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Sonic Robo Blast 2 Public
1ea0f9ceb8
NAMEcLcR sprite angle loading, take 2 HEY LOOK, A NEW SPRITE LUMP LOADING FEATURE (which isn't that new since this merge request description is literally copypasted from the one for public next) * NAMEcL refers to a frame which is seen for the entirety of an object's left side. (ie - in 2d mode, facing to the left relative to the camera) * NAMEcR refers to a name which is seen for the entirety of an object's right side. (ie - in 2d mode, facing to the right relative to the camera) * NAMEcLcR does both sides, duh. I didn't break reflection. * Having just a NAMEcL requires you to fill in the opposite side either with NAMEcn where n is 1 and 5-8 OR a NAMEcR OR a NAMEc0 * Having just a NAMEcR requires you to fill in the opposite side either with NAMEcn where n is 1-5 OR a NAMEcL OR a NAMEc0 * Switches down the centerline of the object instead of at the ANGLE_202h interval for normal sprites. Has a very small window where you can see a NAMEc1 and NAMEc5 if you only use one of NAMEcL or NAMEcR down one side. * The specific symbols selected for this were selected for 1) ease of mental understanding (Left, Right) and 2) not getting in the way of adding support for zdoom's totally bananas 16-way sprite system at a later date if we so choose, which only goes up to G totally makes sense for stuff like NiGHTS stuff, Axis2D stuff, and maybe if SRB1 survives the chopping block in some shape or form it can take advantage of that too See merge request !33 |
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cmake/Modules | ||
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libs | ||
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src | ||
tools | ||
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comptime.bat | ||
comptime.mk | ||
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cpdebug.mk | ||
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LICENSE | ||
readme.txt | ||
srb2-vc9.sln | ||
srb2-vc10.sln | ||
SRB2.cbp | ||
Srb2.dev | ||
srb2.png | ||
SRB2_common.props | ||
SRB2_Debug.props | ||
SRB2_Release.props |
Here it is! SRB2 v2.1.14 source code! (why do we keep the version number up to date when everything else in this file is hilariously old? - Inuyasha) Win32 with Visual C (6SP6+Processor Pack OR 7) ~~~ 2 VC++ 6.0 project files are included: Win32/DirectX/FMOD src\win32\wLegacy.dsw You'll need FMOD to compile this version (www.fmod.org) or Win32/SDL/SDL_mixer src\sdl\Win32SDL.dsp You'll need SDL and SDL_mixer for this version (www.libsdl.org) Both needs NASM (http://sourceforge.net/projects/nasm) For PNG screenshot, libPNG, and Zlib (from http://gnuwin32.sourceforge.net/) No warranty, support, etc. of any kind is offered, just plain old as is. Some bits of code are still really scary. Go nuts! Win32 with Dev-C++ (http://bloodshed.net/ free!) ~~~ 2 Dev-C++ project files are included: Win32/DirectX/FMOD src\win32\SRB2.dev or Win32/SDL/SDL_mixer src\sdl\Win32SDL.dev You'll need SDL and SDL_mixer for this version (www.libsdl.org) libPNG and Zlib (from http://gnuwin32.sourceforge.net/) Note there are precompiled libpng.a and libz.a for Mingw you will need NASM for both SDL/SDL_mixer and DirectX/FMOD and you need DirectX 6 (or up) Dev-Paks to compile DirectX version GNU/Linux ~~~ Dependencies: SDL 1.2.7 or better (from libsdl.org) SDL_Mixer 1.2.2(.7 for file-less music playback) (from libsdl.org) Nasm (use NOASM=1 if you don't have it or have an non-i386 system, I think) libPNG 1.2.7 Zlib 1.2.3 The Xiph.org libogg and libvorbis libraries The OpenGL headers (from Mesa, usually shipped with your X.org or XFree installation, so you needn't worry, most likely) GCC 3.x toolchain and binutils GNU Make Build instructions: make -C src LINUX=1 Build instructions (64 bit): make -C src LINUX64=1 Build instructions to build for Wii Linux/SRB2Wii on a PowerPC system, follow cross-compiling instructions for cross-compiling on a x86 system: make -C src LINUX=1 WIILINUX=1 Build instructions to build for Pandora (Linux) on a ARM system, follow cross-compiling instructions for cross-compiling on a x86 system: make -C src PANDORA=1 Solaris ~~~ Dependencies: SDL 1.2.5 or better (from libsdl.org) SDL_Mixer 1.2.2(.7 for file-less music playback) (from libsdl.org) libPNG 1.2.7 Zlib 1.2.3 The Xiph.org libogg and libvorbis libraries The OpenGL headers (from Mesa, usually shipped with your X.org or XFree installation, so you needn't worry, most likely) GCC 3.x toolchain and binutils GNU Make You can get all these programs/libraries from the Companion CD (except SDL_mixer and OpenGL) Build instructions: gmake -C src SOLARIS=1 FreeBSD ~~~ Dependencies: SDL 1.2.7 or better (from libsdl.org) SDL_Mixer 1.2.2(.7 for file-less music playback) (from libsdl.org) Nasm (use NOASM=1 if you don't have it or have an non-i386 system, I think) libPNG 1.2.7 Zlib 1.2.3 The Xiph.org libogg and libvorbis libraries The OpenGL headers (from Mesa, usually shipped with your X.org or XFree installation, so you needn't worry, most likely) GCC 3.x toolchain and binutils GNU Make Build instructions: gmake -C src FREEBSD=1 DJGPP/DOS ~~~ Dependencies: Allegro 3.12 game programming library, (from http://alleg.sourceforge.net/index.html) Nasm (use NOASM=1 if you don't have it) libsocket (from http://homepages.nildram.co.uk/~phekda/richdawe/lsck/) or Watt-32 (from http://www.bgnett.no/~giva/) GCC 3.x toolchain and binutils GNU Make Build instructions: make -C src # to link with Watt-32, add WATTCP=1 # for remote debugging over the COM port, add RDB=1 Notes: use tools\djgpp\all313.diff to update Allegro to a "more usable" version ;) Example: E:\djgpp\allegro>patch -p# < D:\SRB2Code\1.1\srb2\tools\djgpp\all313.diff Windows CE ~~~ Dependencies: SDL 1.27 Build instructions: use src\SDL\WinCE\SRB2CE.vcw ------------------------------------------------------------------------------- binaries will turn in up in bin/ note: read the src/makefile for more options - Sonic Team Junior http://www.srb2.org