Add an option to re-enable the Debug Save feature

This includes the ability to drag-and-drop save files onto the game
window, which this feature was likely meant to be used with.
This commit is contained in:
Clownacy 2019-09-01 19:55:54 +01:00
parent da27385040
commit 2b78821786
2 changed files with 10 additions and 52 deletions

View file

@ -10,50 +10,9 @@ Cave Story Engine 2 is a decompilation of Cave Story.
![Screenshot](screenshot.png)
## Dependencies
*Note: with CMake, if these are not found, they will be built locally*
* SDL2
* FreeType
* FLTK
* GLEW (if the OpenGL rendering backend is selected)
## Building
### CMake
This project primarily uses CMake, allowing it to be built with a range of compilers.
In this folder, create another folder called 'build', then switch to the command-line (Visual Studio users should open the [Developer Command Prompt](https://docs.microsoft.com/en-us/dotnet/framework/tools/developer-command-prompt-for-vs)) and `cd` into it. After that, generate the files for your build system with:
```
cmake .. -DCMAKE_BUILD_TYPE=Release
```
You can also add the following flags:
* `-DJAPANESE=ON` - Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
* `-DFIX_BUGS=ON` - Fix bugs in the game (see [src/Bug Fixes.txt](src/Bug%20Fixes.txt))
* `-DNONPORTABLE=ON` - Enable bits of code that aren't portable, but are what the original game used
* `-DFORCE_LOCAL_LIBS=ON` - Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones
* `-DRENDERER=OpenGL3` - Use the hardware-accelerated OpenGL 3.2 renderer
* `-DRENDERER=Texture` - Use the hardware-accelerated SDL2 Texture API renderer (default)
* `-DRENDERER=Surface` - Use the software-rendered SDL2 Surface API renderer
* `-DRENDERER=Software` - Use a handwritten software renderer
Then compile CSE2 with this command:
```
cmake --build . --config Release
```
If you're a Visual Studio user, you can open the generated `CSE2.sln` file instead.
Once built, the executables and assets can be found in the newly-generated `game` folder.
### Makefile (deprecated)
*Note: this requires pkg-config*
### Makefile
Run 'make' in this folder, preferably with some of the following settings:
@ -61,13 +20,7 @@ Run 'make' in this folder, preferably with some of the following settings:
* `STATIC=1` - Produce a statically-linked executable (good for Windows builds, so you don't need to bundle DLL files)
* `JAPANESE=1` - Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
* `FIX_BUGS=1` - Fix bugs in the game (see [src/Bug Fixes.txt](src/Bug%20Fixes.txt))
* `WINDOWS=1` - Enable Windows-only features like a unique file/taskbar icon, and system font loading (needed for the font setting in Config.dat to do anything)
* `RASPBERRY_PI=1` - Enable tweaks to improve performance on Raspberry Pis
* `NONPORTABLE=1` - Enable bits of code that aren't portable, but are what the original game used
* `RENDERER=OpenGL3` - Use the hardware-accelerated OpenGL 3.2 renderer
* `RENDERER=Texture` - Use the hardware-accelerated SDL2 Texture API renderer (default)
* `RENDERER=Surface` - Use the software-rendered SDL2 Surface API renderer
* `RENDERER=Software` - Use a hand-written software renderer
* `DEBUG_SAVE=1` - Re-enable the dummied-out 'Debug Save' option, and the ability to drag-and-drop save files onto the window
### Visual Studio .NET 2003
@ -75,8 +28,6 @@ Project files for Visual Studio .NET 2003 are available in the 'msvc2003' folder
Visual Studio .NET 2003 was used by Pixel to create the original `Doukutsu.exe`, so these project files allow us to check the accuracy of the decompilation by comparing the generated assembly code to that of the original executable.
This option is **strictly** for checking the decompilation's accuracy; CMake should be preferred in all other situations.
## Licensing
Being a decompilation, the majority of the code in this project belongs to Daisuke "Pixel" Amaya - not us. We've yet to agree on a license for our own code.

View file

@ -419,7 +419,9 @@ LRESULT __stdcall WindowProcedure(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lPa
{
case WM_CREATE:
hMenu = GetMenu(hWnd);
//if (!CheckFileExists("save")) // Chances are a line like this used to exist
#ifdef DEBUG_SAVE
if (!CheckFileExists("save")) // Chances are a line like this used to exist
#endif
DeleteMenu(hMenu, 40005, MF_BYCOMMAND);
DrawMenuBar(hWnd);
@ -435,6 +437,11 @@ LRESULT __stdcall WindowProcedure(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lPa
LoadWindowRect(hWnd, "window.rect", FALSE);
SetWindowName(hWnd);
#ifdef DEBUG_SAVE
DragAcceptFiles(hWnd, TRUE);
#endif
break;
case WM_SYSCOMMAND: