
Storytime: Cucky's original SDL2 port work involved using SDL2's threading API to emulate the original WinAPI threading. I can't be assed with that stuff, so I used the same trick Cucky did for the Wii port, and hooked Organya up to the SDL2 audio callback. This actually opens up the possibility for perfectly-synchronised Organya playback. By that I mean, instead of needing a super low-latency audio callback, I can have the callback synchronise its audio mixing with Organya itself. I haven't done it yet, I plan to soon.
37 lines
583 B
C
37 lines
583 B
C
#pragma once
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#include "WindowsWrapper.h"
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#include "ArmsItem.h"
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#include "SelStage.h"
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#include "Stage.h"
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struct PROFILE
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{
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char code[8];
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int stage;
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MusicID music;
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int x;
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int y;
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int direct;
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short max_life;
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short star;
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short life;
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short a;
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int select_arms;
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int select_item;
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int equip;
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int unit;
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int counter;
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ARMS arms[8];
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ITEM items[32];
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PERMIT_STAGE permitstage[8];
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signed char permit_mapping[0x80];
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char FLAG[4];
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unsigned char flags[1000];
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};
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BOOL IsProfile();
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BOOL SaveProfile(const char *name);
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BOOL LoadProfile(const char *name);
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BOOL InitializeGame(void);
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