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

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@ -10,50 +10,9 @@ Cave Story Engine 2 is a decompilation of Cave Story.
![Screenshot](screenshot.png) ![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 ## Building
### CMake ### Makefile
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*
Run 'make' in this folder, preferably with some of the following settings: 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) * `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) * `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)) * `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) * `DEBUG_SAVE=1` - Re-enable the dummied-out 'Debug Save' option, and the ability to drag-and-drop save files onto the window
* `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
### Visual Studio .NET 2003 ### 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. 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 ## 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. 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.

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@ -419,7 +419,9 @@ LRESULT __stdcall WindowProcedure(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lPa
{ {
case WM_CREATE: case WM_CREATE:
hMenu = GetMenu(hWnd); 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); DeleteMenu(hMenu, 40005, MF_BYCOMMAND);
DrawMenuBar(hWnd); DrawMenuBar(hWnd);
@ -435,6 +437,11 @@ LRESULT __stdcall WindowProcedure(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lPa
LoadWindowRect(hWnd, "window.rect", FALSE); LoadWindowRect(hWnd, "window.rect", FALSE);
SetWindowName(hWnd); SetWindowName(hWnd);
#ifdef DEBUG_SAVE
DragAcceptFiles(hWnd, TRUE);
#endif
break; break;
case WM_SYSCOMMAND: case WM_SYSCOMMAND: