Commit graph

1280 commits

Author SHA1 Message Date
Clownacy
2f56effc51 Accurate main function variable names 2019-08-29 20:19:31 +01:00
Clownacy
36291ebf36 Cleanup
Doesn't affect the generated ASM
2019-08-29 19:36:39 +01:00
Clownacy
d5ee5f6979 Made Input.cpp ASM-accurate
See #74
2019-08-29 19:27:56 +01:00
Clownacy
0af39741d4 Merge branch 'master' into accurate 2019-08-29 00:22:18 +01:00
Clownacy
9f81f9e080 Move MakeSurface_Generic to the correct place in Draw.cpp 2019-08-29 00:21:43 +01:00
Clownacy
142511a52c Cleanup 2019-08-29 00:05:41 +01:00
Clownacy
bbf2f197b5 Merge branch 'master' into accurate 2019-08-29 00:01:36 +01:00
Clownacy
a0b2e69a1f Rearranged some functions to match the original EXE 2019-08-29 00:00:57 +01:00
Clownacy
17ae81823c Fixes 2019-08-29 00:00:17 +01:00
Clownacy
34986ff049 Restore some commented-out code 2019-08-28 23:40:07 +01:00
Clownacy
6e30d329e6 Made Generic.cpp mostly ASM-accurate
See #74
2019-08-28 23:22:57 +01:00
Clownacy
0b697e557c Made Back.cpp almost ASM-accurate
See #74
2019-08-28 22:02:49 +01:00
Clownacy
8bce9ffc7a Cleanup 2019-08-28 17:40:43 +01:00
Clownacy
e738541afd Note an inaccuracy 2019-08-28 07:56:51 +01:00
Clownacy
470c5d86d5 ASM-accurate Sound.cpp and Organya.cpp (except for one function) 2019-08-28 07:55:42 +01:00
Clownacy
e67c1e3640 Migrated to the native Windows resource file system 2019-08-27 23:59:57 +01:00
Clownacy
84faec1bd1 Resource file overhaul part 1: metadata 2019-08-27 22:33:50 +01:00
Clownacy
6e68d605ee Merge branch 'master' into accurate 2019-08-27 16:11:57 +01:00
Clownacy
b6322d5e0f Make LoadBitmap take a pixel buffer instead of an SDL_RWops 2019-08-27 16:10:37 +01:00
Clownacy
c71996c203 Merge branch 'master' into accurate 2019-08-25 22:18:27 +01:00
Clownacy
66364275c2 Fix NONPORTABLE builds 2019-08-25 22:17:01 +01:00
Clownacy
868802baf1 Merge branch 'master' into accurate 2019-08-25 21:44:35 +01:00
Clownacy
43f7087ffb Shut up a warning in the SDLTexture renderer backend 2019-08-25 21:30:44 +01:00
Clownacy
b814890d09 Convert TextScr.cpp to UTF-8
I should probably mention, the other reason I'm converting these to
UTF-8 is because SDL2 doesn't take Shift-JIS strings.
2019-08-25 21:23:01 +01:00
Clownacy
3ab2b11204 Convert Game.cpp to UTF-8 2019-08-25 21:07:03 +01:00
Clownacy
bee35b5750 Convert Profile.cpp to UTF-8
The MessageBoxA strings are ShiftJIS-encoded, but to avoid compiler
warnings (from Clang, namely), I'm using those weird '\x' things.
2019-08-25 20:47:54 +01:00
Clownacy
ea83d4ba8a Merge branch 'master' into accurate 2019-08-25 20:35:01 +01:00
Clownacy
aaff887578 Remove old dummied-out line 2019-08-25 17:18:20 +00:00
Clownacy
739134e68a Shut up a runtime error in the OpenGL renderer 2019-08-25 16:50:06 +00:00
Clownacy
4bc80a288d More cleanup 2019-08-25 16:49:52 +00:00
Clownacy
6f71f2405d Code cleanup 2019-08-23 00:30:33 +00:00
Clownacy
32c55a66fd KeyControl tweaks
Style change, and compatibility improvement ('int' can be 16-bit, but
the KeyBind enums exceed that. 'long' is guaranteed to be 32-bit, and
won't affect ASM-accuracy since MSVC2003 treats int and long
identically)
2019-08-21 18:38:59 +00:00
Clownacy
b7d01aae3f Overhauled the Music ID enum
This should be ASM-accurate, since SurfaceID was
2019-08-21 18:26:20 +00:00
Clownacy
3e34136f69 Overhauled the NPC_flags, and applied them everywhere
No more raw values floating about in the decompiled code.
Been wanting to do this for ages.
2019-08-21 17:59:06 +00:00
Clownacy
ce8b5651bc Give the FONT_PIXEL_MODE enums a type 2019-08-21 16:25:02 +00:00
Clownacy
64598dc2a5 Rename Surface_Ids to SurfaceID
For code style consistency (this isn't a vanilla enum name - I don't
think there even was an enum for this in the original source code)
2019-08-21 16:18:55 +00:00
Clownacy
940034dc22 Define GLEW_STATIC when creating a static build 2019-08-20 12:43:48 +00:00
Clownacy
eaae225c70 Remove deprecated GLSL function usage 2019-08-20 12:41:32 +00:00
Clownacy
a69a4cd608 Print more OpenGL debug messages 2019-08-20 12:40:37 +00:00
Clownacy
c27d15dddc Prevent segfault on shutdown
Oddly enough, putting the check in the Release function doesn't fix
it. Makes me wonder how DirectSound did it. I don't know much C++.
2019-08-15 18:46:04 +00:00
Clownacy
cb4a9d40b9 Added missing GLEW headers 2019-08-15 18:45:45 +00:00
Clownacy
22dc6836c5 Shut up a warning 2019-08-14 17:57:19 +00:00
Clownacy
56adcd9dfe Convert SDLTexture glyphs to static textures
This way they don't need regenerating in the first place.
2019-08-14 17:06:16 +00:00
Clownacy
4f057dd72a Revert "Split glyph surface creation and pixel upload"
This reverts commit 5da3b72fca.
2019-08-14 16:30:48 +00:00
Clownacy
f354b84f6a Revert "Glyphs now regenerate with the rest of the game's textures"
This reverts commit aa6174b3f2.
2019-08-14 16:26:37 +00:00
Clownacy
add4e69374 Made Sound.cpp more accurate 2019-08-13 20:45:50 +01:00
Clownacy
8f5370ea81 Fix the MSVC2003 build, and add RestoreTextScript to the...
...devilution-comparer list.
2019-08-13 20:03:13 +01:00
Clownacy
e708dc3a7d Make the surface_metadata struct match the original 2019-08-13 19:48:18 +01:00
Clownacy
aa6174b3f2 Glyphs now regenerate with the rest of the game's textures
God-damn this code is ugly
2019-08-13 18:32:44 +01:00
Clownacy
5da3b72fca Split glyph surface creation and pixel upload
When DirectX-SDL2 loses its device, it doesn't lose its textures,
just their contents, so we shouldn't remake the textures when we
regenerate the glyphs (that's coming next commit).
2019-08-13 18:02:14 +01:00