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Custom Minecraft Classic / ClassiCube client written in C from scratch (formerly ClassicalSharp in C#)

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ClassiCube is a custom Minecraft Classic compatible client written in C from scratch.
It is not affiliated with (or supported by) Mojang AB, Minecraft, or Microsoft in any way.

What ClassiCube is

ClassiCube aims to replicate the 2009 Minecraft Classic client while offering optional enhancements to improve gameplay. ClassiCube can run on many systems, including desktop, web, mobile, and even some consoles.

Features (click to expand)
  • Much better performance and minimal memory usage compared to original Minecraft Classic
  • Optional enhancements including custom blocks, models, and environment colors
  • Partially supports some features of Minecraft Classic versions before 0.30
  • Works with effectively all graphics cards that support OpenGL or Direct3D 9
  • Runs on Windows, macOS, Linux, Android, iOS, and in a web browser
  • Also runs on OpenBSD, FreeBSD, NetBSD, Solaris, Haiku, IRIX, SerenityOS
  • Although in various stages of early development, also runs on various consoles

ClassiCube is not trying to replicate modern Minecraft versions. It will never support survival, logging in with Minecraft accounts or connecting to Minecraft servers.

You can download ClassiCube from here and the very latest builds from here.

classic

enhanced

We need your help

ClassiCube strives to replicate the original Minecraft Classic experience by strictly following a clean room reverse engineering approach.

If you're interested in documenting or verifying the behaviour of the original Minecraft Classic, please get in contact with me. (unknownshadow200 on Discord)

How to play

Initially, you will need to run ClassiCube.exe to download the required assets from minecraft.net and classicube.net.
Just click 'OK' to the dialog menu that appears when you start the launcher.

Singleplayer Run ClassiCube.exe, then click Singleplayer at the main menu.

Multiplayer Run ClassiCube.exe. You can connect to LAN/locally hosted servers, and classicube.net servers if you have a ClassiCube account.

Note: When running from within VirtualBox, disable Mouse Integration, otherwise the camera will not work properly

Stuck on OpenGL 1.1?

The most common reason for being stuck on OpenGL 1.1 is non-working GPU drivers - so if possible, you should try either installing or updating the drivers for your GPU.

Otherwise:

  • On Windows, you can still run the OpenGL build of ClassiCube anyways. (You can try downloading and using the MESA software renderer from here for slightly better performance though)
  • On other operating systems, you will have to compile the game yourself. Don't forget to add -DCC_BUILD_GL11 to the compilation command line so that the compiled game supports OpenGL 1.1.

Supported systems

ClassiCube runs on:

  • Windows - 95 and later
  • macOS - 10.5 or later (but can be compiled to work with 10.3/10.4 though)
  • Linux - needs libcurl and libopenal
  • Android - 2.3 or later
  • iOS - 8.0 or later
  • Most web browsers (even runs on IE11)

And also runs on:

Compiling

Note: The various instructions below automatically compile ClassiCube with the recommended defaults for the platform.
If you (not recommended) want to override the defaults (e.g. to compile OpenGL build on Windows), see here for details.

Compiling - Windows

Using Visual Studio

Open ClassiCube.sln (File -> Open -> Project/Solution) and compile it (Build -> Build Solution).

If you get a The Windows SDK version 5.1 was not found compilation error, see here for how to fix

Using Visual Studio (command line)
  1. Use 'Developer Tools for Visual Studio' from Start Menu
  2. Navigate to the directory with ClassiCube's source code
  3. Enter cl.exe *.c /link user32.lib gdi32.lib winmm.lib dbghelp.lib shell32.lib comdlg32.lib /out:ClassiCube.exe
Using MinGW-w64

I am assuming you used the installer from https://sourceforge.net/projects/mingw-w64/

  1. Install MinGW-W64
  2. Use either Run Terminal from Start Menu or run mingw-w64.bat in the installation folder
  3. Navigate to the directory with ClassiCube's source code
  4. Enter gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm
Using MinGW

I am assuming you used the installer from https://osdn.net/projects/mingw/

  1. Install MinGW. You need mingw32-base-bin and msys-base-bin packages.
  2. Run msys.bat in the C:\MinGW\msys\1.0 folder.
  3. Navigate to the directory with ClassiCube's source code
  4. Enter gcc -fno-math-errno *.c -o ClassiCube.exe -mwindows -lwinmm
Using TCC (Tiny C Compiler)

Setting up TCC:

  1. Download and extract tcc-0.9.27-win64-bin.zip from https://bellard.org/tcc/
  2. Download winapi-full-for-0.9.27.zip from https://bellard.org/tcc/
  3. Copy winapi folder and _mingw_dxhelper.h from winapi-full-for-0.9.27.zip into TCC's include folder

