Add screenshots

This commit is contained in:
Miloslav Ciz 2025-06-23 04:11:56 +02:00
parent 00836a5e6f
commit 5a44fb515b
19 changed files with 23 additions and 23 deletions

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@ -51,7 +51,8 @@ Please note however the game is still relatively simple and so **the physics IS
- **OpenBSD**: via SDL2
- **web browser**: via translation to JavaScript with emscripten
- **Circuitmess Ringo AKA MAKERphone** (32b 160 MHz, 520 KB RAM)
- on resource-limited computers in very limited ways (simplest rendering with low FPS, only loading tiniest maps, no ghosts, replays or audio):
- **Raspberry Pi** (5, 3B+): with GNU/Linux
- on resource-limited computers, in very limited ways (simplest rendering with low FPS, only loading tiniest maps, no ghosts, replays or audio):
- **Pokitto** (32bit 48 MHz CPU, 36 KB RAM)
- **Circuitmess Nibble** (32b 160 MHz CPU, 80 KB RAM)
- **ESPboy** (32b 160 MHz CPU, 80 KB RAM)

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@ -9,10 +9,10 @@ fuck issue trackers :D
- very long replay DID 1x
- absence of music file DID
- different resolutions KINDA DID 1x
- different settings (332, POTATO, ...)
- different settings (332, POTATO, ...) DID
- crazy shit with physics KINDA DID
- replay with input not occuring for more that LCR_SETTING_GHOST_STEP
- different platforms
- replay with input not occuring for more that LCR_SETTING_GHOST_STEP DID
- different platforms DID
- error handling (bad map format, bad replay format, items in data file, ...)
- valgrind, cppcheck, different compilers, optimization levels, ...
- play replay from one platform on another KINDA DID
@ -24,9 +24,9 @@ fuck issue trackers :D
- empty and large data file
- FPS on each platform
- try to use the racing module by itself
- spellcheck comments
- spellcheck comments KINDA DID
- test a map without any CPs where the car starts at finish WORKS BUT NOT REP
- just read through the code and eyeball it
- just read through the code and eyeball it DOING
=========== BUGS =================

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@ -35,7 +35,6 @@ SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *texture;
SDL_Surface *screenSurface;
SDL_GameController *sdlController;
uint8_t running = 1, fullscreen = 1;
@ -185,10 +184,6 @@ int main(int argc, char *argv[])
puts("initializing SDL");
SDL_Init(SDL_INIT_AUDIO);
sdlController = SDL_GameControllerOpen(0);
puts(sdlController ? "found a controller" : "no controller found");
puts("initializing audio");
SDL_AudioSpec audioSpec;
SDL_memset(&audioSpec,0,sizeof(audioSpec));
@ -269,7 +264,6 @@ int main(int argc, char *argv[])
closeDataFile();
SDL_GameControllerClose(sdlController);
SDL_PauseAudio(1);
SDL_CloseAudio();
SDL_DestroyTexture(texture);

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@ -11,16 +11,17 @@
#include <sys/time.h>
#include <unistd.h> // for usleep
#define LCR_SETTING_LOG_LEVEL 2
#define LCR_SETTING_RESOLUTION_X 320
#define LCR_SETTING_RESOLUTION_Y 240
#define LCR_SETTING_MUSIC 0
#ifndef PRESET_QUALITY
#define PRESET_QUALITY 3
#endif
#include "frontend_helper.h"
#define LCR_SETTING_LOG_LEVEL 1
#define LCR_SETTING_RESOLUTION_X 320
#define LCR_SETTING_RESOLUTION_Y 240
#define LCR_SETTING_MUSIC 0
#include "game.h"
char framebuffer[LCR_SETTING_RESOLUTION_X * LCR_SETTING_RESOLUTION_Y * 4];

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@ -54,7 +54,7 @@ elif [ $PLATFORM = "x11" ]; then
# X11 build, requires: xlib
# has no sound
COMMAND="${COMPILER} ${C_FLAGS} -lX11 frontend_x11.c"
COMMAND="${COMPILER} ${C_FLAGS} frontend_x11.c -lX11"
elif [ $PLATFORM = "emscripten" ]; then
# emscripten (browser Javascript) build, requires: emscripten
# limited, low quality, no files

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@ -359,11 +359,15 @@ changing anything about physics will be done very, very rarely.
Q: Can I play with a controller?
A: Yes, but analog input is not supported, i.e. you can use controller only as a
replacement for keyboard. This is partly for simplicity but it also sets the
same conditions for everyone, keyboard players don't have to feel disadvantaged.
Of course, someone can add analog input support to the game, but that will
probably result in replay incompatibility with the original game.
A: Controllers are not supported as of the game's release, but mods are planned
to make them work. In any case the game will never truly support analog input,
but a mod could make analog input sort of work. It is partly for simplicity
(e.g. to keep replays simple) to only support keyboard, but it also sets the
same conditions for everyone, keyboard players don't have to feel disadvantaged
against a more precise analog input -- if analog input is ever supported, it
will have to just emulate very fast keyboard tapping. For now, you can use a
program that maps controller inputs to keyboard in order to play with a
controller.
Q: The graphics looks weird, stuff near camera seems to kind of warp weirdly.

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