionName(UINT8 var1, UINT16 var2)
{
UINT64 result;
if (var1 * var2 >= 10) {
result = var1 * var2;
} else {
result = var1;
}
}
```
## porting
In the main source tree, you will see in the intf directory various implementations for different platforms. You should look in here when porting to new platforms. We also encourage new ports, and are happy to have them merged in to the main sourcetree. There is probably a project there for someone to re-implement some of the older ports using the intf standard, should they want to.
For portability we define the following types
```
unsigned char UINT8;
signed char INT8;
unsigned short UINT16;
signed short INT16;
unsigned int UINT32;
signed int INT32;
signed int64 INT64;
unsigned int64 UINT64;
```