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

View File

@ -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. 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 ### Setup
@ -253,7 +253,7 @@ To avoid this problem, you must
1) Stop linking to `ClassiCube` (e.g. for `MinGW`, remove the ` -L . -lClassiCube`) 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 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 #### Compiling ultra small plugin DLLs - MinGW
If you **ONLY** use code from the game (no external libraries and no C standard library functions): If you **ONLY** use code from the game (no external libraries and no C standard library functions):

View File

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

View File

@ -10,7 +10,7 @@ then
echo "CCicon.png exists already. Skipping download." echo "CCicon.png exists already. Skipping download."
else else
echo "CCicon.png doesn't exist. Attempting to download it.." 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 fi
# create ClassiCube desktop entry # create ClassiCube desktop entry

View File

@ -64,11 +64,11 @@ ClassiCube runs on:
And also runs on: And also runs on:
* Raspberry Pi - needs <code>libcurl</code> and <code>libopenal</code> * 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)) * 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/UnknownShadow200/ClassiCube/actions/workflows/build_netbsd.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 * OpenBSD - needs <code>libexecinfo</code>, <code>curl</code> and <code>openal</code> packages
* Solaris - needs <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 * BeOS - untested on actual hardware
* IRIX - needs <code>curl</code> and <code>openal</code> packages * IRIX - needs <code>curl</code> and <code>openal</code> packages
* SerenityOS - needs <code>SDL2</code> * 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)) * 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**) * 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**) * 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)) * 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/UnknownShadow200/ClassiCube/actions/workflows/build_ps2.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 # Compiling

View File

@ -3,7 +3,7 @@
#include "ExtMath.h" #include "ExtMath.h"
#include "Vectors.h" #include "Vectors.h"
/* Implements flatgrass map generator, and original classic vanilla map generation (with perlin noise) /* 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. 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 Copyright 2014-2023 ClassiCube | Licensed under BSD-3
*/ */

View File

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

View File

@ -320,6 +320,6 @@ void Gfx_OnWindowResize(void) {
/* Normally this doesn't matter, but it does when game is compiled against recent */ /* 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) */ /* 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 */ /* 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(); GLContext_Update();
} }