- DreamSDK 2 (patched with newer KOS updates) was the primary dev environment but any updated KOS 
  toolchain with GCC 4.7 should do the job

- Run ./rebuild.sh to build it from scratch and ./build.sh if you're not changing any of the core rspix 
  lib stuff as it's much quicker. (You'll need rebuild.sh if doing anything in /BLUE /ORANGE or /GREEN dirs).

- If you get compilation race-conditions, run the .sh with -S to force single-threaded builds

- Running the .sh with -M will show in-game mem stats and some other debug stuff

- I use Bootdreams to create the disc by pointing it at POSTAL/build/disc (The assets from the Dreamcast retail disc 
  will need to be placed in this folder before building the .cdi - The assets from the PC version will not work!)

- It doesn't like -O3 on some game maps (probably mem alignment,) but to be honest it didn't really make any 
  difference speed wise. I briefly experimented with some options like flto, but it just padded the bin size massively and resulted in almost no runtime difference.

- There's probably extra performance to be gained (mostly in fixing cache misses in the AI pipeline) and a few 
  bits of jank I'd had liked to fix (like rumble pack hot-plug,) if anyone wanted somewhere to start

- Any source code files not explicitly accompanied by, or headed with, a GPL or relevant copyright notice 
  within the /PVR /MAPLE and /AICA directories may be considered as public domain (and without ANY kind of warranty)