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smartcmd / MinecraftConsoles

A certain block game

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Repository Overview (README excerpt)

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MinecraftConsoles (Legacy Console Edition) This project is based on source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) with some fixes and improvements applied. The current goal of MinecraftConsoles is to be a multi-platform base for further development, such as modding, backports, and anything else LCE. On top of that, we're working to make this a quality experience on Desktop with or without a controller while (long-term) retaining console support. See our our Contributor's Guide for more information on the goals of this project. Download Client Windows users can download our Nightly Build! Simply download the file and extract it to a folder where you'd like to keep the game. You can set your username in (you'll have to make this file) Server If you're looking for Dedicated Server software, download its Nightly Build here. Similar instructions to the client more or less, though see further down in this README for more info on that. Platform Support • **Windows**: Supported for building and running the project • **macOS / Linux**: The Windows nightly build will run through Wine or CrossOver based on community reports, but this is unofficial and not currently tested by the maintainers when pushing updates • **Android**: The Windows nightly build does run but has stability / frametime pacing issues frequently reported • **iOS**: No current support • **All Consoles**: Console support remains in the code, but maintainers are not currently verifying console functionality / porting UI Changes to the console builds at this time. Features • Dedicated Server Software ( ) • Fixed compilation and execution in both Debug and Release mode on Windows using Visual Studio 2022 • Added support for keyboard and mouse input • Added fullscreen mode support (toggle using F11) • (WIP) Disabled V-Sync for better performance • Added a high-resolution timer path on Windows for smoother high-FPS gameplay timing • Device's screen resolution will be used as the game resolution instead of using a fixed resolution (1920x1080) • LAN Multiplayer & Discovery • Added persistent username system via • Decoupled usernames and UIDs to allow username changes • Fixed various security issues present in the original codebase • Splitscreen Multiplayer support (connect to dedicated servers, etc) • In-game server management (Add Server button, etc) Controls (Keyboard & Mouse) • **Movement**: • **Jump / Fly (Up)**: • **Sneak / Fly (Down)**: (Hold) • **Sprint**: (Hold) or Double-tap • **Inventory**: • **Chat**: • **Drop Item**: • **Crafting**: Use and to move through tabs (cycles Left/Right) • **Toggle View (FPS/TPS)**: • **Fullscreen**: • **Pause Menu**: • **Attack / Destroy**: • **Use / Place**: • **Select Item**: or keys to • **Accept or Decline Tutorial hints**: to accept and to decline • **Game Info (Player list and Host Options)**: • **Toggle HUD**: • **Toggle Debug Info**: • **Open Debug Overlay**: • **Toggle Debug Console**: Contributors Would you like to contribute to this project? Please read our Contributor's Guide before doing so! This document includes our current goals, standards for inclusions, rules, and more. Client Launch Arguments | Argument | Description | |--------------------|-----------------------------------------------------------------------------------------------------| | | Overrides your in-game username. | | | Launches the game in Fullscreen mode | Example: LAN Multiplayer LAN multiplayer is available on the Windows build • Hosting a multiplayer world automatically advertises it on the local network • Other players on the same LAN can discover the session from the in-game Join Game menu • Game connections use TCP port by default • LAN discovery uses UDP port • Add servers to your server list with the in-game Add Server button (temp) • Rename yourself without losing data by keeping your • Split-screen players can join in, even in Multiplayer Dedicated Server Software About reads from the executable working directory (Docker image: ). If the file is missing or contains invalid values, defaults are auto-generated/normalized on startup. Important keys: | Key | Values / Range | Default | Notes | |-----|-----------------|---------|-------| | | | | Listen TCP port | | | string | | Bind address | | | string (max 16 chars) | | Host display name | | | | | Public player slots | | | string | | Display world name | | | safe ID string | derived from | Save folder ID; normalized automatically | | | int64 or empty | empty | Empty = random seed | | | | | World size preset for new worlds and expansion target for existing worlds | | | | | Server log verbosity | | | | | Seconds between autosaves | | | | | Enable access list checks | | | | | LAN session advertisement | Minimal example: Dedicated Server launch arguments The server loads base settings from , then CLI arguments override those values. | Argument | Description | |----------|-------------| | | Override | | | Override | | | Alias of | | | Override (max 16 chars) | | | Override | | | Override | | | Override ( , , , ) | | / / | Print usage and exit | Examples: Dedicated Server in Docker (Wine) This repository includes a lightweight Docker setup for running the Windows dedicated server under Wine. Quick Start (No Build, Recommended) No local build is required. The container image is pulled from GHCR. does the following: • uses • pulls latest image, then starts the container If you want to skip pulling and just start: Equivalent manual command: Local Build Mode (Optional) Use this only when you want to run your own locally built binary in Docker. **A local build of is required for this mode.** Useful environment variables: • (default: ) • (default: , tiny virtual display used by Wine) Fixed server runtime behavior in container: • executable path: • bind IP: • server port: Persistent files are bind-mounted to host: • -> • -> Build & Run • Install Visual Studio 2022 or newer. • Clone the repository. • Open the project…