eden/README.md

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chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to b2eb10382941bef0914f4a0a4685b9033440aa9f
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<!--
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# SPDX-FileCopyrightText: 2018 yuzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
# SPDX-FileCopyrightText: 2025 EDEN Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to b2eb10382941bef0914f4a0a4685b9033440aa9f
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-->
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<h1 align="center">
<br>
<a href="https://git.eden-emu.dev/eden-emu/eden"><img src="https://git.eden-emu.dev/eden-emu/eden/raw/branch/master/dist/qt_themes/default/icons/256x256/eden_named.png" alt="Eden" width="200"></a>
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<br>
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<b>Eden</b>
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<br>
</h1>
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<h4 align="center"><b>Eden</b> is the world's most popular, open-source, Nintendo Switch emulator forked from Yuzu emulator — started by the former Citron developer Camille LeVey and the Eden team</a>.
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<br>
It is written in C++ with portability in mind, and we actively maintain builds for Windows, Linux and Android.
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</h4>
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<p align="center">
</a>
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Discord is not yet public.
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</a>
</p>
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<p align="center">
<a href="#compatibility">Compatibility</a> |
<a href="#development">Development</a> |
<a href="#building">Building</a> |
<a href="#download">Download</a> |
<a href="#support">Support</a> |
<a href="#license">License</a>
</p>
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## Compatibility
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The emulator is capable of running most commercial games at full speed, provided you meet the necessary hardware requirements.
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For a list of games Eden supports, please be patient as this will come eventually.
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Check out our [website](W.I.P) for the latest news on exciting features, monthly progress reports, and more!
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## Development
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Most of the development happens on our git. It's also where [our central repository](https://git.eden-emu.dev/eden-emu/eden) is hosted. For development discussion, please wait join us on [Discord](W.I.P) once it's public.
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If you want to contribute we are open to new devs and prs, please make sure your work is of a high standard and you have properly documented it.
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You can also contact any of the developers on Discord in order to know about the current state of the emulator.
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## Building
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* __Windows__: [Windows Building Guide](W.I.P)
* __Linux__: [Linux Building Guide](W.I.P)
* __Android__: [Android Building Guide](W.I.P)
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## Download
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You can download the latest releases from [here](https://git.eden-emu.dev/eden-emu/eden/releases) once public.
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## Support
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If you enjoy the project and want to support us financially, check out Camille's donations page!
<br>
<br>
Donations are not available yet.
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</a>
Any donations received will go towards things like:
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* Switch consoles to explore and reverse-engineer the hardware
* Switch games for testing, reverse-engineering, and implementing new features
* Web hosting and infrastructure setup
* Software licenses (e.g. Visual Studio, IDA Pro, etc.)
* Additional hardware (e.g. GPUs as-needed to improve rendering support, other peripherals to add support for, etc.)
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If you wish to support us a different way, please join our [Discord](W.I.P), once public, and talk to Camille.
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## License
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Eden is licensed under the GPLv3 (or any later version). Refer to the [LICENSE.txt](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/LICENSE.txt) file.