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Dreamcast: Also fix loading messages being trimmed
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@ -2,7 +2,7 @@ This document details how to compile a basic plugin in Visual Studio, MinGW, or
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To find the functions and variables available for use in plugins, look for `CC_API`/`CC_VAR` in the .h files.
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[Source code of some actual plugins](https://github.com/UnknownShadow200/ClassiCube-Plugins/)
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[Source code of some actual plugins](https://github.com/ClassiCube/ClassiCube-Plugins/)
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### Setup
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@ -253,7 +253,7 @@ To avoid this problem, you must
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1) Stop linking to `ClassiCube` (e.g. for `MinGW`, remove the ` -L . -lClassiCube`)
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2) Load all functions and variables exported from ClassiCube via `GetProcAddress` instead
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This is somewhat tedious to do - see [here](https://github.com/UnknownShadow200/ClassiCube-Plugins/) for some examples of plugins which do this
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This is somewhat tedious to do - see [here](https://github.com/ClassiCube/ClassiCube-Plugins/) for some examples of plugins which do this
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#### Compiling ultra small plugin DLLs - MinGW
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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() {
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# ----------------------------- driver
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cd $ROOT_DIR/src/
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echo $PWD
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git pull https://github.com/UnknownShadow200/ClassiCube.git
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git pull https://github.com/ClassiCube/ClassiCube.git
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git fetch --all
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git reset --hard origin/master
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LATEST=$(git rev-parse --short HEAD)
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@ -10,7 +10,7 @@ then
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echo "CCicon.png exists already. Skipping download."
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else
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echo "CCicon.png doesn't exist. Attempting to download it.."
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wget "https://raw.githubusercontent.com/UnknownShadow200/classicube/master/misc/CCicon.png"
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wget "https://raw.githubusercontent.com/ClassiCube/classicube/master/misc/CCicon.png"
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fi
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# create ClassiCube desktop entry
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10
readme.md
10
readme.md
@ -64,11 +64,11 @@ ClassiCube runs on:
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And also runs on:
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* Raspberry Pi - needs <code>libcurl</code> and <code>libopenal</code>
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* 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))
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* 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))
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* 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))
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* 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))
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* OpenBSD - needs <code>libexecinfo</code>, <code>curl</code> and <code>openal</code> packages
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* Solaris - needs <code>curl</code> and <code>openal</code> packages
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* 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))
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* 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))
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* BeOS - untested on actual hardware
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* IRIX - needs <code>curl</code> and <code>openal</code> packages
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* SerenityOS - needs <code>SDL2</code>
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@ -80,8 +80,8 @@ And also runs on:
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* PS Vita - unfinished, rendering issues (can [download from here](https://www.classicube.net/download/vita))
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* Xbox - unfinished, major rendering issues (can [download from here](https://www.classicube.net/download/xbox), **untested on real hardware**)
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* PS3 - unfinished, rendering issues (can [download from here](https://www.classicube.net/download/ps3), **usually outdated**)
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* 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))
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* 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))
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* 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))
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* 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))
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# Compiling
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@ -3,7 +3,7 @@
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#include "ExtMath.h"
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#include "Vectors.h"
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/* Implements flatgrass map generator, and original classic vanilla map generation (with perlin noise)
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Based on: https://github.com/UnknownShadow200/ClassiCube/wiki/Minecraft-Classic-map-generation-algorithm
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Based on: https://github.com/ClassiCube/ClassiCube/wiki/Minecraft-Classic-map-generation-algorithm
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Thanks to Jerralish for originally reverse engineering classic's algorithm, then preparing a high level overview of the algorithm.
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Copyright 2014-2023 ClassiCube | Licensed under BSD-3
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*/
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@ -46,20 +46,22 @@ cc_uint64 Stopwatch_Measure(void) {
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static uint32 str_offset;
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extern cc_bool window_inited;
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#define MAX_ONSCREEN_LINES 20
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static void LogOnscreen(const char* msg, int len) {
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char buffer[40];
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char buffer[50];
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cc_string str;
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uint32 secs, ms;
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timer_ms_gettime(&secs, &ms);
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String_InitArray_NT(str, buffer);
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String_Format2(&str,"[%i.%i] ", &secs, &ms);
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String_Format2(&str, "[%p2.%p3] ", &secs, &ms);
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String_AppendAll(&str, msg, len);
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buffer[str.length] = '\0';
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uint32 line_offset = (10 + (str_offset * BFONT_HEIGHT)) * vid_mode->width;
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bfont_draw_str(vram_s + line_offset, vid_mode->width, 1, buffer);
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str_offset = (str_offset + 1) % 20;
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bfont_draw_str(vram_s + line_offset, vid_mode->width, 1, buffer);
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str_offset = (str_offset + 1) % MAX_ONSCREEN_LINES;
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}
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void Platform_Log(const char* msg, int len) {
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@ -475,7 +477,7 @@ static void InitModem(void) {
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}
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ppp_init();
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Platform_LogConst("Dialling modem.. (can take around 20 seconds)");
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Platform_LogConst("Dialling modem.. (can take ~20 seconds)");
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err = ppp_modem_init("111111111111", 0, NULL);
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if (err) {
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Platform_Log1("Establishing link failed (%i)", &err); return;
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@ -483,7 +485,7 @@ static void InitModem(void) {
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ppp_set_login("dream", "dreamcast");
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Platform_LogConst("Connecting link.. (can take around 20 seconds)");
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Platform_LogConst("Connecting link.. (can take ~20 seconds)");
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err = ppp_connect();
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if (err) {
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Platform_Log1("Connecting link failed (%i)", &err); return;
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@ -320,6 +320,6 @@ void Gfx_OnWindowResize(void) {
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/* Normally this doesn't matter, but it does when game is compiled against recent */
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/* macOS SDK *and* the display is a high DPI display - where glViewport(width, height) */
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/* above would otherwise result in game rendering to only 1/4 of the screen */
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/* https://github.com/UnknownShadow200/ClassiCube/issues/888 */
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/* https://github.com/ClassiCube/ClassiCube/issues/888 */
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GLContext_Update();
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}
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