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Sonic Robo Blast 2 Public
417f17ebdd
* Store the number of frames per sprite2 run in the spr2frames struct. * Reintroduce P_GetModelSprite2, to allow for the sprite2 defaulting system to be used to full advantage even in GL. * Instead of splitting the SUPER and normal SPR2 stuff within the same cell of the struct, have them exist in different cells just like in the "normal" sprite2 structs. * Allow for just providing spr2 frames in order without specifying which "normal" sprite2 frame it's supposed to replace. Also: * Fix FF_VERTICALFLIP-ignoring regression. * Fix whitespace adjustment in win_dll.c * Remove bracket in P_GetSkinSprite2 because I realised it was extraneous while making sure P_GetModelSprite2 worked with it. |
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debian-template | ||
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src | ||
tools | ||
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debian_template.sh | ||
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LICENSE | ||
README.md | ||
srb2-vc9.sln | ||
srb2-vc10.sln | ||
SRB2.cbp | ||
Srb2.dev | ||
srb2.png | ||
SRB2_common.props | ||
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Sonic Robo Blast 2
Sonic Robo Blast 2 is a 3D Sonic the Hedgehog fangame based on a modified version of Doom Legacy.
Dependencies
- NASM (x86 builds only)
- SDL2 (Linux/OS X only)
- SDL2-Mixer (Linux/OS X only)
- libupnp (Linux/OS X only)
- libgme (Linux/OS X only)
- libopenmpt (Linux/OS X only)
Compiling
See SRB2 Wiki/Source code compiling
Disclaimer
Sonic Team Junior is in no way affiliated with SEGA or Sonic Team. We do not claim ownership of any of SEGA's intellectual property used in SRB2.