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-rw-r--r--docs/release-notes.md3
-rw-r--r--docs/technical/smapi.md16
2 files changed, 6 insertions, 13 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index 53640c93..3779bcac 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -5,7 +5,8 @@
* For players:
* Added friendly error when using SMAPI 3.2._x_ with Stardew Valley 1.5.5 or later.
* Improved mod compatibility in 64-bit mode (thanks to spacechase0!).
- * Reducing load time when scanning/rewriting many mods for compatibility.
+ * Reduced load time when scanning/rewriting many mods for compatibility.
+ * **Dropped support for unofficial 64-bit mode**. You can now use the [official 64-bit Stardew Valley 1.5.5 beta](https://stardewvalleywiki.com/Modding:Migrate_to_64-bit_on_Windows) instead.
* Updated compatibility list.
* For mod authors:
diff --git a/docs/technical/smapi.md b/docs/technical/smapi.md
index 586b17aa..4be062e2 100644
--- a/docs/technical/smapi.md
+++ b/docs/technical/smapi.md
@@ -57,8 +57,7 @@ SMAPI uses a small number of conditional compilation constants, which you can se
flag | purpose
---- | -------
`SMAPI_FOR_WINDOWS` | Whether SMAPI is being compiled for Windows; if not set, the code assumes Linux/macOS. Set automatically in `common.targets`.
-`SMAPI_FOR_WINDOWS_64BIT_HACK` | Whether SMAPI is being [compiled for Windows with a 64-bit Linux version of the game](https://github.com/Pathoschild/SMAPI/issues/767). This is highly specialized and shouldn't be used in most cases. False by default.
-`SMAPI_FOR_XNA` | Whether SMAPI is being compiled for XNA Framework; if not set, the code assumes MonoGame. Set automatically in `common.targets` with the same value as `SMAPI_FOR_WINDOWS` (unless `SMAPI_FOR_WINDOWS_64BIT_HACK` is set).
+`SMAPI_FOR_XNA` | Whether SMAPI is being compiled for XNA Framework; if not set, the code assumes MonoGame. Set automatically in `common.targets` with the same value as `SMAPI_FOR_WINDOWS`.
## For SMAPI developers
### Compiling from source
@@ -81,9 +80,7 @@ To prepare a crossplatform SMAPI release, you'll need to compile it on two platf
[crossplatforming info](https://stardewvalleywiki.com/Modding:Modder_Guide/Test_and_Troubleshoot#Testing_on_all_platforms)
on the wiki for the first-time setup.
-1. [Install a separate 64-bit version of Stardew Valley](https://github.com/Steviegt6/Stardew64Installer#readme)
- on Windows.
-2. Update the version numbers in `build/common.targets`, `Constants`, and the `manifest.json` for
+1. Update the version numbers in `build/common.targets`, `Constants`, and the `manifest.json` for
bundled mods. Make sure you use a [semantic version](https://semver.org). Recommended format:
build type | format | example
@@ -91,14 +88,9 @@ on the wiki for the first-time setup.
dev build | `<version>-alpha.<date>` | `3.0.0-alpha.20171230`
prerelease | `<version>-beta.<date>` | `3.0.0-beta.20171230`
release | `<version>` | `3.0.0`
-3. In Windows:
+2. In Windows:
1. Rebuild the solution with the _release_ solution configuration.
- 2. Back up the `bin/SMAPI installer` and `bin/SMAPI installer for developers` folders.
- 3. Edit `common.targets` and uncomment the Stardew Valley 64-bit section at the top.
- 4. Rebuild the solution again.
- 5. Rename the compiled `StardewModdingAPI.exe` file to `StardewModdingAPI-x64.exe`, and copy it
- into the `windows-install.dat` files from step ii.
- 6. Copy the folders from step ii to Linux/MacOS.
+ 2. Copy the `bin/SMAPI installer` and `bin/SMAPI installer for developers` folders to Linux/macOS.
4. In Linux/macOS:
1. Rebuild the solution with the _release_ solution configuration.
2. Add the `windows-install.*` files from Windows to the `bin/SMAPI installer` and