CALIGO CHASER DX - PC and Android port
=======================
This runs the ORIGINAL game code from your own APK, with the Android parts re-implemented natively
(window, input, audio, a software OpenGL ES renderer). Nothing is converted or re-drawn, so it plays like the original.

WINDOWS
  1. Put CaligoChaserDX.exe in a folder together with:
        - your APK        (e.g. CaligoChaser_1.0.4.apk)
        - the "Com2uS" folder you copied from the phone (contains com.com2us.caligo\resources.csr and SE\*.wav)
  2. Double-click CaligoChaserDX.exe.  (A console window shows log messages; ignore it.)
  Options (run from a command prompt):  --apk <file>  --data <folder that contains Com2uS>  --save <folder>  --scale 2  --fullscreen

CONTROLS
  Mouse         left button = finger: tap to walk/attack/press buttons, drag the on-screen movement ring
  Keyboard      Arrow keys = move (added for the desktop). The original bindings also work - they follow the game's own
                "QWERTY keyboard Compatible" chart, shown the first time you start:
                  move: S / D / F = up, Z = left, X = down, C = right
                  1 2 3 4 5 (or Q W E R T) = skill slots      I = info      P (or 0 / ;) = charge
                  Space or Tab/F1 = menu      Enter = confirm      Esc or Backspace = Back/cancel
  Mouse         also: right button = Back.
  NPC dialogue: Select / Enter / click moves to the next page; Back (B, Esc or right click) skips the rest of the conversation.
  Button hints: menus (title, save slots, in-game menu, world map) and NPC dialogue show a small pill with the buttons for the
                input you used last: controller (D-pad / stick, A, B; PlayStation and Nintendo controllers get their own
                button symbols), keyboard (arrows, Enter, Esc) or mouse (left / right button). It follows you as you switch
                devices. --hints off hides it; --hints kb|pad|mouse forces one set.
  Gameplay screen: the game keeps its original layout (the tan bar along the bottom with its own hotbar). The game's on-screen d-pad and action buttons are shown after you click or touch the
                screen and hidden again as soon as you press a key or use a controller, so the picture never changes shape, only the buttons come and go (--touch-ui keeps them always).
                --hotbar switches to an experimental compact centred hotbar without the tan bar (--no-hotbar hides it completely). Vendor shops show the A / B hint stacked at the bottom right.  F11           fullscreen          F12   screenshot (PNG, next to the program)
  8-way movement: hold two directions (for example Up + Right, or push the stick diagonally) to walk diagonally. The game itself
  only understands one direction at a time, so the two directions are alternated on every game tick, and each step the game
  takes is topped up by about 41% so the hero keeps its full straight-line speed along a diagonal. The hero still uses the
  game's own movement and collision. On a stick the diagonal zone is the 45-degree wedge around each diagonal. In menus the
  original behaviour applies (the most recently pressed direction wins). --four-way turns diagonals off everywhere;
  --no-diag-boost keeps diagonals but at about 0.7 of the straight-line speed.
  Xbox-layout controller (plug in any time):
    Left stick       move (4-way)
    A or X           main action / confirm
    B                back / cancel
    Y                charge
    Start            MENU (top-left button)        Back/View   info
    D-pad          in the world (town/dungeon): hotkeys 1/2/3/4 = Up/Right/Down/Left, LB + Up = hotkey 5
                   in menus and on the map select screen: navigates, like the stick
  Window: resizing, minimising or dragging the window no longer disturbs the game (clock is clamped, held input released).
  On-screen d-pad and action buttons: shown after a click or touch, hidden after a key press or controller input (run with --touch-ui to always show them).
  Aim steering (on by default): when you attack, the hero turns toward the left/right direction you are holding, even in the
  middle of a mashed combo (the game normally only turns you when idle or walking). --no-aim-steer turns it off.
  --aim-follow (experimental, off by default) restarts an attack when you change direction while holding the action button.
  Pixel filtering: nearest-neighbour (hard, crisp pixels) is the default. It looks best at whole-number scales such as
  --res 1600x960 or 2400x1440; at other window sizes some pixel rows/columns can look slightly uneven.
  --filter smooth brings back the original bilinear (soft) look.
  Resolution: the game renders at 1600x960 by default (the layout is unchanged, the picture is sharper and the window is
  letter-boxed to the game's 5:3 shape). Larger sizes work too, e.g. --res 1920x1080 or --res 2400x1440.
  Renderer: the game is drawn on your graphics card through OpenGL. If OpenGL is not available the program says so and falls
  back to the built-in software renderer automatically (that one needs a fast CPU; --res 800x480 helps). --soft forces the
  software renderer.
  Frame rate: limited to about 60 fps, which is all the game's animation uses. By default the limit is chosen to match your
  display: a rate between 60 and 80 that your refresh rate divides evenly (72 on a 144 Hz display, 60 on 60/120/240 Hz) so
  frames are evenly spaced; otherwise an evenly timed 60. --fps <n> forces an exact rate (without vsync), --fps 0 removes
  the limit, --fps auto restores the default.
  Stray effect pixels the original game leaves above the hotbar after low attacks are cleaned up automatically
  (--no-strip-fix turns that off).

ANDROID
  An Android build (arm64, Android 7 or newer) is available as a test APK. It contains no game files: on first launch it asks you to pick your own Caligo Chaser APK (1.0.4) and the Com2uS
  folder with the system file picker and copies them into the app once. Touch controls are the game's own on-screen d-pad and buttons (one finger at a time); a connected controller also works.
  The game runs in landscape and the picture is letter-boxed to its 5:3 shape.

LINUX
  Download CaligoChaserDX-x86_64.AppImage (normal PCs) or CaligoChaserDX-aarch64.AppImage (arm64), make it executable (chmod +x) and run it. It contains no game files: on first run it
  looks for your Caligo Chaser APK and the Com2uS folder next to the AppImage, or asks you to pick them (KDE or GTK file dialog), and copies them once into
  ~/.local/share/CaligoChaserDX/ (saves go to its "save" folder). Newer distributions without FUSE 2 can run it with --appimage-extract-and-run after the file name.

SAVES
  Written to the "save" folder next to the program (your original data folder is never modified).

DASH
  Dash with LT / RT (or Shift on the keyboard): it dashes in the direction you are holding, or the way you face.
  Double-tapping a direction no longer dashes (run with --double-tap-dash to bring the original behaviour back).

TITLE MENU
  The selected entry (New Game / Continue / Help) is highlighted in light blue.  "More Games" has been removed.
  The online mode (shop, trade, mail, rankings) is blocked, as the original servers no longer exist
  (--online and --more-games restore the original entries for testing).

KNOWN LIMITS (this build)
  - Text-input fields (player names for online features) are not wired yet.

LICENCE
  The code of this port is released under the MIT licence (see LICENSE). The game and its artwork belong to Com2uS and are not part of this port. Licences of the built-in open-source components: LICENSES.txt, THIRD-PARTY-NOTICES.txt.
