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Revela d7822ac81e Enable multi-language font rendering and Unicode text input
Goal:
Allow players to type and display text in any language supported by
Unicode, including Chinese, Japanese, Korean, Thai, Arabic, Korean, Hindi, and more. This
covers all text surfaces: chat editor, chat messages, signs (in-world
and editor), world name/seed, server address/port fields, and all
Iggy Flash UI text fields.

Multi-language support:
Two complementary rendering systems were added to handle Unicode text
across the entire client:

1. Iggy UI (Flash-based text fields): A new UIUnicodeBitmapFont class
   serves Java Minecraft's glyph page PNGs (glyph_00.png-glyph_FF.png)
   through Iggy's bitmap font provider API. Registered as the global
   fallback font with metrics matching the Mojangles bitmap font for
   correct baseline alignment. When the primary bitmap font lacks a
   glyph, it returns IGGY_GLYPH_INVALID and Iggy seamlessly falls back
   to the unicode bitmap font.

2. Legacy C++ Font renderer (chat editor, in-world signs): Revived the
   commented-out unicode glyph page system in Font.cpp. Characters not
   in the bitmap font texture are rendered from glyph page PNGs loaded
   on demand, with proper texture switching mid-string.

3. ChatScreen input: Removed the restrictive acceptableLetters filter
   so all printable Unicode characters are accepted in chat.

Languages now supported for text input and rendering:
- Japanese (Hiragana, Katakana, Kanji)
- Chinese (Simplified and Traditional)
- Korean (Hangul)
- Thai
- Arabic
- Hindi (Devanagari)
- Russian (Cyrillic) - already worked via bitmap font
- Greek - already worked via bitmap font
- Polish, Czech, Turkish (Extended Latin) - already worked via bitmap font
- Armenian, Georgian, and other scripts covered by glyph pages

Security fixes:
- Fixed memset under-initialization of Font::charWidths (zeroed 460
  bytes instead of 460*sizeof(int)=1840 bytes, leaving entries 115+
  uninitialized) - pre-existing bug
- Added bounds checks to all UIUnicodeBitmapFont callbacks to reject
  glyph IDs outside [0, 65535], preventing OOB array access
- Added bounds check in Font::width() section-sign fallback path to
  prevent OOB read on charWidths[] with high codepoints
- Blocked Unicode bidirectional override characters (U+202A-202E,
  U+2066-2069) in chat input to prevent message spoofing

Memory leak fix:
- Fixed SignTileEntity::load allocating wchar_t[256] with new[] on
  every sign load without freeing. Replaced with stack allocation.

Debug logging:
- Added [SIGN] prefixed logging for sign save/update operations
- Added [CHAT] prefixed logging for chat send/receive operations

