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MegaZeux 2.80 release.
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adelva1984 committed Aug 11, 2008
1 parent 058a44d commit f9d5114
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342 changes: 342 additions & 0 deletions COPYING.DOC

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48 changes: 48 additions & 0 deletions MZX270w_Bugs.txt
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In general:
* These crashes are doing weird things to my monitor. It's now
continually making minute resizes on the horizontal aspect, even
though the program is crashed and closed. There, it just did it
again!

In Caverns:
* Fish in the fountain seem to be abnormally "intelligent" in their
following patterns. They get in the way a lot more than I remember
them doing.
* The rainbow bridge does not appear when all the gems are collected.
There is a character change to reflect the gem placement, and a
flash of light, but no bridge.

In Demon Earth:
* Game will often crash on start. I suspect this may have something
to do with the way Nytar forced all four game files to load up the
starting world when played, since it seems to work when you play
from the world DE_START. However, this is only conjecture.
* Fade in after room transition doesn't look right, there is a bright
flash of the room before it goes back to dark and fades up.
* Name selection still doesn't work, and hasn't since 2.69c. The
player is always called "Player". This may be the fault of bad
coding taking improper advantage of a 2.69b bug.
* When arriving on Earth, I'm not sure the character set changed
correctly; when I went over to the boulders blocking the east passage
they looked like a type of game enemy, not boulders.
* Upon touching the boulders, the game crashed to desktop.
* There is clearly a problem with the status bar that is hard to
diagnose. It appears that it somehow gets uncoupled from tracking
energy and health, perhaps on getting a power up. All I could tell
was that the numbers were stuck at full (I initially thought
something was broken so that I had infinite ammo), but when I kept
firing shots I eventually drained both my energy and my health and
died.
* Loading an old version's save game (just to check) crashed the
program with a "Windowing Code Bug". I know this isn't supported
functionality, and didn't expect it to be, but it would be nice if
it failed gracefully with a "Save game is from a previous version"
error, instead of a fatal crash.

In Rayne's Jellybean:
* The game is entirely unplayable, the characters on the game screen
are a bunch of garbage, and while the basic shape is apparent by the
colors, the only legible things are the four answers.
* I can't tell for sure, but if I remember what the keys are for
selecting answers are, then they aren't working, and cause no
response.
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131 changes: 36 additions & 95 deletions Makefile
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#
# You need TASM 3.0 and Borland C++ 3.0 to use this Makefile.
#
# Please note that in these old versions of MegaZeux, the source
# for the robot editor was lost. Therefore this file just hacks
# in robo_ed.obj when required.
#

.AUTODEPEND

INCPATH=C:\BORLANDC\INCLUDE;.
LIBPATH=C:\BORLANDC\LIB;.

CC = bcc +megazeux.cfg -I$(INCPATH) -L$(LIBPATH)
TASM = tasm
TLIB = tlib
TLINK = tlink

.c.obj:
@$(CC) -c {$< }

.cpp.obj:
@$(CC) -c {$< }

.asm.obj:
@$(TASM) /jWARN /MX /M5 /ZI /O /T $<,$@

obj = arrowkey.obj beep.obj blink.obj block.obj boardmem.obj \
ceh.obj charset.obj char_ed.obj comp_chk.obj counter.obj cursor.obj \
data.obj data2.obj detect.obj dt_data.obj edit.obj edit_di.obj egacode.obj \
ems.obj error.obj ezboard.obj expr.obj fill.obj game.obj game2.obj getkey.obj \
graphics.obj helpsys.obj hexchar.obj idarray.obj idput.obj intake.obj \
main.obj meminter.obj meter.obj mouse.obj mstring.obj mzm.obj new_mod.obj \
palette.obj pal_ed.obj param.obj password.obj random.obj retrace.obj \
roballoc.obj runrobot.obj runrobo2.obj saveload.obj scrdisp.obj scrdump.obj \
sfx.obj sfx_edit.obj sprite.obj string.obj timer.obj window.obj vlayer.obj

#
# I'd rather this wasn't necessary, but I can't think of a way either in
# Make or DOS to convert the space separated list above into a + separated
# list. So it's just copy/pasted. This tr command helps:
# tr ' ' '+' << "EOF"
#
lobj = arrowkey.obj+beep.obj+blink.obj+block.obj+boardmem.obj+\
ceh.obj+charset.obj+char_ed.obj+comp_chk.obj+counter.obj+cursor.obj+\
data.obj+data2.obj+detect.obj+dt_data.obj+edit.obj+edit_di.obj+egacode.obj+\
ems.obj+error.obj+ezboard.obj+expr.obj+fill.obj+game.obj+game2.obj+getkey.obj+\
graphics.obj+helpsys.obj+hexchar.obj+idarray.obj+idput.obj+intake.obj+\
main.obj+meminter.obj+meter.obj+mouse.obj+mstring.obj+mzm.obj+new_mod.obj+\
palette.obj+pal_ed.obj+param.obj+password.obj+random.obj+retrace.obj+\
roballoc.obj+runrobot.obj+runrobo2.obj+saveload.obj+scrdisp.obj+scrdump.obj+\
sfx.obj+sfx_edit.obj+sprite.obj+string.obj+timer.obj+window.obj+vlayer.obj

