Tags: Tasos500/ssg
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[Ending] Remove the extra font system I usually try to keep code that was originally merely commented out, but this one not only contains a Win32 memory allocation, it also will be hard to port to non-DirectDraw renderers. I already "preserved" this one in the form of a video on the ReC98 blog as well. Completes P0251, funded by Ember2528.
[LZ] Only load the compressed enemy, graphics, and music packfiles once Caching every .DAT file is not only tedious due to the data structures involved, but also wrong because replays exist and can be overwritten during the lifespan of a process. Since we only actively need these three throughout the game, we can gain enough of a load time reduction just by writing two wrapper functions. Completes M0002, funded by Arandui.
[Endings] Fix extra font array sizes These errors actually cause the game to crash in optimized Visual Studio 2022 Release builds. Of all variables it could have placed after `pFontInfo`, it chose `EnemyNow`, whose corruption caused enemy_move() to parse an unallocated ECL buffer. Really shows how theoretical bugs like these can turn into actual bugs just by updating your compiler. Who knows how many more of these are lurking in this codebase? Completes P0217, funded by Arandui.