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Old 15 May 2023, 20:03   #2541
Karlos
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Quote:
Originally Posted by abu_the_monkey View Post
exactly this.

to me its more finishing off things that weren't back in the day, so far
I definitely feel the original was unfinished business. This is probably part of the reason why the code was released in the first place.
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Old 15 May 2023, 20:10   #2542
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On the other hand, maybe there should be a fork for any radically new stuff, especially anything that breaks compatibility with the original game files.
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Old 15 May 2023, 20:16   #2543
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On the other hand, maybe there should be a fork for any radically new stuff, especially anything that breaks compatibility with the original game files.
for sure, if you can no longer run the original game files, it ain't AB3D2-TKG any more.
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Old 15 May 2023, 20:39   #2544
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At this point given the differences are growing i think is good to give the refactor a new name, like, thinking at Doom, something like Chocolate Breed or similar?
"Re-Breed"
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Old 15 May 2023, 20:52   #2545
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@pipper

I've raised a teeny PR into your C migration branch. Just the UWORD casts above, really.
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Old 15 May 2023, 21:51   #2546
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"Re-Breed"
I think amipal had it with AB3DIITKGWIP. It totally rolls off the tongue.
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Old 15 May 2023, 21:59   #2547
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I think amipal had it with AB3DIITKGWIP. It totally rolls off the tongue.
+1
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Old 15 May 2023, 22:35   #2548
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I dunno. That sounds kinda racist...
Tell that to the Chocolate Doom coders, that is where i got it from, there is still the jelly option...
[EDIT] AND that is what happen when english is not the first language, now that i see it -_- please disregard
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Old 15 May 2023, 22:56   #2549
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Tell that to the Chocolate Doom coders, that is where i got it from, there is still the jelly option...
[EDIT] AND that is what happen when english is not the first language, now that i see it -_- please disregard
I won't lie, it made me laugh, inappropriate as it may be. But don't worry, I was pretty sure you didn't intend it.
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Old 15 May 2023, 22:57   #2550
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early 'migrate_to_c' builds (both release and dev).
includes asm builds for comparison.
would be nice to know it is working on real hardware

Last edited by abu_the_monkey; 11 June 2023 at 23:34.
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Old 15 May 2023, 23:02   #2551
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I'm not sure the Dev build actually uses the C code at the moment. The dependencies are built but I don't think it's linked. I could be wrong, I've not had a proper dig into it yet.
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Old 15 May 2023, 23:05   #2552
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One remark: The ASM version appears to be bigger, because it contains DEBUG_LINE info. The C version is build with debug symbols enabled, but I think the linker threw away all the assembler generated debug info.
Once stripped, the C version is actually slightly larger - which is to be expected.
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Old 15 May 2023, 23:13   #2553
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if the mouse controls make the screen loop round after exceeding max look up/down I guess the c code is in use?
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Old 15 May 2023, 23:18   #2554
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I also noticed that in the c build, the credits show up momentarily when you start the game, unlike the asm build which jumps straight into the menu.
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Old 15 May 2023, 23:27   #2555
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Yes. I both cases I don’t know why that happens. Though actually, I never knew why the credits were gone in the ASM version ?
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Old 15 May 2023, 23:44   #2556
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Though actually, I never knew why the credits were gone in the ASM version ?
that's assembler for ya

why does it work? idk
why doesn't it work? idk
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Old 15 May 2023, 23:47   #2557
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Time to add Abu to the credits as Chief Legacy Bug Stomper.
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Old 15 May 2023, 23:50   #2558
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you guys would have got there, I just had nothing better to do.
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Old 15 May 2023, 23:54   #2559
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Originally Posted by abu_the_monkey View Post
you guys would have got there, I just had nothing better to do.
Speaking of, I think there's a similar word size bug for lift walls for the corner lighting. I've noticed that regardless of the brightness settings, doors and lifts often seem to have our of place brightness. I'd not fall out of my chair if it was another move.l that should be a move.w operation.
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Old 16 May 2023, 00:03   #2560
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it wouldn't surprise me.

It must have been quite a challenge to develop this kind of stuff in the mid 90's.

Now we are spoiled with all the tools we have and the speed things can be turned around (and its easier when there is no dead line for results)
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