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In general: | ||
* These crashes are doing weird things to my monitor. It's now | ||
continually making minute resizes on the horizontal aspect, even | ||
though the program is crashed and closed. There, it just did it | ||
again! | ||
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||
In Caverns: | ||
* Fish in the fountain seem to be abnormally "intelligent" in their | ||
following patterns. They get in the way a lot more than I remember | ||
them doing. | ||
* The rainbow bridge does not appear when all the gems are collected. | ||
There is a character change to reflect the gem placement, and a | ||
flash of light, but no bridge. | ||
|
||
In Demon Earth: | ||
* Game will often crash on start. I suspect this may have something | ||
to do with the way Nytar forced all four game files to load up the | ||
starting world when played, since it seems to work when you play | ||
from the world DE_START. However, this is only conjecture. | ||
* Fade in after room transition doesn't look right, there is a bright | ||
flash of the room before it goes back to dark and fades up. | ||
* Name selection still doesn't work, and hasn't since 2.69c. The | ||
player is always called "Player". This may be the fault of bad | ||
coding taking improper advantage of a 2.69b bug. | ||
* When arriving on Earth, I'm not sure the character set changed | ||
correctly; when I went over to the boulders blocking the east passage | ||
they looked like a type of game enemy, not boulders. | ||
* Upon touching the boulders, the game crashed to desktop. | ||
* There is clearly a problem with the status bar that is hard to | ||
diagnose. It appears that it somehow gets uncoupled from tracking | ||
energy and health, perhaps on getting a power up. All I could tell | ||
was that the numbers were stuck at full (I initially thought | ||
something was broken so that I had infinite ammo), but when I kept | ||
firing shots I eventually drained both my energy and my health and | ||
died. | ||
* Loading an old version's save game (just to check) crashed the | ||
program with a "Windowing Code Bug". I know this isn't supported | ||
functionality, and didn't expect it to be, but it would be nice if | ||
it failed gracefully with a "Save game is from a previous version" | ||
error, instead of a fatal crash. | ||
|
||
In Rayne's Jellybean: | ||
* The game is entirely unplayable, the characters on the game screen | ||
are a bunch of garbage, and while the basic shape is apparent by the | ||
colors, the only legible things are the four answers. | ||
* I can't tell for sure, but if I remember what the keys are for | ||
selecting answers are, then they aren't working, and cause no | ||
response. |
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# | ||
# You need TASM 3.0 and Borland C++ 3.0 to use this Makefile. | ||
# | ||
# Please note that in these old versions of MegaZeux, the source | ||
# for the robot editor was lost. Therefore this file just hacks | ||
# in robo_ed.obj when required. | ||
# | ||
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.AUTODEPEND | ||
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INCPATH=C:\BORLANDC\INCLUDE;. | ||
LIBPATH=C:\BORLANDC\LIB;. | ||
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CC = bcc +megazeux.cfg -I$(INCPATH) -L$(LIBPATH) | ||
TASM = tasm | ||
TLIB = tlib | ||
TLINK = tlink | ||
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.c.obj: | ||
@$(CC) -c {$< } | ||
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.cpp.obj: | ||
@$(CC) -c {$< } | ||
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.asm.obj: | ||
@$(TASM) /jWARN /MX /M5 /ZI /O /T $<,$@ | ||
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obj = arrowkey.obj beep.obj blink.obj block.obj boardmem.obj \ | ||
ceh.obj charset.obj char_ed.obj comp_chk.obj counter.obj cursor.obj \ | ||
data.obj data2.obj detect.obj dt_data.obj edit.obj edit_di.obj egacode.obj \ | ||
ems.obj error.obj ezboard.obj expr.obj fill.obj game.obj game2.obj getkey.obj \ | ||
graphics.obj helpsys.obj hexchar.obj idarray.obj idput.obj intake.obj \ | ||
main.obj meminter.obj meter.obj mouse.obj mstring.obj mzm.obj new_mod.obj \ | ||
palette.obj pal_ed.obj param.obj password.obj random.obj retrace.obj \ | ||
roballoc.obj runrobot.obj runrobo2.obj saveload.obj scrdisp.obj scrdump.obj \ | ||
sfx.obj sfx_edit.obj sprite.obj string.obj timer.obj window.obj vlayer.obj | ||
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# | ||
# I'd rather this wasn't necessary, but I can't think of a way either in | ||
# Make or DOS to convert the space separated list above into a + separated | ||
# list. So it's just copy/pasted. This tr command helps: | ||
# tr ' ' '+' << "EOF" | ||
# | ||
lobj = arrowkey.obj+beep.obj+blink.obj+block.obj+boardmem.obj+\ | ||
ceh.obj+charset.obj+char_ed.obj+comp_chk.obj+counter.obj+cursor.obj+\ | ||
data.obj+data2.obj+detect.obj+dt_data.obj+edit.obj+edit_di.obj+egacode.obj+\ | ||
ems.obj+error.obj+ezboard.obj+expr.obj+fill.obj+game.obj+game2.obj+getkey.obj+\ | ||
graphics.obj+helpsys.obj+hexchar.obj+idarray.obj+idput.obj+intake.obj+\ | ||
