soapyman / redriver2 Goto Github PK
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Home Page: https://github.com/OpenDriver2/REDRIVER2
License: MIT License
REDRIVER2 Efforts moved
Home Page: https://github.com/OpenDriver2/REDRIVER2
License: MIT License
I was wondering if Linux support is planned.
Thanks!
ASM\ASMTEST.MIP / RNDRASM.MIP
ASM\RNC_2.MIP / COMPRES.MIP
C\AI.C
C\BCOLL3D.C
C\BCOLLIDE.C
C\BOMBERMAN.C
C\CAMERA.C
C\CARS.C
C\CELL.C
C\CIV_AI.C
C\CONVERT.C
C\COP_AI.C
C\COSMETIC.C
C\CUTSCENE.C
C\DEBRIS.C
C\DENTING.C
C\DIRECTOR.C
C\DR2ROADS.C
C\DRAW.C
C\DRIVINGGAMES.C
C\E3STUFF.C
C\ENVIRO.C
C\ENVSOUND.C
C\EVENT.C
C\FELONY.C
C\FMVPLAY.C
C\GAMESND.C
C\GLAUNCH.C
C\HANDLING.C
C\JOB_FX.C
C\LEADAI.C (LEAD.BIN overlay)
C\LOADSAVE.C
C\MAIN.C
C\MAP.C
C\MC_SND.C
C\MDRAW.C
C\MGENERIC.C
C\MISSION.C
C\MODELS.C
C\MOTION_C.C
C\OBJANIM.C
C\OBJCOLL.C
C\OVERLAY.C
C\OVERMAP.C
C\PAD.C
C\PATHFIND.C (PATH.BIN overlay)
C\PAUSE.C
C\PEDEST.C
C\PLAYERS.C
C\PRES.C
C\REPLAYS.C
C\ROADBITS.C
C\SCORES.C
C\SEARCH.C
C\SHADOW.C
C\SKY.C
C\SOUND.C
C\SPOOL.C
C\SYSTEM.C
C\TARGETS.C
C\TEXTURE.C
C\TILE.C
C\WHEELFORCES.C
C\XAPLAY.C
C\XMPLAY.C - replaced with PS2 backported version
FRONTEND\FEMAIN.C (FRONTEND.BIN overlay)
Next sources are needed only for PSX version:
MEMCARD\DELETE.C
MEMCARD\MCMAIN.C
Additionally need to aqquire C++ version of libcman...
Hello!
First of all, let me tell you: this project is awesome! Having the opportunity to play Driver 2 as it is, but in a decent and stable frame rate, with support for widescreen and with faster loading times is so cool! So thank you for the initiative!
I've been trying to compile this on Linux, and I've had some success solving most of the issues. But I'm not sure how to solve this one:
/usr/bin/ld: obj/Debug/REDRIVER2/PAUSE.o:GAME/C/PAUSE.C:45: multiple definition of `gMissionCompletionState';
obj/Debug/REDRIVER2/GLAUNCH.o:GAME/C/GLAUNCH.C:705: first defined here
// PAUSE.C
PAUSEMODE gMissionCompletionState = PAUSEMODE_GAMEOVER; // Has value 3
// GLAUNCH.C
int gMissionCompletionState = 0;
When mission is completed game should be automatically saved
self-explanatory
self explanatory
feature of emulator.
ASM\ASMTEST.MIP / RNDRASM.MIP
ASM\RNC_2.MIP / COMPRES.MIP
C\AI.C
C\BCOLL3D.C
C\BCOLLIDE.C
C\BOMBERMAN.C
C\CAMERA.C
C\CARS.C
C\CELL.C
C\CIV_AI.C
C\CONVERT.C
C\COP_AI.C
C\COSMETIC.C
C\CUTSCENE.C
C\DEBRIS.C
C\DENTING.C
C\DIRECTOR.C
C\DR2ROADS.C
C\DRAW.C
C\DRIVINGGAMES.C
C\E3STUFF.C
C\ENVIRO.C
C\ENVSOUND.C
C\EVENT.C
C\FELONY.C
C\FMVPLAY.C
C\GAMESND.C
C\GLAUNCH.C
C\HANDLING.C
C\JOB_FX.C
C\LEADAI.C (LEAD.BIN overlay)
C\LOADSAVE.C
C\MAIN.C
C\MAP.C
C\MC_SND.C
C\MDRAW.C
C\MGENERIC.C
C\MISSION.C
C\MODELS.C
C\MOTION_C.C
C\OBJANIM.C
C\OBJCOLL.C
C\OVERLAY.C
C\OVERMAP.C
C\PAD.C
C\PATHFIND.C (PATH.BIN overlay)
C\PAUSE.C
C\PEDEST.C
C\PLAYERS.C
C\PRES.C
C\REPLAYS.C
C\ROADBITS.C
C\SCORES.C
C\SEARCH.C
C\SHADOW.C
C\SKY.C
C\SOUND.C
C\SPOOL.C
C\SYSTEM.C
C\TARGETS.C
C\TEXTURE.C
C\TILE.C
C\WHEELFORCES.C
C\XAPLAY.C
C\XMPLAY.C - replaced with PS2 backported version
FRONTEND\FEMAIN.C (FRONTEND.BIN overlay)
Next sources are needed only for PSX version:
MEMCARD\DELETE.C
MEMCARD\MCMAIN.C
Additionally need to aqquire C++ version of libcman...
Ability to build and run game natively on MacOS.
Since there is already Linux port and both MacOS and Linux are POSIX systems and dependencies used are compatible with MacOS it should be not a big deal.
Right now STR and XA files are converted from Playstation formats to simpler formats using JPSXDec software.
STR FMVs are converted to AVI files with MJPG encoding.
XAs are converted to WAV files.
Game needs to have both original files and converted to be supported.
Correct appveyor.yml to build game not only for Windows target platform.
Game requires re-recording cutscenes since there are differences in physics engine calculations caused by compilers and reverse engineering itself.
Not only intro/outro mission cutscenes but chases also are utilizing cutscenes.
To the SYSTYPES.H, GAMETYPES.H, etc
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