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Fix a few bugs
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parent
6437ebfe85
commit
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6
TODO.txt
6
TODO.txt
@ -131,9 +131,6 @@ level ideas:
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bugs:
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- At the beginning "FPS cant be reached" is always displayed.
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- Even if music is off, after turning on a few samples are played (also on
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Pokitto).
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- On Pokitto/GB Meta sometimes after turn on the game starts midway loading the
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first level.
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@ -216,6 +213,9 @@ done:
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near door. If this can't be prevented completely, automatically unstuck the
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player into a playable area.
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- Try to recolor textures and give them a bit more of variety.
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- Even if music is off, after turning on a few samples are played (also on
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Pokitto).
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- At the beginning "FPS cant be reached" is always displayed.
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scratched:
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- option for disabling wall transparency, for performance?
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4
game.h
4
game.h
@ -4796,6 +4796,8 @@ uint8_t SFG_mainLoopBody()
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{
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uint8_t steps = 0;
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uint8_t wasFirstFrame = SFG_game.frame == 0;
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while (timeSinceLastFrame >= SFG_MS_PER_FRAME)
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{
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uint8_t previousWeapon = SFG_player.weapon;
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@ -4813,7 +4815,7 @@ uint8_t SFG_mainLoopBody()
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steps++;
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}
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if ((steps > 1) && (SFG_game.antiSpam == 0))
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if ((steps > 1) && (SFG_game.antiSpam == 0) && (!wasFirstFrame))
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{
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SFG_LOG("failed to reach target FPS! consider setting a lower value")
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SFG_game.antiSpam = 30;
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@ -24,6 +24,7 @@
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#define SFG_FPS 22
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#define SFG_CAN_EXIT 0
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#define SFG_PLAYER_TURN_SPEED 135
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//#define SFG_TEXTURE_DISTANCE 6000
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#ifndef JOYHAT
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@ -104,11 +105,17 @@ void SFG_getMouseOffset(int16_t *x, int16_t *y)
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uint8_t audioBuff[SFG_SFX_SAMPLE_COUNT];
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uint16_t audioPos = 0;
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uint8_t musicOn = 1;
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uint8_t musicOn = 0;
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void SFG_enableMusic(uint8_t enable)
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void SFG_setMusic(uint8_t value)
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{
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musicOn = enable;
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switch (value)
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{
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case SFG_MUSIC_TURN_ON: musicOn = 1; break;
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case SFG_MUSIC_TURN_OFF: musicOn = 0; break;
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case SFG_MUSIC_NEXT: SFG_nextMusicTrack(); break;
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defaule: break;
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}
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}
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static inline uint8_t mixSamples(uint8_t sample1, uint8_t sample2)
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@ -217,12 +224,8 @@ int main()
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SFG_init();
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while (pokitto.isRunning())
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{
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if (pokitto.update())
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{
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SFG_mainLoopBody();
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}
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}
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return 0;
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}
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@ -305,7 +305,8 @@ static inline int16_t mixSamples(int16_t sample1, int16_t sample2)
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return sample1 + sample2;
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}
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uint8_t musicOn = 1;
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uint8_t musicOn = 0;
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// ^ this has to be init to 0 (not 1), else a few samples get played at start
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void audioFillCallback(void *userdata, uint8_t *s, int l)
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{
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@ -82,7 +82,9 @@
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/**
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How quickly player turns left/right, in degrees per second.
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*/
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#ifndef SFG_PLAYER_TURN_SPEED
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#define SFG_PLAYER_TURN_SPEED 180
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#endif
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/**
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Distance, in RCL_Units, to which textures will be drawn. Textures behind this
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