Moved a macro into macosx_platform.
Removed tilesizx and tilesizy in favor of array of struct.
Converted more int32 to pointer.
frampleace,frameoffset are now pointer instead of int32_t
Reverse engineered most of draw.c assembly methods.
Merge branch 'master' of github.com:fabiensanglard/chocolate_duke3D
Added coo2D_t typedef to differenciate from vector_t.
Removed 'short' for int16_t.
Made game_dir encapsulated to filesystem module.
Create groups for header and implementations in XCode.
Created filesystem module.
Renamed 'cache1d' translation unit to 'cache'
Removed dead code. Renamed meaningless 'a' translation unit to 'draw'.
Started to rename a.c methods.
Merge branch 'master' of github.com:fabiensanglard/chocolate_duke3D
Renamed variables in a.c.
Removed assembly value setup functions.
Cleaning up and making a.c super readable.
Removed even more basic type in favor of stdint.h types.
Replaced (unsigned) cast to (uint32_t) casts.
Changed (long) cast to (int32_t) cast.
Removed 200 warnings due to uint8_t -> replace conversion and also print parameter values.
Removed unused parameters in function calls.
Refactoring started. pvWalls, stack allocation instead of Heap, variable renaming.
Removed Duke Nukem nuclear icon BMP.
MacOS X build fully functional: Can search for .GRP file in current directory.
Fixed MacOS X build (Clang found function declaration/definitions discrepancies
Added A LOT of comments to explain methods: scansector,inside,bunchfront and wallfront.
Removed mode 0x3 references.
Removed the incomplete OpenGL implementation.
Fixed a bug introduced by the SlowDown tools
Added engine SlowDown tool
Removed more MMX specific code. Cleaned a.c.
Removed MMX specific code.
Removed Windows specifc code in Music engine: Relying fully on SDL_Mixer now.
Added SDL Midi playback....thinking of dropping the Windows specific code completely
Fixed a bug introduced a few commit back: updatesector was incorrect and changed the game's determinism (all recorded session could not be played again.)
Added full explanation for scansector and inside.
Fixed comment in inside about xor operation.
Added comments to sectorscan and iinside
Typo in last commit: Build is now clean on both Windows and Mac OSX
Fixed game.c bug crashing in SDL_WM_SetIcon
Fixed many silly bugs thanks to PVS Studio. Aslo started to heavily comments the different portions of the code
Removed many silly warnings.
Fixed build. Both platforms are now good.
Still doing a lot of clean up with unit8_t and char. Thebuild is now broken :(.
Swtiched back uint8_t to char for string functions.
Added build instructions for Windows and Mac OS X
Removed DOS support from sound.c
Merge branch 'master' of github.com:fabiensanglard/chocolate_duke3D
Mac OS X sound engine works :)
Fixed dummy sound system problem (faking playing a sound had to return FX_Ok instead of 1
Merge branch 'master' of github.com:fabiensanglard/chocolate_duke3D
Removed Physic filesystem and DOS support
Fixed a 'few unit8_t instead of char' broken on MacOS Xwq from Windows
Cleaned up a.c from useless method and old code.
Building and Running on Windows :) !
Redefined char to uint8_t: Crashing bug and Visual bug are now GONE git statusgit status
Removed 'signed char' for int8_t
Removed int for int32_t.
Completed removal of 'long' from Engine.
Removed all 'long' and 'unsigned long' from a.c. Removed most x*^ assembly too.
Removed 100+ Warning, mostly due to implicit type conversion.
Added comment for Visible Surface Determination
Added comment and Macro control in render routines (a.c)
Added .gitignore filters. Added comment in a.c
Build and run well on Windows
Compile and run on MacOS X :)
Fixed issue with more win32 calls, the sound engine is missing now.
Fixed Native timer issue (tentative to use SDL again)
Started port to XCode and Mac OS
Fixed typo in README.md
Visual Studio 2005 solution is available in vs2005 folder
Converted Visual Studio to VS2012 (vs2005 still available)
Removed change log text (this is GIT metadata purpose)
Added description of the project in README.md
Import of xDuke codebase.