Open mooskagh opened 3 years ago
I have fixed them now. By the way, I don't think it makes much sense to compile without USE_TEXT.
Thanks for the fixes!
Just to give more context of what I'm trying to do: I'm trying to convert SDLPoP to a library which I'll later use for automated tools like tool-assisted speedrun or automated glitch search/analysis.
What I want in the end is basically this API:
ResetLevel(int level); // Resets the state to the beginning of particular level.
DrawCurrentState(); // Paints current state
RunOneFrame(StateOfInputKeys); // Advances the game to the next frame.
State GetState(); // Saves and restores state.
RestoreState(State);
The delay between frames is not needed (for automated tools it only makes it slower)
I also don't really need the display of the state (so actually I possibly don't even need SDL part at all), probably writing quicksave and opening the state in normal SDLPoP is good enough, although I think it would be handier to see the playthrough manually (or record GIFs).
I'm thinking about not using play_level_2()
function (and it's parents: play_level()
, init_game()
, start_game()
etc), and rewriting this part.
Also a question regarding saving state: is it enough to make State
have all information stored in quicksave, or it's not enough to store exact frame state? (or e.g. maybe it's not possible to quicksave during some game states).
Today I'm not feeling so enthusiastic as yesterday about that idea though, so don't know when I continue working on that. :)
Anyway, if you have any advice what would be the best approach to do that, I'd be happy to hear it! :)
When I disable any of those features, SDLPoP fails to build:
Not much problem with it (I just wanted to have a minimal build with as much as possible disabled), but if it's broken, possibly it makes sense to clean them up (or to fix).