Compiling with TCC:

  1. Navigate to the directory with ClassiCube's source code
  2. In ExtMath.c, change fabsf to fabs and sqrtf to sqrt
  3. Enter tcc.exe -o ClassiCube.exe *.c -lwinmm -lgdi32 -luser32 -lcomdlg32 -lshell32
    (Note: You may need to specify the full path to tcc.exe instead of just tcc.exe)

Compiling - Linux

Using gcc/clang

Install appropriate libs as required. For ubuntu these are: libx11-dev, libxi-dev and libgl1-mesa-dev

gcc -fno-math-errno src/*.c -o ClassiCube -rdynamic -lpthread -lX11 -lXi -lGL -ldl

Cross compiling for Windows (32 bit):

i686-w64-mingw32-gcc -fno-math-errno src/*.c -o ClassiCube.exe -mwindows -lwinmm

Cross compiling for Windows (64 bit):

x86_64-w64-mingw32-gcc -fno-math-errno src/*.c -o ClassiCube.exe -mwindows -lwinmm

Raspberry Pi

Although the regular linux compiliation flags will work fine, to take full advantage of the hardware:

gcc -fno-math-errno src/*.c -o ClassiCube -DCC_BUILD_RPI -rdynamic -lpthread -lX11 -lXi -lEGL -lGLESv2 -ldl

Compiling - macOS

cc -fno-math-errno src/*.c src/*.m -o ClassiCube -framework Cocoa -framework OpenGL -framework IOKit -lobjc

Note: You may need to install Xcode before you can compile ClassiCube

Using Xcode GUI

Open the misc/macOS/CCMAC.xcodeproj project in Xcode, and then compile it

Compiling - for Android

NOTE: If you are distributing a modified version, please change the package ID from com.classicube.android.client to something else - otherwise Android users won't be able to have both ClassiCube and your modified version installed at the same time on their Android device

Using Android Studio GUI

Open android folder in Android Studio (TODO explain more detailed)

Using command line (gradle)

Run gradlew in android folder (TODO explain more detailed)

Compiling - for iOS

iOS version will have issues as it's incomplete and only tested in iOS Simulator

NOTE: If you are distributing a modified version, please change the bundle ID from com.classicube.ios.client to something else - otherwise iOS users won't be able to have both ClassiCube and your modified version installed at the same time on their iOS device

Using Xcode GUI

Open the ios/CCIOS.xcodeproj project in Xcode, and then compile it

Using command line (Xcode)

xcodebuild -sdk iphoneos -configuration Debug (TODO explain more detailed)

Compiling - webclient

emcc src/*.c -s ALLOW_MEMORY_GROWTH=1 -s TOTAL_STACK=1Mb --js-library interop_web.js

The generated javascript file has some issues. See here for how to fix

For more details on how to integrate into a website, see here

Compiling - consoles

All console ports needs assistance from someone experienced with homebrew development - if you're interested, please get in contact with me. (unknownshadow200 on Discord)

Nintendo consoles (click to expand)

Switch

Run make switch. You'll need libnx and mesa

NOTE: It is highly recommended that you install the precompiled devkitpro packages from here - you need the switch-dev group and the switch-mesa switch-glm packages)

Wii U

Run make wiiu. You'll need wut

NOTE: It is highly recommended that you install the precompiled devkitpro packages from here - you need the wiiu-dev group)

3DS

Run make 3ds. You'll need libctru

NOTE: It is highly recommended that you install the precompiled devkitpro packages from here - you need the 3ds-dev group)

Wii

Run make wii. You'll need libogc

NOTE: It is highly recommended that you install the precompiled devkitpro packages from here - you need the wii-dev group)

GameCube

Run make gamecube. You'll need libogc

NOTE: It is highly recommended that you install the precompiled devkitpro packages from here - you need the gamecube-dev group)

Nintendo DS/DSi

Run make ds. You'll need BlocksDS

Nintendo 64

Run make n64. You'll need the opengl branch of libdragon

Sony consoles (click to expand)

PlayStation Vita

Run make vita. You'll need vitasdk

PlayStation Portable

Run make psp. You'll need pspsdk

NOTE: It is recommended that you install the precompiled pspsdk version from here

PlayStation 3

Run make ps3. You'll need PSL1GHT

PlayStation 2

Run make ps2. You'll need ps2sdk

PlayStation 1

Run make ps1. You'll need PSn00bSDK

Microsoft consoles (click to expand)

Xbox 360

Run make 360. You'll need libxenon

Xbox (original)

Run make xbox. You'll need nxdk

SEGA consoles (click to expand)

SEGA consoles

Dreamcast

Run make dreamcast. You'll need KallistiOS

Saturn

Run make saturn. You'll need libyaul

Compiling - other platforms (click to expand)