Files changed:
- UIUnicodeBitmapFont.h/.cpp (new) - Iggy bitmap font for glyph pages
- UIBitmapFont.cpp - Return IGGY_GLYPH_INVALID for unknown chars
- UIFontData.h/.cpp - Added hasGlyph() method
- UIController.h/.cpp - Load and register unicode bitmap fallback font
- UITTFFont.h/.cpp - Added registerAsDefaultFonts parameter
- Font.h/.cpp - Revived unicode glyph page rendering system
- ChatScreen.cpp - Accept all Unicode input, block bidi overrides
- Gui.cpp - Chat display debug logging
- ClientConnection.cpp - Sign update debug logging
- SignTileEntity.cpp - Sign save logging, memory leak fix
2026-03-16 23:08:05 -05:00
.github Update workflows and Docker image references 2026-03-16 03:52:25 -05:00
.vscode Remove .vscode settings by default 2026-03-15 02:44:59 -05:00
cmake Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
docker/dedicated-server Fix server DedicatedServer issues (#1266) 2026-03-15 15:50:12 -05:00
include/lce_filesystem Fix PCH (#828) 2026-03-07 20:21:37 +07:00
Minecraft.Client Enable multi-language font rendering and Unicode text input 2026-03-16 23:08:05 -05:00
Minecraft.Server Enable multi-language font rendering and Unicode text input 2026-03-16 23:08:05 -05:00
Minecraft.World Enable multi-language font rendering and Unicode text input 2026-03-16 23:08:05 -05:00
x64 Remove all old binka redist files (#1116) 2026-03-13 19:43:37 +00:00
.clang-format Fix overlapping debug menus and screens (#294) 2026-03-04 12:31:47 +08:00
.clang-tidy Remove AUTO_VAR macro and _toString function (#592) 2026-03-06 02:11:18 +07:00
.gitattributes Update workflows and Docker image references 2026-03-16 03:52:25 -05:00
.gitignore Remove .vscode settings by default 2026-03-15 02:44:59 -05:00
build-start-dedicated-server.sh Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
CMakeLists.txt Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
COMPILE.md Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
CONTRIBUTING.md Only single topic PRs, please - CONTRIBUTING.md 2026-03-10 09:37:52 -05:00
docker-build-dedicated-server.sh Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
docker-compose.dedicated-server.ghcr.yml Update workflows and Docker image references 2026-03-16 03:52:25 -05:00
docker-compose.dedicated-server.yml Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
MinecraftConsoles.sln Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
README.md Update README with copy-paste support details 2026-03-16 11:05:42 -05:00
start-dedicated-server.sh Dedicated Server Software - Minecraft.Server.exe (#498) 2026-03-15 02:32:50 -05:00
Update-NightlyRelease.ps1 Enhance nightly release script for client and server 2026-03-16 03:25:00 -05:00

Legacy Edition Banner

MinecraftConsoles (Legacy Console Edition)

If you have any questions regarding this fork, this is my Fluxer server (similar to a Discord server):

Join my Fluxer server

This project is based on source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) with some fixes and improvements applied.

Tutorial World

Latest:

Added copy+paste support for IP/Port, world names, world seeds, server names, signs, etc.

  • Just use control+v to paste from your clipboard!

Dedicated server releases support Hardcore Mode!

  • Dedicated server is fully compatible with smartcmd/MinecraftConsoles clients, even with hardcore mode!
  • Client (LCEWindows64.zip): download from the Nightly release on GitHub
  • Dedicated Server (LCEServerWindows64.zip): download from the Nightly-Dedicated-Server release on GitHub
  • Docker: pull ghcr.io/itsrevela/minecraft-lce-dedicated-server:nightly for server container

In-game screenshot functionality with F2!

  • pressing F2 will save a screenshot to a screenshots folder in your root game directory
  • a local-only chat message is shown to the player notifying the screenshot filename that was saved

Proper implementation of Hardcore Mode in LCE!

  • difficulty slider included in create world menu
  • difficulty slider forces "Difficulty: Hardcore" on world load
  • singleplayer: host death, force no respawn, on exit deletes world
  • multiplayer: host death = world delete upon exit --- joiner death = only exit available, persists upon rejoin (no respawn option)
  • multiplayer fixes: added fix to prevent host from using exit-without-saving loophole for nonhost players that died
  • to-do: hardcore hearts texture

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

Windows users can download our Nightly Build! Simply download the .zip file and extract it to a folder where you'd like to keep the game. You can set your username in username.txt (you'll have to make this file)

If you're looking for Dedicated Server software (with hardcore-mode functionality), 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

  • 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
  • Dedicated Server Software (Minecraft.Server.exe)
  • Added persistent username system via username.txt
  • 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: W A S D
  • Jump / Fly (Up): Space
  • Sneak / Fly (Down): Shift (Hold)
  • Sprint: Ctrl (Hold) or Double-tap W
  • Inventory: E
  • Chat: T
  • Drop Item: Q
  • Crafting: C Use Q and E to 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 Wheel or keys 1 to 9
  • Accept or Decline Tutorial hints: Enter to accept and B to decline
  • Game Info (Player list and Host Options): TAB
  • Toggle HUD: F1
  • Toggle Debug Info: F3
  • Open Debug Overlay: F4
  • Toggle Debug Console: F6

Client Launch Arguments

Argument Description
-name <username> Overrides your in-game username.
-fullscreen Launches the game in Fullscreen mode

Example:

Minecraft.Client.exe -name Steve -fullscreen

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 25565 by default
  • LAN discovery uses UDP port 25566
  • Add servers to your server list with the in-game Add Server button (temp)
  • Rename yourself without losing data by keeping your uid.dat
  • Split-screen players can join in, even in Multiplayer

Parts of this feature are based on code from LCEMP (thanks!)

Dedicated Server Software

Dedicated Server in Docker (Wine)

This repository includes a lightweight Docker setup for running the Windows dedicated server under Wine.

No local build is required. The container image is pulled from GHCR.

./start-dedicated-server.sh

start-dedicated-server.sh does the following:

  • uses docker-compose.dedicated-server.ghcr.yml
  • pulls latest image, then starts the container

If you want to skip pulling and just start:

./start-dedicated-server.sh --no-pull

Equivalent manual command:

docker compose -f docker-compose.dedicated-server.ghcr.yml up -d

Local Build Mode (Optional)

Use this only when you want to run your own locally built Minecraft.Server binary in Docker. A local build of Minecraft.Server is required for this mode.

docker compose -f docker-compose.dedicated-server.yml up -d --build

Useful environment variables:

  • XVFB_DISPLAY (default: :99)
  • XVFB_SCREEN (default: 64x64x16, tiny virtual display used by Wine)

Fixed server runtime behavior in container:

  • executable path: /srv/mc/Minecraft.Server.exe
  • bind IP: 0.0.0.0
  • server port: 25565

Persistent files are bind-mounted to host:

  • ./server-data/server.properties -> /srv/mc/server.properties
  • ./server-data/GameHDD -> /srv/mc/Windows64/GameHDD

About server.properties

Minecraft.Server reads server.properties from the executable working directory (Docker image: /srv/mc/server.properties). If the file is missing or contains invalid values, defaults are auto-generated/normalized on startup.

Important keys:

Key Values / Range Default Notes
server-port 1-65535 25565 Listen TCP port
server-ip string 0.0.0.0 Bind address
server-name string (max 16 chars) DedicatedServer Host display name
max-players 1-8 8 Public player slots
level-name string world Display world name
level-id safe ID string derived from level-name Save folder ID; normalized automatically
level-seed int64 or empty empty Empty = random seed
world-size classic|small|medium|large classic World size preset for new worlds and expansion target for existing worlds
log-level debug|info|warn|error info Server log verbosity
autosave-interval 5-3600 60 Seconds between autosaves
white-list true/false false Enable access list checks
lan-advertise true/false false LAN session advertisement

Minimal example:

server-name=DedicatedServer
server-port=25565
max-players=8
level-name=world
level-seed=
world-size=classic
log-level=info
white-list=false
lan-advertise=false
autosave-interval=60

Dedicated Server launch arguments

The server loads base settings from server.properties, then CLI arguments override those values.

Argument Description
-port <1-65535> Override server-port
-ip <addr> Override server-ip
-bind <addr> Alias of -ip
-name <name> Override server-name (max 16 chars)
-maxplayers <1-8> Override max-players
-seed <int64> Override level-seed
-loglevel <level> Override log-level (debug, info, warn, error)
-help / --help / -h Print usage and exit

Examples:

Minecraft.Server.exe -name MyServer -port 25565 -ip 0.0.0.0 -maxplayers 8 -loglevel info
Minecraft.Server.exe -seed 123456789

Build & Run

  1. Install Visual Studio 2022.
  2. Clone the repository.
  3. Open the project by double-clicking MinecraftConsoles.sln.
  4. Make sure Minecraft.Client is set as the Startup Project.
  5. Set the build configuration to Debug (Release is also ok but missing some debug features) 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.

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.

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