Transfer repository to ClassiCube organization

Dreamcast: Also fix loading messages being trimmed
This commit is contained in:
UnknownShadow200 2024-02-20 11:52:31 +11:00
parent c74151e289
commit 89725e4676
7 changed files with 19 additions and 17 deletions

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@ -2,7 +2,7 @@ This document details how to compile a basic plugin in Visual Studio, MinGW, or
To find the functions and variables available for use in plugins, look for `CC_API`/`CC_VAR` in the .h files.
[Source code of some actual plugins](https://github.com/UnknownShadow200/ClassiCube-Plugins/)
[Source code of some actual plugins](https://github.com/ClassiCube/ClassiCube-Plugins/)
### Setup
@ -253,7 +253,7 @@ To avoid this problem, you must
1) Stop linking to `ClassiCube` (e.g. for `MinGW`, remove the ` -L . -lClassiCube`)
2) Load all functions and variables exported from ClassiCube via `GetProcAddress` instead
This is somewhat tedious to do - see [here](https://github.com/UnknownShadow200/ClassiCube-Plugins/) for some examples of plugins which do this
This is somewhat tedious to do - see [here](https://github.com/ClassiCube/ClassiCube-Plugins/) for some examples of plugins which do this
#### Compiling ultra small plugin DLLs - MinGW
If you **ONLY** use code from the game (no external libraries and no C standard library functions):

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@ -238,7 +238,7 @@ build_ios() {
# ----------------------------- driver
cd $ROOT_DIR/src/
echo $PWD
git pull https://github.com/UnknownShadow200/ClassiCube.git
git pull https://github.com/ClassiCube/ClassiCube.git
git fetch --all
git reset --hard origin/master
LATEST=$(git rev-parse --short HEAD)

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@ -10,7 +10,7 @@ then
echo "CCicon.png exists already. Skipping download."
else
echo "CCicon.png doesn't exist. Attempting to download it.."
wget "https://raw.githubusercontent.com/UnknownShadow200/classicube/master/misc/CCicon.png"
wget "https://raw.githubusercontent.com/ClassiCube/classicube/master/misc/CCicon.png"
fi
# create ClassiCube desktop entry

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@ -64,11 +64,11 @@ ClassiCube runs on:
And also runs on:
* Raspberry Pi - needs <code>libcurl</code> and <code>libopenal</code>
* FreeBSD - needs <code>libexecinfo</code>, <code>curl</code> and <code>openal-soft</code> packages (if you have a GitHub account, can [download from here](https://github.com/UnknownShadow200/ClassiCube/actions/workflows/build_freebsd.yml))
* NetBSD - needs <code>libexecinfo</code>, <code>curl</code> and <code>openal-soft</code> packages (if you have a GitHub account, can [download from here](https://github.com/UnknownShadow200/ClassiCube/actions/workflows/build_netbsd.yml))
* FreeBSD - needs <code>libexecinfo</code>, <code>curl</code> and <code>openal-soft</code> packages (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_freebsd.yml))
* NetBSD - needs <code>libexecinfo</code>, <code>curl</code> and <code>openal-soft</code> packages (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_netbsd.yml))
* OpenBSD - needs <code>libexecinfo</code>, <code>curl</code> and <code>openal</code> packages
* Solaris - needs <code>curl</code> and <code>openal</code> packages
* Haiku - needs <code>openal</code> package (if you have a GitHub account, can [download from here](https://github.com/UnknownShadow200/ClassiCube/actions/workflows/build_haiku.yml))
* Haiku - needs <code>openal</code> package (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_haiku.yml))
* BeOS - untested on actual hardware
* IRIX - needs <code>curl</code> and <code>openal</code> packages
* SerenityOS - needs <code>SDL2</code>
@ -80,8 +80,8 @@ And also runs on:
* PS Vita - unfinished, rendering issues (can [download from here](https://www.classicube.net/download/vita))
* Xbox - unfinished, major rendering issues (can [download from here](https://www.classicube.net/download/xbox), **untested on real hardware**)
* PS3 - unfinished, rendering issues (can [download from here](https://www.classicube.net/download/ps3), **usually outdated**)
* Nintendo 64 - unfinished, moderate rendering issues (if you have a GitHub account, can [download from here](https://github.com/UnknownShadow200/ClassiCube/actions/workflows/build_n64.yml))
* PS2 - unfinished, major rendering and **stability issues** (if you have a GitHub account, can [download from here](https://github.com/UnknownShadow200/ClassiCube/actions/workflows/build_ps2.yml))
* Nintendo 64 - unfinished, moderate rendering issues (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_n64.yml))
* PS2 - unfinished, major rendering and **stability issues** (if you have a GitHub account, can [download from here](https://github.com/ClassiCube/ClassiCube/actions/workflows/build_ps2.yml))
# Compiling

