Fix replays

This commit is contained in:
Miloslav Ciz 2025-03-10 21:33:49 +01:00
parent c4bd226d8f
commit 588acd1e7f
6 changed files with 34 additions and 23 deletions

View file

@ -17,13 +17,6 @@
because the offset is too big (input didn't change for more than 2^12
frames), there must simply be inserted an extra word that just copies the
current input state.
- Physics engine version: LCR_RACING_VERSION1 and LCR_RACING_VERSION2 define
a two-character version string of this module that determines compatibility
of replays. Whenever a change is made to this module that changes the
behavior of physics, the version string must be changed because replays
will stop being compatible. It's still possible to make other changes to
this module (such as optimizations or comments) without having to change
physics version.
- Replay text format: first there are two characters saying the physics
engine version, then immediately the name of the map terminated by ';', then
hexadecimal hash of the map follows (exactly 8 characters), then blank
@ -34,6 +27,13 @@
other characters (possible comments). All hexadecimal letters must be
lowercase. The word 00000000 may optinally be used to terminate the replay,
the rest of the string will be ignored.
- Physics engine version: LCR_RACING_VERSION1 and LCR_RACING_VERSION2 define
a two-character version string of this module that determines compatibility
of replays. Whenever a change is made to this module that changes the
behavior of physics, the version string must be changed because replays
will stop being compatible. It's still possible to make other changes to
this module (such as optimizations or comments) without having to change
physics version.
*/
typedef int32_t LCR_GameUnit; ///< abstract game unit