main.obj+meminter.obj+meter.obj+mouse.obj+mstring.obj+mzm.obj+new_mod.obj+\ | ||
palette.obj+pal_ed.obj+param.obj+password.obj+random.obj+retrace.obj+\ | ||
roballoc.obj+runrobot.obj+runrobo2.obj+saveload.obj+scrdisp.obj+scrdump.obj+\ | ||
sfx.obj+sfx_edit.obj+sprite.obj+string.obj+timer.obj+window.obj+vlayer.obj | ||
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all: megazeux.exe fix.exe getpw.exe killgbl.exe txt2hlp.exe ver1to2.exe | ||
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megazeux.exe: $(obj) | ||
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&| | ||
c0l.obj+$(lobj)+robo_ed.obj,megazeux,megazeux,mse_cl.lib+cl.lib | ||
| | ||
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# | ||
# Other external binaries that might be useful | ||
# | ||
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fix.exe: fix.obj | ||
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&| | ||
c0l.obj+fix.obj,fix,fix,cl.lib | ||
| | ||
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getpw.exe: getpw.obj | ||
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&| | ||
c0l.obj+getpw.obj,getpw,getpw,cl.lib | ||
| | ||
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killgbl.exe: killgbl.obj | ||
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&| | ||
c0l.obj+killgbl.obj,killgbl,killgbl,cl.lib | ||
| | ||
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txt2hlp.exe: txt2hlp.obj | ||
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&| | ||
c0l.obj+txt2hlp.obj,txt2hlp,txt2hlp,cl.lib | ||
| | ||
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ver1to2.exe: ver1to2.obj | ||
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&| | ||
c0l.obj+ver1to2.obj,ver1to2,ver1to2,cl.lib | ||
| | ||
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clean: | ||
@ren robo_ed.obj robo_ed.bak | ||
@del *.obj | ||
@ren robo_ed.bak robo_ed.obj | ||
@del *.exe | ||
@del *.map | ||
# MZX makefile | ||
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OBJS = main.o graphics.o window.o hexchar.o event.o \ | ||
error.o helpsys.o world.o board.o robot.o idput.o \ | ||
intake.o sfx.o scrdisp.o data.o game.o counter.o \ | ||
idarray.o delay.o game2.o expr.o sprite.o runrobo2.o \ | ||
mzm.o decrypt.o audio.o edit.o edit_di.o block.o \ | ||
char_ed.o pal_ed.o param.o sfx_edit.o fill.o rasm.o \ | ||
robo_ed.o configure.o | ||
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PREFIX = /usr | ||
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BIN = mzx280.exe | ||
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CC = gcc | ||
CPP = g++ | ||
STRIP = strip | ||
CFLAGS = -mconsole -O2 -funsigned-char -ffast-math | ||
INCLUDES = -I$(PREFIX)/include -I$(PREFIX)/include/SDL | ||
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LIBS = -L$(PREFIX)/lib -lmingw32 -lSDLmain -lSDL -lmodplug -lgdm2s3m | ||
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.SUFFIXES: .cpp | ||
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%.o: %.cpp | ||
${CPP} ${CFLAGS} ${INCLUDES} -c $< | ||
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all: mzx | ||
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mzx: ${OBJS} | ||
${CPP} ${OBJS} ${LIBS} -o ${BIN} | ||
${STRIP} --strip-all ${BIN} | ||
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clean: | ||
rm -f *.o ${BIN} | ||
|
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# MZX makefile | ||
|
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OBJS = main.o graphics.o window.o hexchar.o event.o \ | ||
error.o helpsys.o world.o board.o robot.o idput.o \ | ||
intake.o sfx.o scrdisp.o data.o game.o counter.o \ | ||
idarray.o delay.o game2.o expr.o sprite.o runrobo2.o \ | ||
mzm.o decrypt.o audio.o edit.o edit_di.o block.o \ | ||
char_ed.o pal_ed.o param.o sfx_edit.o fill.o rasm.o \ | ||
robo_ed.o configure.o | ||
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PREFIX = /usr | ||
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BIN = mzx280 | ||
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CC = gcc | ||
CPP = g++ | ||
STRIP = strip | ||
CFLAGS = -O2 -funsigned-char -ffast-math | ||
INCLUDES = -I$(PREFIX)/include/SDL | ||
INCLUDES += -Icontrib/libmodplug/src -Icontrib/libmodplug/src/include | ||
INCLUDES += -Icontrib/gdm2s3m/src | ||
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LIBS = -lSDL -lpthread | ||
LIBS += contrib/gdm2s3m/src/libgdm2s3m.a | ||
LIBS += contrib/libmodplug/src/libmodplug.a | ||
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.SUFFIXES: .cpp | ||
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%.o: %.cpp | ||
${CPP} ${CFLAGS} ${INCLUDES} -c $< | ||
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all: mzx | ||
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mzx: ${OBJS} | ||
${MAKE} -fcontrib/gdm2s3m/src/Makefile | ||
${MAKE} -fcontrib/libmodplug/src/Makefile | ||
${CPP} ${OBJS} ${LIBS} -o ${BIN} | ||
${STRIP} --strip-all ${BIN} | ||
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clean: | ||
${MAKE} -fcontrib/gdm2s3m/src/Makefile clean | ||
${MAKE} -fcontrib/libmodplug/src/Makefile clean | ||
rm -f *.o ${BIN} |
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