The proper case is "CGDoom"
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README
4
README
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@ -8,7 +8,7 @@ Credit goes to:
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* ComputerNerd for the first attempts at an fx-CG 50 port.
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* Lephenixnoir for the final fixes and fx-CG 50 version.
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CGDOOM is licensed under GPLv2 as a derivative work of both the original DOOM
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CGDoom is licensed under GPLv2 as a derivative work of both the original DOOM
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sources (GPL) and nDoom (GPLv2). See LICENSE.
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UI improvements TODO:
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@ -36,7 +36,7 @@ Technical support TODO:
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-> Reenable LTO if possible
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-> Built-in overclocking?
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CGDOOM used to be compiled with the mini-SDK. However, it's become quite
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CGDoom used to be compiled with the mini-SDK. However, it's become quite
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difficult to get a copy of that. Instead, this port is built with a modified
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PrizmSDK from Jonimoose/libfxcg [1]. I attempted to list differences at first,
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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()
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// int repisode=1;
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// int rmap=1;
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/* CGDOOM: Z_Init is executed early because we rely on the larger heap to
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/* CGDoom: Z_Init is executed early because we rely on the larger heap to
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allocate the lump cache and lump info; normal heap isn't enough for WADs
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larger than the shareware WAD */
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Z_Init ();
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@ -30,7 +30,7 @@
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#pragma interface
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#endif
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/* CGDOOM: I_ZoneBase() is extended with a second argument to support multiple
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/* CGDoom: I_ZoneBase() is extended with a second argument to support multiple
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allocation zones, for more memory */
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// Called by startup code
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@ -52,7 +52,7 @@ void I_ReadScreen (byte* scr);
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//void I_BeginRead (void);
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//void I_EndRead (void);
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/* CGDOOM: Restore video after error when using direct-DD access */
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/* CGDoom: Restore video after error when using direct-DD access */
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void I_ReinitAfterError (void);
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@ -109,7 +109,7 @@ void P_InitSwitchList(void)
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int index;
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int episode;
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/* CGDOOM: Load all the switches, don't ask where the WADs came from. */
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/* CGDoom: Load all the switches, don't ask where the WADs came from. */
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episode = 3;
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#if 0
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episode = 1;
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@ -132,7 +132,7 @@ void P_InitSwitchList(void)
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if (alphSwitchList[i].episode <= episode)
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{
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/* CGDOOM: Since we forced all switches to appear, some of them may not
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/* CGDoom: Since we forced all switches to appear, some of them may not
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actually be in the WAD. Use the Check function to not fail. */
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switchlist[index++] = R_CheckTextureNumForName(alphSwitchList[i].name1);
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switchlist[index++] = R_CheckTextureNumForName(alphSwitchList[i].name2);
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@ -573,7 +573,7 @@ void R_ExecuteSetViewSize (void)
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int startmap;
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setsizeneeded = false;
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/* CGDOOM-specific function */
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/* CGDoom-specific function */
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V_Clear();
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if (setblocks == 11)
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