all: megazeux.exe fix.exe getpw.exe killgbl.exe txt2hlp.exe ver1to2.exe

megazeux.exe: $(obj)
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&|
c0l.obj+$(lobj)+robo_ed.obj,megazeux,megazeux,mse_cl.lib+cl.lib
|

#
# Other external binaries that might be useful
#

fix.exe: fix.obj
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&|
c0l.obj+fix.obj,fix,fix,cl.lib
|

getpw.exe: getpw.obj
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&|
c0l.obj+getpw.obj,getpw,getpw,cl.lib
|

killgbl.exe: killgbl.obj
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&|
c0l.obj+killgbl.obj,killgbl,killgbl,cl.lib
|

txt2hlp.exe: txt2hlp.obj
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&|
c0l.obj+txt2hlp.obj,txt2hlp,txt2hlp,cl.lib
|

ver1to2.exe: ver1to2.obj
@$(TLINK) /m/c/d/P-/L$(LIBPATH) @&&|
c0l.obj+ver1to2.obj,ver1to2,ver1to2,cl.lib
|

clean:
@ren robo_ed.obj robo_ed.bak
@del *.obj
@ren robo_ed.bak robo_ed.obj
@del *.exe
@del *.map
# MZX makefile

OBJS = main.o graphics.o window.o hexchar.o event.o \
error.o helpsys.o world.o board.o robot.o idput.o \
intake.o sfx.o scrdisp.o data.o game.o counter.o \
idarray.o delay.o game2.o expr.o sprite.o runrobo2.o \
mzm.o decrypt.o audio.o edit.o edit_di.o block.o \
char_ed.o pal_ed.o param.o sfx_edit.o fill.o rasm.o \
robo_ed.o configure.o

PREFIX = /usr

BIN = mzx280.exe

CC = gcc
CPP = g++
STRIP = strip
CFLAGS = -mconsole -O2 -funsigned-char -ffast-math
INCLUDES = -I$(PREFIX)/include -I$(PREFIX)/include/SDL

LIBS = -L$(PREFIX)/lib -lmingw32 -lSDLmain -lSDL -lmodplug -lgdm2s3m

.SUFFIXES: .cpp

%.o: %.cpp
${CPP} ${CFLAGS} ${INCLUDES} -c $<

all: mzx

mzx: ${OBJS}
${CPP} ${OBJS} ${LIBS} -o ${BIN}
${STRIP} --strip-all ${BIN}

clean:
rm -f *.o ${BIN}

43 changes: 43 additions & 0 deletions Makefile.linux
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# MZX makefile

OBJS = main.o graphics.o window.o hexchar.o event.o \
error.o helpsys.o world.o board.o robot.o idput.o \
intake.o sfx.o scrdisp.o data.o game.o counter.o \
idarray.o delay.o game2.o expr.o sprite.o runrobo2.o \
mzm.o decrypt.o audio.o edit.o edit_di.o block.o \
char_ed.o pal_ed.o param.o sfx_edit.o fill.o rasm.o \
robo_ed.o configure.o

PREFIX = /usr

BIN = mzx280

CC = gcc
CPP = g++
STRIP = strip
CFLAGS = -O2 -funsigned-char -ffast-math
INCLUDES = -I$(PREFIX)/include/SDL
INCLUDES += -Icontrib/libmodplug/src -Icontrib/libmodplug/src/include
INCLUDES += -Icontrib/gdm2s3m/src

LIBS = -lSDL -lpthread
LIBS += contrib/gdm2s3m/src/libgdm2s3m.a
LIBS += contrib/libmodplug/src/libmodplug.a

.SUFFIXES: .cpp

%.o: %.cpp
${CPP} ${CFLAGS} ${INCLUDES} -c $<

all: mzx

mzx: ${OBJS}
${MAKE} -fcontrib/gdm2s3m/src/Makefile
${MAKE} -fcontrib/libmodplug/src/Makefile
${CPP} ${OBJS} ${LIBS} -o ${BIN}
${STRIP} --strip-all ${BIN}

clean:
${MAKE} -fcontrib/gdm2s3m/src/Makefile clean
${MAKE} -fcontrib/libmodplug/src/Makefile clean
rm -f *.o ${BIN}
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