FreeBSD

Install libxi, libexecinfo, curl and openal-soft package if needed

cc src/*.c -o ClassiCube -I /usr/local/include -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo

OpenBSD

Install libexecinfo, curl and openal package if needed

cc src/*.c -o ClassiCube -I /usr/X11R6/include -I /usr/local/include -L /usr/X11R6/lib -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo

NetBSD

Install libexecinfo, curl and openal-soft package if needed

cc src/*.c -o ClassiCube -I /usr/X11R7/include -I /usr/pkg/include -L /usr/X11R7/lib -L /usr/pkg/lib -lpthread -lX11 -lXi -lGL -lexecinfo

DragonflyBSD

cc src/*.c -o ClassiCube -I /usr/local/include -L /usr/local/lib -lm -lpthread -lX11 -lXi -lGL -lexecinfo

Solaris

gcc -fno-math-errno src/*.c -o ClassiCube -lsocket -lX11 -lXi -lGL

Haiku

Install openal_devel package if needed

cc -fno-math-errno src/*.c interop_BeOS.cpp -o ClassiCube -lGL -lnetwork -lstdc++ -lbe -lgame -ltracker

BeOS

cc -fno-math-errno src/*.c interop_BeOS.cpp -o ClassiCube -lGL -lbe -lgame -ltracker

IRIX

gcc -fno-math-errno -lGL -lX11 -lXi -lpthread -ldl

SerenityOS

Install SDL2 port if needed

cc src/*.c -o ClassiCube -lgl -lSDL2

Classic Mac OS

Install Retro68 to compile (supports both M68k and PowerPC compiling)

make macclassic_68k or make macclassic_ppc

The PowerPC build will usually perform much better

Other systems

You'll have to write the necessary code. You should read portability.md in doc folder.

Documentation

Functions and variables in .h files are mostly documented.

Further information (e.g. style) for ClassiCube's source code can be found in the doc and misc folders.

Known compilation errors

Fixes for compilation errors when using musl or old glibc for C standard library

Tips

  • Press escape (after joining a world) or pause to switch to the pause menu.

  • Pause menu -> Options -> Controls lists all of the key combinations used by the client.

  • Note that toggling 'vsync' to on will minimise CPU usage, while off will maximimise chunk loading speed.

  • Press F to cycle view distance. A smaller number of visible chunks can improve performance.

  • If the server has disabled hacks, key combinations such as fly and speed will not do anything.

  • To see the list of built in commands, type /client.

  • To see help for a given built in command, type /client help <command name>.

Open source technologies (click to expand)

  • curl - HTTP/HTTPS for linux and macOS
  • FreeType - Font handling for all platforms
  • GCC - Compiles client for linux
  • MinGW-w64 - Compiles client for windows
  • Clang - Compiles client for macOS
  • Emscripten - Compiles client for web
  • RenderDoc - Graphics debugging
  • BearSSL - SSL/TLS support on consoles
  • libnx - Backend for Switch
  • Ryujinx - Emulator used to test Switch port
  • wut - Backend for Wii U
  • Cemu - Emulator used to test Wii U port
  • libctru - Backend for 3DS
  • citro3D - Rendering backend for 3DS
  • Citra - Emulator used to test 3DS port
  • libogc - Backend for Wii and GameCube
  • libfat - Filesystem backend for Wii/GC
  • Dolphin - Emulator used to test Wii/GC port
  • libdragon - Backend for Nintendo 64
  • ares - Emulator used to test Nintendo 64 port
  • BlocksDS - Backend for Nintendo DS
  • melonDS - Emulator used to test Nintendo DS port
  • vitasdk - Backend for PS Vita
  • Vita3K - Emulator used to test Vita port
  • pspsdk - Backend for PSP
  • PPSSPP - Emulator used to test PSP port
  • PSL1GHT - Backend for PS3
  • RPCS3 - Emulator used to test PS3 port
  • ps2sdk - Backend for PS2
  • PCSX2 - Emulator used to test PS2 port
  • PSn00bSDK - Backend for PS1
  • duckstation - Emulator used to test PS1 port
  • libxenon - Backend for Xbox 360
  • nxdk - Backend for Xbox
  • xemu - Emulator used to test Xbox port
  • cxbx-reloaded - Emulator used to test Xbox port
  • KallistiOS - Backend for Dreamcast
  • GLdc - Basis of rendering backend for Dreamcast
  • flycast - Emulator used to test Dreamcast port
  • libyaul - Backend for Saturn
  • mednafen - Emulator used to test Saturn port

Sound Credits

ClassiCube uses sounds from Freesound.org
Full credits are listed in doc/sound-credits.md

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