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<div align="center"> <a href="https://github.com/deathkiller/jazz2-native"><img src="https://raw.githubusercontent.com/deathkiller/jazz2/master/Docs/Logo.gif" alt="Jazz² Resurrection" title="Jazz² Resurrection"></a> </div> <div align="center"> Open-source <strong>Jazz Jackrabbit 2</strong> reimplementation </div> <div align="center"> <sub> Brought to you by <a href="https://github.com/deathkiller">@deathkiller</a> </sub> </div> <hr/>

Introduction

Jazz² Resurrection is reimplementation of the game Jazz Jackrabbit 2 released in 1998. Supports various versions of the game (Shareware Demo, Holiday Hare '98, The Secret Files and Christmas Chronicles). Also, it partially supports some features of JJ2+ extension and MLLE. This repository contains fully rewritten game in C++ with better performance and many improvements. Further information can be found here.

Build Status Latest Release All Downloads Code Quality License Discord

Preview

<div align="center"> <img src="https://raw.githubusercontent.com/deathkiller/jazz2/master/Docs/Screen2.gif" alt="Preview"> </div> <div align="center"><a href="https://www.youtube.com/playlist?list=PLfrN-pyVL7k6n2VJF197F0yVOZq4EPTsP">:tv: Watch gameplay videos</a></div>

Running the application

Windows

‹Game› is path to Jazz² Resurrection. The game requires Windows 7 (or newer) and GPU with OpenGL 3.0 support. Game files should not be copied to Program Files. Cache is recreated during intro cinematics on the first startup, so it can't be skipped.

Linux

‹Game› is path to Jazz² Resurrection. The game requires GPU with OpenGL 3.0 or OpenGL ES 3.0 (ARM) support. Cache is recreated during intro cinematics on the first startup, so it can't be skipped.

<sup>Alternatively, you can use package repository for your Linux distribution:</sup><br> ArchLinux Flathub Gentoo NixOS OpenSUSE Ubuntu

macOS

Cache is recreated during intro cinematics on the first startup, so it can't be skipped.

Alternatively, you can install it using <sub><sub>Homebrew</sub></sub> brew install --cask jazz2-resurrection

Android

‹Storage› is usually internal storage on your device. Content directory is included directly in APK file, no action is needed. The game requires Android 5.0 (or newer) and GPU with OpenGL ES 3.0 support. Cache is recreated during intro cinematics on the first startup.

Nintendo Switch

Cache is recreated during intro cinematics on the first startup, so it can't be skipped. It may take more time, so white screen could be shown longer than expected.

Web (Emscripten)

The game requires browser with WebAssembly and WebGL 2.0 support – usually any modern web browser.

Xbox (Universal Windows Platform)

Building the application

Windows

Linux

macOS

Android

Nintendo Switch

cmake -D CMAKE_TOOLCHAIN_FILE=${DEVKITPRO}/cmake/Switch.cmake -D NCINE_PREFERRED_BACKEND=SDL2

Web (Emscripten)

cd ..
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
./emsdk install latest
./emsdk activate latest

Xbox (Universal Windows Platform)

cmake -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION="10.0"

License

This project is licensed under the terms of the GNU General Public License v3.0.

This project uses modified nCine game engine released under the following license:

Copyright (c) 2011-2022 Angelo Theodorou

Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.