diff --git a/README.md b/README.md index bf54e9ed..319326db 100644 --- a/README.md +++ b/README.md @@ -48,7 +48,7 @@ Some of them can be toggled at runtime, some cannot. * Debug menu to do and change various things (Ctrl-M to open) * Debug camera (Ctrl-B to toggle) * Rotatable camera -* Xinput controller support (Windows) +* XInput controller support (Windows) * No loading screens between islands ("map memory usage" in menu) * Skinned ped support (models from Xbox or Mobile) * Rendering @@ -79,7 +79,7 @@ The following things would be nice to have/do: * [PS2 port](https://github.com/GTAmodding/re3/wiki/PS2-port) * Xbox port (not quite as important) * reverse remaining unused/debug functions -* compare Codewarrior build with original binary for more accurate code (very tedious) +* compare CodeWarrior build with original binary for more accurate code (very tedious) ## Modding @@ -138,7 +138,7 @@ Microsoft recently discontinued its downloads of the DX9 SDK. You can download a > :information_source: re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw. -If you feel the need, you can also use Codewarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference. +If you feel the need, you can also use CodeWarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference. ## Contributing We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well. @@ -158,7 +158,8 @@ After a bit of work the project lay dormant for about a year and was picked up again and pushed to github in May 2019. At the time I (aap) had reversed around 10k lines of code and estimated the final game to have around 200-250k. -Others quickly joined the effort and we made very quick progress +Others quickly joined the effort (Fire_Head, shfil, erorcun and Nick007J +in time order, and Serge a bit later) and we made very quick progress throughout the summer of 2019 after which the pace slowed down a bit.