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https://github.com/ZDoom/gzdoom-gles.git
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fb50df2c63
surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk) |
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demo | ||
fast_dsp | ||
slow_dsp | ||
snes_spc | ||
changes.txt | ||
CMakeLists.txt | ||
license.txt | ||
readme.txt | ||
snes_spc.txt | ||
snes_spc.vcproj |
snes_spc 0.9.0: SNES SPC-700 APU Emulator ----------------------------------------- This library includes a full SPC emulator and an S-DSP emulator that can be used on its own. Two S-DSP emulators are available: a highly accurate one for use in a SNES emulator, and a 3x faster one for use in an SPC music player or a resource-limited SNES emulator. * Can be used from C and C++ code * Full SPC-700 APU emulator with cycle accuracy in most cases * Loads, plays, and saves SPC music files * Can save and load exact full emulator state * DSP voice muting, surround sound disable, and song tempo adjustment * Uses 7% CPU average on 400 MHz Mac to play an SPC using fast DSP The accurate DSP emulator is based on past research by others and hundreds of hours of recent research by me. It passes over a hundred strenuous timing and behavior validation tests that were also run on the SNES. As far as I know, it's the first DSP emulator with cycle accuracy, properly emulating every DSP register and memory access at the exact SPC cycle it occurs at, whereas previous DSP emulators emulated these only to the nearest sample (which occurs every 32 clocks). Author : Shay Green <gblargg@gmail.com> Website: http://www.slack.net/~ant/ Forum : http://groups.google.com/group/blargg-sound-libs License: GNU Lesser General Public License (LGPL) Getting Started --------------- Build a program consisting of demo/play_spc.c, demo/demo_util.c, demo/wave_writer.c, and all source files in snes_spc/. Put an SPC music file in the same directory and name it "test.spc". Running the program should generate the recording "out.wav". Read snes_spc.txt for more information. Post to the discussion forum for assistance. Files ----- snes_spc.txt Documentation changes.txt Change log license.txt GNU LGPL license demo/ play_spc.c Records SPC file to wave sound file benchmark.c Finds how fast emulator runs on your computer trim_spc.c Trims silence off beginning of an SPC file save_state.c Saves/loads exact emulator state to/from file comm.c Communicates with SPC how SNES would demo_util.h General utility functions used by demos demo_util.c wave_writer.h WAVE sound file writer used for demo output wave_writer.c fast_dsp/ Optional standalone fast DSP emulator SPC_DSP.h To use with full SPC emulator, move into SPC_DSP.cpp snes_spc/ and replace original files snes_spc/ Library sources blargg_config.h Configuration (modify as necessary) spc.h C interface to SPC emulator and sound filter spc.cpp SPC_Filter.h Optional filter to make sound more authentic SPC_Filter.cpp SNES_SPC.h Full SPC emulator SNES_SPC.cpp SNES_SPC_misc.cpp SNES_SPC_state.cpp SPC_CPU.h dsp.h C interface to DSP emulator dsp.cpp SPC_DSP.h Standalone accurate DSP emulator SPC_DSP.cpp blargg_common.h blargg_endian.h blargg_source.h -- Shay Green <gblargg@gmail.com>