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@ -3,7 +3,7 @@
#include "ExtMath.h"
#include "Vectors.h"
/* Implements flatgrass map generator, and original classic vanilla map generation (with perlin noise)
Based on: https://github.com/UnknownShadow200/ClassiCube/wiki/Minecraft-Classic-map-generation-algorithm
Based on: https://github.com/ClassiCube/ClassiCube/wiki/Minecraft-Classic-map-generation-algorithm
Thanks to Jerralish for originally reverse engineering classic's algorithm, then preparing a high level overview of the algorithm.
Copyright 2014-2023 ClassiCube | Licensed under BSD-3
*/

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@ -46,20 +46,22 @@ cc_uint64 Stopwatch_Measure(void) {
static uint32 str_offset;
extern cc_bool window_inited;
#define MAX_ONSCREEN_LINES 20
static void LogOnscreen(const char* msg, int len) {
char buffer[40];
char buffer[50];
cc_string str;
uint32 secs, ms;
timer_ms_gettime(&secs, &ms);
String_InitArray_NT(str, buffer);
String_Format2(&str,"[%i.%i] ", &secs, &ms);
String_Format2(&str, "[%p2.%p3] ", &secs, &ms);
String_AppendAll(&str, msg, len);
buffer[str.length] = '\0';
uint32 line_offset = (10 + (str_offset * BFONT_HEIGHT)) * vid_mode->width;
bfont_draw_str(vram_s + line_offset, vid_mode->width, 1, buffer);
str_offset = (str_offset + 1) % 20;
bfont_draw_str(vram_s + line_offset, vid_mode->width, 1, buffer);
str_offset = (str_offset + 1) % MAX_ONSCREEN_LINES;
}
void Platform_Log(const char* msg, int len) {
@ -475,7 +477,7 @@ static void InitModem(void) {
}
ppp_init();
Platform_LogConst("Dialling modem.. (can take around 20 seconds)");
Platform_LogConst("Dialling modem.. (can take ~20 seconds)");
err = ppp_modem_init("111111111111", 0, NULL);
if (err) {
Platform_Log1("Establishing link failed (%i)", &err); return;
@ -483,7 +485,7 @@ static void InitModem(void) {
ppp_set_login("dream", "dreamcast");
Platform_LogConst("Connecting link.. (can take around 20 seconds)");
Platform_LogConst("Connecting link.. (can take ~20 seconds)");
err = ppp_connect();
if (err) {
Platform_Log1("Connecting link failed (%i)", &err); return;

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@ -320,6 +320,6 @@ void Gfx_OnWindowResize(void) {
/* Normally this doesn't matter, but it does when game is compiled against recent */
/* macOS SDK *and* the display is a high DPI display - where glViewport(width, height) */
/* above would otherwise result in game rendering to only 1/4 of the screen */
/* https://github.com/UnknownShadow200/ClassiCube/issues/888 */
/* https://github.com/ClassiCube/ClassiCube/issues/888 */
GLContext_Update();
}