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.
Name:
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.