Screen resolution is now auto-detected from the monitor at startup instead of being hardcoded to 1920x1080. This fixes rendering on ultrawide (21:9), super-ultrawide (32:9), 16:10, and any other aspect ratio -- both in singleplayer and split-screen multiplayer. The 3D world renders at native resolution so the full monitor is used. Flash UI is 16:9-fitted and centered inside each viewport, pillarboxed on wide displays and letterboxed on tall ones. Logical game dimensions (used for ortho projection and HUD layout) are computed proportionally from the real screen aspect ratio, fixing the stretched world projection and HUD that the old hardcoded 1280x720 caused on non-16:9 monitors. GameRenderer::ComputeViewportForPlayer uses the actual backbuffer size instead of the logical game size, which was causing split-screen viewports to be sized incorrectly. UIScene::render fits menus to 16:9 within each split viewport using GetViewportRect + Fit16x9, keeping inventory/crafting/options screens at their designed aspect ratio instead of stretching. Panorama and MenuBackground render at full viewport size with proper tile scaling so the background fills the entire area without gaps in vertical split and quadrant layouts. HUD tile rendering uses ComputeTileScale to uniformly scale the SWF and show the bottom portion (hotbar, hearts, hunger) in horizontal and quadrant splits. repositionHud passes visible SWF-space dimensions to ActionScript for proper element centering within each viewport. Chat and Tooltips overlays use ComputeTileScale and ComputeSplitContentOffset to anchor correctly to the bottom of each player's viewport tile. Container menus apply Fit16x9 to pointer coordinate mapping so the cursor tracks correctly in split-screen. getMouseToSWFScale moved out of the header into the .cpp. Mouse input in onMouseTick is gated to pad 0 since raw mouse deltas should only drive player 1. All shared viewport math lives in UISplitScreenHelpers.h: - GetViewportRect: origin and dimensions for any viewport type - Fit16x9: aspect-correct fitting with centering offsets - ComputeTileScale: uniform scale and Y-offset for tile rendering - ComputeSplitContentOffset: content centering for overlay components |
||
|---|---|---|
| .github | ||
| cmake | ||
| Minecraft.Client | ||
| Minecraft.World | ||
| x64 | ||
| .clang-format | ||
| .clang-tidy | ||
| .gitignore | ||
| CMakeLists.txt | ||
| COMPILE.md | ||
| CONTRIBUTING.md | ||
| MinecraftConsoles.sln | ||
| README.md | ||
MinecraftConsoles
Introduction
This project contains the source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) from https://archive.org/details/minecraft-legacy-console-edition-source-code, with some fixes and improvements applied.
Platform Support
- Windows: Supported for building and running the project
- macOS / Linux: The Windows nightly build may run through Wine or CrossOver based on community reports, but this is unofficial and not currently tested by the maintainers
Features
- 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 "username.txt"
Multiplayer
Basic 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
25565by default - LAN discovery uses UDP port
25566
This feature is based on LCEMP
Launch Arguments
| Argument | Description |
|---|---|
-name <username> |
Sets your in-game username. |
-server |
Launches a headless server instead of the client. |
-ip <address> |
Client mode: manually connect to an IP. Server mode: override the bind IP from server.properties. |
-port <port> |
Client mode: override the join port. Server mode: override the listen port from server.properties. |
Example:
Minecraft.Client.exe -name Steve -ip 192.168.0.25 -port 25565
Headless server example:
Minecraft.Client.exe -server -ip 0.0.0.0 -port 25565
The headless server also reads and writes server.properties in the working directory. If -ip / -port are omitted in -server mode, it falls back to server-ip / server-port from that file. Dedicated-server host options such as trust-players, pvp, fire-spreads, tnt, difficulty, gamemode, spawn-animals, and spawn-npcs are persisted there as well.
Controls (Keyboard & Mouse)
- Movement:
WASD - Jump / Fly (Up):
Space - Sneak / Fly (Down):
Shift(Hold) - Sprint:
Ctrl(Hold) or Double-tapW - Inventory:
E - Drop Item:
Q - Crafting:
CUseQandEto move through tabs (cycles Left/Right) - Toggle View (FPS/TPS):
F5 - Fullscreen:
F11 - Pause Menu:
Esc - Attack / Destroy:
Left Click - Use / Place:
Right Click - Select Item:
Mouse Wheelor keys1to9 - Accept or Decline Tutorial hints:
Enterto accept andBto decline - Game Info (Player list and Host Options):
TAB - Toggle HUD:
F1 - Toggle Debug Info:
F3 - Open Debug Overlay:
F4 - Toggle Debug Console:
F6
Build & Run
- Install Visual Studio 2022.
- Clone the repository.
- Open the project by double-clicking
MinecraftConsoles.sln. - Make sure
Minecraft.Clientis set as the Startup Project. - Set the build configuration to Debug (Release is also OK but has some bugs) and the target platform to Windows64, then build and run.
CMake (Windows x64)
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug --target MinecraftClient
For more information, see COMPILE.md.
Known Issues
- Native builds for platforms other than Windows have not been tested and are most likely non-functional. The Windows nightly build may still run on macOS and Linux through Wine or CrossOver, but that path is unofficial and not currently supported
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.
