diff --git a/README.md b/README.md index ddf8ae0..56ee863 100644 --- a/README.md +++ b/README.md @@ -20,8 +20,8 @@ This kit came out of an AI-assisted reverse-engineering project. It contains: Nothing from the game itself is included: no game files, no executable, no decompiled code, no built WADs. Every tool works on **your own copy** of the game. -> Most notes in `notes/` are written in **German**. Any AI assistant can read and translate -> them, and that is the recommended way to use this kit (see the last section). +> The notes in `notes/` are detailed and technical. Handing them to an AI assistant is the +> recommended way to use this kit (see the last section). --- @@ -59,7 +59,7 @@ drive or `CDPath` at that copy, and put modified WADs into its `wads` folder. ``` README.md this file -notes/ format documentation and findings (German) +notes/ format documentation and findings geometry.md TRAK/MAP geometry, collision polygons, coordinate spaces, zones, limits objects.md MAP chunk layout, strat (object) entries, waypoints, player start, exit strat_types_table.md every object type in every original level, with counts @@ -240,8 +240,7 @@ specs. This whole kit was made by an AI coding agent (Claude Code) working through the steps below. Any capable assistant that can run code should be able to continue. -1. **Give it the notes first.** Ask it to read `notes/*.md` (they are German; it can - translate). They contain offsets, field meanings, confidence levels and pitfalls. +1. **Give it the notes first.** Ask it to read `notes/*.md`. They contain offsets, field meanings, confidence levels and pitfalls. 2. **Regenerate the decompile** for questions about game logic. Install Ghidra and a full JDK (version 25 for Ghidra 12.x), then run `analyzeHeadless groove -import groove.exe -scriptPath re/ghidra_scripts -postScript DumpAll.java groove_decomp.c`.