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Tags: Tasos500/ssg

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P0275

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Minor fixes

deathbomb

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Added deathbombs to the everything

Because the game has a call for the death function for any enemy object, and not just bullets, I had to replace the call to that command to flipping the bullet hit value.

P0251

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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.

P0226

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[Platform] [Windows] Manage the game window using Unicode APIs

Completes P0226, funded by alp-bib and Arandui.

M0002

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[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.

M0001

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[Platform] Bundle owned byte buffers with their size

Completes M0001, funded by Arandui.

P0217

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[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.

pbg

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Update README.md