what do I need to compile the ToHeart2 source code? can i just compile it out of the box with visual studio or what? i was sick of waiting for that translation project so I just started doing it myself. now i want to port the thing over to PlayStation2 so I can play it on my tv rather than on my computer. porting should not be so hard should take a couple of days maybe. oh well we will see.
Thanks, got it working. I just created a new project in Visual Studio and added all C files. Compiles perfectly fine with cl.exe. Now on to porting this thing to PS2 :)
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HAX MY TOHEART22009-02-16 16:49
Is it me or is this code kind of meh? It's horribly unportable (not really surprising though since the Japanese have a boner for Microsoft), completely uncommented, and it reimplements quite a few basic functions for no obvious reason. Also I see a lot of CPP files but no RIAA or for the matter classes anywhere. Not that it's wrong but it makes for somewhat pig functions, eg. TXT_DrawTextEx: int TXT_DrawTextEx( void *dest, int draw_mode2, int sx, int sy, int w, int h, int pixh_w, int pich_h, int *px2, int *py2, RECT *clip,
int font, char *str, int color, int text_cnt, int step_cnt, int r, int g, int b, int alph, int kage, int cnt_flag, char *normal_str, int kaigyou_musi )
{
int digit;
int px = sx, py = sy;
int cnt = 0;
int cnt2 = 0;
int kflag = 0;
int cno = color;
int fno = font&0xff, fno2 = font&0xff;
int tag_cnt = 0;
int tag_param[16];
int tag_back[16];
int draw_flag=0;
int accent_flag=0;
char rubi_str[64];
RGB32 rgb;
int rfno = 16;
int alph2=alph;
int wait=0;
int speed=10;
int step=0;
int end_flag=0;
int amari=0;
int kaig=0;
int px_bak=0;
int hankaku_err=0;
// snip
Also lol'd at the debugging code if( *dest_px<cx1 || *dest_px+*w>cx2 ) DebugPrintf("まぢデスか?(ClipRect)\n");, or if( !STD_ReadFile( fname, (char*)&SaveStruct, sizeof(SaveStruct)) ){
DebugBox( NULL, "ファイルが開けないにょ[%s]", fname );
}. Also keybord.h & friends.
Anyway cool code bro.
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Anonymous2009-02-16 16:52
Oh and this: char *normal_str. Who in their right mind would frost a Sepples-based VN with their C strings?
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Anonymous2009-02-16 17:09
Why are you looking at all the code you aren't going to change?
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Anonymous2009-02-16 17:23
>>18
This may surprise you and the other SICP fans, but reading other people's ``production'' code can be an enlightening experience.
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Anonymous2009-02-16 17:36
>>19
No, all code that isn't written in C or Haskell is shit. There is nothing to learn from it except what not to do (and if you actually learn such things you weren't ready for reading the code).
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Anonymous2009-02-16 17:41
all code that isn't written in C or Haskell is shit Evil Taro?
You've just managed to compile it using MS VC, what makes you think porting this code to PS2 will be that easy.
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Anonymous2009-02-17 5:52
well easy as in straightforward. but still quite alot of work, i agree with that. the script engine doesn't use alot of win32 stuff so porting that is not much of a problem. i wish the code was little more modular but i have been working with winapi for years and also have quite some experience with ps2 programming so i guess i can manage :)
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Anonymous2009-02-17 7:17
>>24
You could put it up somewhere on version control and try to recruit /jprog/'s help.
>>24 the script engine doesn't use alot of win32 stuff so porting that is not much of a problem
No fucking shit.
Have fun with porting their shitstained rendering system over from GDI+ (or whatever) to whatever the fuck the PS2 uses (the homebrew toolchains probably use some OpenGL-y abortion). The input system is going to be a bitch and a half too, but those are typically a lot more difficult to shitcode than graphics subsystems (ie, all the input code is probably in one area and somewhat better abstracted).
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Anonymous2009-02-19 7:21
Ubampu Pantsu
Name:
Anonymous2009-02-19 7:26
>>23
i'll install MS VC on my PS2, and then just compile it again
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Anonymous2009-02-19 7:32
>>28
Yeah, my best advice for you would be to just try and install it on PS2, that way it will be a god awful small affair to port
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Anonymous2009-02-19 10:31
Just hack the PS2 firmware and install Windows on your PS2. Who needs game ports when could just as well run your code natively?
Name:
Anonymous2009-02-19 11:20
>>30
Who needs a fucking PS2 when you can play the damn game on your PC and hook it up to a TV?
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Anonymous2009-02-19 11:33
>>31 ENJOY your driver and hardware compatibility issues.
Code in this thread has reached 36 posts You cannot navigate rapidly the source code using a hairpin on the motherboard 2 E 99 seconds after I exited my mothers vagina It was so intrigued by the number of computers or what Windows Linux etc was?