The proper case is "CGDoom"

This commit is contained in:
Lephenixnoir 2021-09-10 22:22:06 +02:00
parent aa0f58325c
commit 535a55e60c
Signed by: Lephenixnoir
GPG Key ID: 1BBA026E13FC0495
6 changed files with 8 additions and 8 deletions

4
README
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@ -8,7 +8,7 @@ Credit goes to:
* ComputerNerd for the first attempts at an fx-CG 50 port.
* Lephenixnoir for the final fixes and fx-CG 50 version.
CGDOOM is licensed under GPLv2 as a derivative work of both the original DOOM
CGDoom is licensed under GPLv2 as a derivative work of both the original DOOM
sources (GPL) and nDoom (GPLv2). See LICENSE.
UI improvements TODO:
@ -36,7 +36,7 @@ Technical support TODO:
-> Reenable LTO if possible
-> Built-in overclocking?
CGDOOM used to be compiled with the mini-SDK. However, it's become quite
CGDoom used to be compiled with the mini-SDK. However, it's become quite
difficult to get a copy of that. Instead, this port is built with a modified
PrizmSDK from Jonimoose/libfxcg [1]. I attempted to list differences at first,
but there are quite a lot of bugfixes so I might simply push it later.

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@ -413,7 +413,7 @@ void D_DoomMain()
// int repisode=1;
// int rmap=1;
/* CGDOOM: Z_Init is executed early because we rely on the larger heap to
/* CGDoom: Z_Init is executed early because we rely on the larger heap to
allocate the lump cache and lump info; normal heap isn't enough for WADs
larger than the shareware WAD */
Z_Init ();

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@ -30,7 +30,7 @@
#pragma interface
#endif
/* CGDOOM: I_ZoneBase() is extended with a second argument to support multiple
/* CGDoom: I_ZoneBase() is extended with a second argument to support multiple
allocation zones, for more memory */
// Called by startup code

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@ -52,7 +52,7 @@ void I_ReadScreen (byte* scr);
//void I_BeginRead (void);
//void I_EndRead (void);
/* CGDOOM: Restore video after error when using direct-DD access */
/* CGDoom: Restore video after error when using direct-DD access */
void I_ReinitAfterError (void);

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@ -109,7 +109,7 @@ void P_InitSwitchList(void)
int index;
int episode;
/* CGDOOM: Load all the switches, don't ask where the WADs came from. */
/* CGDoom: Load all the switches, don't ask where the WADs came from. */
episode = 3;
#if 0
episode = 1;
@ -132,7 +132,7 @@ void P_InitSwitchList(void)
if (alphSwitchList[i].episode <= episode)
{
/* CGDOOM: Since we forced all switches to appear, some of them may not
/* CGDoom: Since we forced all switches to appear, some of them may not
actually be in the WAD. Use the Check function to not fail. */
switchlist[index++] = R_CheckTextureNumForName(alphSwitchList[i].name1);
switchlist[index++] = R_CheckTextureNumForName(alphSwitchList[i].name2);

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@ -573,7 +573,7 @@ void R_ExecuteSetViewSize (void)
int startmap;
setsizeneeded = false;
/* CGDOOM-specific function */
/* CGDoom-specific function */
V_Clear();
if (setblocks == 11)