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README.md

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### [Visit the Docs site](https://docs.geode-sdk.org)
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This is the source code for Geode's docs, containg all the hand-written tutorials.
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This is the source code for Geode's docs, containing all the hand-written tutorials.
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Class & function documentation is built automatically from [the Geode source code](https://github.com/geode-sdk/geode).
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geode/creating.md

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* [CMake](https://cmake.org/download/) (minimum v3.13.4)
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* A supported C++ compiler ([clang](https://releases.llvm.org/)/[MSVC](https://visualstudio.microsoft.com/downloads/))
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* [Geode CLI](https://github.com/geode-sdk/cli) (Make sure you [add the CLI](/info/installcli) to your path environment variable)
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* [Geode CLI](https://github.com/geode-sdk/cli) (Make sure you [add the CLI](/geode/installcli) to your path environment variable)
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* [git](https://git-scm.com/downloads) (Highly Recommended)
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## Development Guide

handbook/vol1/chap1_7.md

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};
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```
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To try the mod out, [create a new mod using `geode new`](/info/creating.md), and then replace the code in `src/main.cpp` with the above. After building the mod, open up GD and you should see this:
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To try the mod out, [create a new mod using `geode new`](/geode/creating), and then replace the code in `src/main.cpp` with the above. After building the mod, open up GD and you should see this:
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![Image showing the main menu in GD with a 'Hello, world' text on top](/assets/hello_world.png)
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index.md

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See [Installation](/installation) for instructions on how to install the Geode SDK on your computer.
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See [Creating a new mod](/info/creating.md) for instructions on how to make your first mod.
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See [Creating a new mod](/geode/creating) for instructions on how to make your first mod.
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See [Building](/source/building) for instructions on how to build the Geode Loader + SDK from scratch on your computer.
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installation.md

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* A supported C++ compiler ([MSVC](https://visualstudio.microsoft.com/downloads/) for Windows, [clang](https://releases.llvm.org/) for MacOS)
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* [git](https://git-scm.com/downloads)
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1. Install [Geode CLI](https://github.com/geode-sdk/cli/releases/latest) [(Instructions)](/info/installcli.md)
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* Unzip the download file somewhere, and [add the directory with geode.exe to your user's PATH variable](/info/installcli.md#adding-cli-to-path-on-windows). You may need to restart your command line after adding the directory to your path.
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1. Install [Geode CLI](https://github.com/geode-sdk/cli/releases/latest) [(Instructions)](/geode/installcli)
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* Unzip the download file somewhere, and [add the directory with geode.exe to your user's PATH variable](/geode/installcli#adding-cli-to-path-on-windows). You may need to restart your command line after adding the directory to your path.
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2. [Install Geode to GD](#for-users)
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5. Run `geode sdk install-binaries` to install prebuilt binaries, or [build Geode yourself](/source/building.md)
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* You can pick whether you want the `nightly` or `stable` branch of Geode. `nightly` is the latest commit of the `main` branch, and contains all of the latest and greatest features but may also feature crashes and possibly not even compile, whereas `stable` is the latest released version. Use `geode sdk update nightly` or `geode sdk update stable` to switch between the two branches.
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6. All done :) See the [instructions for creating a mod](/info/creating.md).
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6. All done :) See the [instructions for creating a mod](/geode/creating.md).
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mods/dependencies.md

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The `version` field of a dependency may be written as `>=version`, `=version`, or `<=version`. The comparisons work as expected, with the addition that if the major versions are different, the comparison is always false. This means that if you depend on version `>=1.2.5` of a mod, version `v1.8.0` will be considered acceptable but `v2.0.0` will not. For this reason, [if you make a mod that is depended upon, you should follow strict semver](https://semver.org).
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Once you have added a dependency to your `mod.json`, if you have [Geode CLI v1.4.0 or higher](/info/installcli.md), it's headers are automatically added to your project. If you have the mod installed, the headers from the installed version will be used. If you don't have the mod installed, Geode will install it from the mods index. The added dependency files for your project can be found in `build/geode-deps/<dep.id>`. Geode automatically add `build/geode-deps` to your project's include path, and links whatever binaries are found in dependencies, meaning you most likely don't have to configure anything.
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Once you have added a dependency to your `mod.json`, if you have [Geode CLI v1.4.0 or higher](/geode/installcli), it's headers are automatically added to your project. If you have the mod installed, the headers from the installed version will be used. If you don't have the mod installed, Geode will install it from the mods index. The added dependency files for your project can be found in `build/geode-deps/<dep.id>`. Geode automatically add `build/geode-deps` to your project's include path, and links whatever binaries are found in dependencies, meaning you most likely don't have to configure anything.
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## Example
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mods/resources.md

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Geode mods may include any number of resources/assets in the mod package. Geode also provides utilities for automatically **generating spritesheets**, **turning TTF fonts to Bitmap ones**, and **creating Medium/Low versions of sprites**.
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In order for Geode to create the resources, [you must have Geode CLI installed](/info/installcli.md).
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In order for Geode to create the resources, [you must have Geode CLI installed](/geode/installcli).
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## Adding sprites
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source/index.md

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title: Source
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---
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These pages contain info about the Geode codebase itself.

tutorials/publishing.md

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2. You're willing to put the mod up [for free](#what-about-paid-mods).
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3. Your mod follows all other [required guidelines](/source/guidelines.md), and your mod passes the [Index review guidelines](/info/indexrules.md).
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3. Your mod follows all other [required guidelines](/source/guidelines.md), and your mod passes the [Index review guidelines](/source/indexrules).
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That's it. It's mostly formal stuff to make sure your mod is compatible with other mods and not dangerous. If your mod doesn't crash every five seconds, it's probably good to go.
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