This commit is contained in:
cuckydev 2019-02-12 21:27:14 -05:00
commit c387c31d04
8 changed files with 473 additions and 398 deletions

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@ -14,12 +14,15 @@ This project currently depends on SDL2 and Freetype2.
## Building
Just run 'make' in the base directory, preferably with some of the following optional settings:
The project is currently built 'the Linux way':
Just run 'make' in the base directory, preferably with some of the following settings:
* RELEASE=1 to compile a release build (optimised, stripped, etc.)
* STATIC=1 to produce a statically-linked executable (good for Windows builds)
* JAPANESE=1 to enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
* FIX_BUGS=1 to fix certain bugs (see [src/Bug Fixes.txt](https://github.com/cuckydev/Cave-Story-Engine-2/blob/master/src/Bug%20Fixes.txt))
* WINDOWS=1 to 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)
## Running

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@ -1,2 +1,5 @@
Main.cpp : void SystemTask()
Pixel intended for the second alternate up key to be the plus key, Japanese keyboards have the plus key where the semi-colon key is, causing errors on other keyboard layouts)
SelStage.cpp : int StageSelectLoop(int *p_event)
The screencap that serves as the menu's background was being drawn with transparency enabled. This can cause moving sprites (like the text) to leave a trail.

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@ -234,21 +234,52 @@ static bool LoadBitmap(SDL_RWops *fp, int surf_no, bool create_surface)
{
if (create_surface == false || MakeSurface_Generic(surface->w, surface->h, surf_no))
{
SDL_Surface *converted_surface = SDL_ConvertSurface(surface, surf[surf_no].surface->format, 0);
if (converted_surface == NULL)
if (gWindowScale == 1)
{
printf("Couldn't convert bitmap to surface format (surface id %d)\nSDL Error: %s\n", surf_no, SDL_GetError());
}
else
{
SDL_Rect dst_rect = {0, 0, converted_surface->w * magnification, converted_surface->h * magnification};
SDL_BlitScaled(converted_surface, NULL, surf[surf_no].surface, &dst_rect);
SDL_FreeSurface(converted_surface);
SDL_Rect dst_rect = {0, 0, surface->w, surface->h};
SDL_BlitSurface(surface, NULL, surf[surf_no].surface, &dst_rect);
SDL_FreeSurface(surface);
surf[surf_no].needs_updating = true;
printf(" ^ Successfully loaded\n");
success = true;
}
else
{
SDL_Surface *converted_surface = SDL_ConvertSurface(surface, surf[surf_no].surface->format, 0);
if (converted_surface == NULL)
{
printf("Couldn't convert bitmap to surface format (surface id %d)\nSDL Error: %s\n", surf_no, SDL_GetError());
}
else
{
// Upscale the bitmap to the game's native resolution (SDL_BlitScaled is buggy, so we have to do it on our own)
const unsigned char (*src_pixels)[converted_surface->pitch] = (unsigned char(*)[converted_surface->pitch])converted_surface->pixels;
unsigned char (*dst_pixels)[surf[surf_no].surface->pitch] = (unsigned char(*)[surf[surf_no].surface->pitch])surf[surf_no].surface->pixels;
for (int h = 0; h < converted_surface->h; ++h)
{
const unsigned long *src_row = (unsigned long*)src_pixels[h];
unsigned long *dst_row = (unsigned long*)dst_pixels[h * gWindowScale];
for (int w = 0; w < converted_surface->w; ++w)
{
const unsigned long src_pixel = *src_row++;
for (int i = 0; i < gWindowScale; ++i)
*dst_row++ = src_pixel;
}
for (int i = 1; i < gWindowScale; ++i)
memcpy(dst_pixels[(h * gWindowScale) + i], dst_pixels[h * gWindowScale], surf[surf_no].surface->w * sizeof(unsigned long));
}
SDL_FreeSurface(converted_surface);
surf[surf_no].needs_updating = true;
printf(" ^ Successfully loaded\n");
success = true;
}
}
}
SDL_FreeSurface(surface);

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@ -165,7 +165,12 @@ int StageSelectLoop(int *p_event)
if (tscRet == 2)
return 2;
#ifdef FIX_BUGS
PutBitmap4(&rcView, 0, 0, &rcView, 10);
#else
// The original accidentally drew the screencap with transparency enabled
PutBitmap3(&rcView, 0, 0, &rcView, 10);
#endif
PutStageSelectObject();
PutTextScript();

File diff suppressed because it is too large Load diff

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@ -54,13 +54,13 @@ struct TEXT_SCRIPT
uint8_t wait_beam;
};
bool InitTextScript2();
BOOL InitTextScript2();
void EndTextScript();
void EncryptionBinaryData2(uint8_t *pData, int size);
bool LoadTextScript2(const char *name);
bool LoadTextScript_Stage(char *name);
void GetTextScriptPath(char *path);
bool StartTextScript(int no);
BOOL StartTextScript(int no);
void StopTextScript();
void PutTextScript();
int TextScriptProc();