If you're wanting to build any of these games, I should warn you that it will
probably be a fairly fiddly process. I've come to this way of working over a
period of time, and while it suits me well you might find it kind of
frustrating to set everything up.


Notes on my NiallsAVLib framework:
----------------------------------
- This is the framework I use to make all my games. It provides an abstracted
  2D drawing interface (with OpenGL ES and immediate mode implementations),
  audio classes, UTF8 file reading/writing, resource management, and various
  other helper classes. It's currently got backends for SDL 1.2 and SDL 2.0; it
  should be relatively simple to write backends for other windowing libs etc.
- IMPORTANT: NiallsAVLib is still in development, and there's a good chance that
  the older games here will need editing as a result of interface changes. I've
  included the most recent version of NiallsAVLib because I don't keep
  individual copies of the particular version each game used. It's up to you to
  fix any errors you come across.
- If you want to change graphics etc. you'll need to download my resource
  generator. It can load/save the resources.avres files and will export images,
  sounds, fonts and shaders to c++ code/the code to load them. You should be
  able to download it from here (Windows build only):
  http://downloads.niallmoody.com/AVLibResourceGenerator-07.01.13.zip

Libraries you'll need:
---------------------
SDL 1.2 or SDL 2.0, depending on the game
SDL_image
Freetype
GLEW
libvorbis
libvorbisfile
libogg
PortAudio (optional)

Windows:
--------
- The big thing to note is that I configure all my games to link to the static
  runtime to reduce awkward dependencies. This means you'll need to link all the
  above libraries to the static runtime. This can be a bit fiddly (the various
  SDL libraries in particular only provide versions linked to the dynamic
  runtime by default), but it is possible.
- I use static versions of the Freetype, GLEW, libvorbis, libvorbisfile and
  libogg libraries. If you want to use dynamic versions you'll have to edit the
  Linker inputs.
- Where the solution has two projects (<game name> and <game name>-sdl2.0)
  you'll probably find only one of the projects has all the files included.
  I've been moving over to using SDL 2.0, but I've been doing it in a very
  haphazard, piecemeal fashion.

OSX & Linux:
------------
- Most of these games have not been compiled on OSX or Linux. Having said that,
  my code is portable, and you should find skeleton XCode(OSX) and CMake(Linux)
  project files in the zip which you can fill out to build the games. In most
  cases this should be fairly straight forward, though you will of course need
  to set up your libraries correctly first.


- Niall Moody (07/01/13)
