* Convert all DOS-format text files to Unix-format
* pkg/win32: fix clean target to remove staging directory
* pkg/win32: Include docs and examples directories
* pkg: get needed ldflags and copy woof.exe to staging
Repairs actual operation of the win32 packaging script
* Include the pkg subdirectory so it gets included in `make dist`
After this commit, it seems I am as close to Vanilla Doom compatibility
as I can get without implementing overflow emulation for REJECT, SPECHITS,
INTERCEPTS, etc. Not sure if I want to go this way at all.
Fixes#39.
* make "3-key doors work with only 2 keys" bug optional, fixes#38
* Introduce a compatibility flag for MBF's most famous bug and add it
to the second menu page in the Doom Compatibility section.
* reverse comp[] logic
* add (config_t *) pointer casts
* improve menu item description
* rename 3keydoors to 3keydoor, matching the menu item
* comments
* apply Vanilla demo fixes
This applies all the fixes found on
http://prboom.sourceforge.net/mbf-bugs.html
Of the demos used for regression checking in Chocolate Doom's
quickcheck directory, the AV and D2TWID demos now pass. The others
still desync sooner or later. :(
* add compatibility changes for EV_VerticalDoor() and EV_BuildStairs()
This time directly taken from PrBoom+.
* cosmetics
* revert major changes to EV_VerticalDoor() and EV_BuildStairs()
I'll probably just inject Vanilla code in there. I somehow prefer
this approach over PrBoom+'s if-the-else hell.
* unifying comments
This implements the subtle differences found in the three variants
of DOOM.EXE version 1.9. The code was taken from PrBoom+ and
Chocolate Doom, respectively. I decided to go without the original
comments, the code has been commented well enough in other source
ports. @fragglet Do you think these are all the relevant differences?
* add joystick buttons for automap and main menu
Fixes#27
* joystick button triggers either escape or menu_escape
* get away with only one GetButtons() function
* rename MAX_JB to MAX_JSB
Joystick buttons are called JSB in the key binding menu,
so we stay consistent with this.
* print PREV and NEXT on separate lines in the weapon key binbing screen
Thanks @JNechaevsky for noticing, fixes#37.
* bring back the flashing disk icon (Fixes#13)
* further refinements to the disk icon code
* get away with only one static variable
* add a non hires-scaling variant of V_DrawBlock()
* add a comment to the new function prototype
When reading a TRANMAP lump in from a file, only the first 256 bytes
of the current palette are compared to the palette for which the
TRANMAP was created. An entire palette, though, consists of 256 RGB
tripel and is thus 3*256 bytes long. Thus, only the first third of
both palettes are compared and if these happen to match, translucency
will look glitched.
Fix this by comparing and writing out the entire palette to the cache
file.
This reverts the previous commit which only handled the case of an
absent REJECT table. No attempts are made to simulate REJECT buffer
overflows in Vanilla Doom, because MBF is a different EXE anyway.