Commit 4ca7b83f authored by Rob Swindell's avatar Rob Swindell

CRLF->LF conversion

parent 7faa8a64
Pipeline #280 passed with stage
in 18 minutes and 7 seconds
Bugs are now managed in the SDL bug tracker, here:
https://bugzilla.libsdl.org/
You may report bugs there, and search to see if a given issue has already
been reported, discussed, and maybe even fixed.
You may also find help at the SDL forums/mailing list:
https://discourse.libsdl.org/
Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
bugs discussed on the mailing list may be forgotten or missed.
Bugs are now managed in the SDL bug tracker, here:
https://bugzilla.libsdl.org/
You may report bugs there, and search to see if a given issue has already
been reported, discussed, and maybe even fixed.
You may also find help at the SDL forums/mailing list:
https://discourse.libsdl.org/
Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
bugs discussed on the mailing list may be forgotten or missed.
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Please distribute this file with the SDL runtime environment:
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
designed to make it easy to write multi-media software, such as games
and emulators.
The Simple DirectMedia Layer library source code is available from:
https://www.libsdl.org/
This library is distributed under the terms of the zlib license:
http://www.zlib.net/zlib_license.html
Please distribute this file with the SDL runtime environment:
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
designed to make it easy to write multi-media software, such as games
and emulators.
The Simple DirectMedia Layer library source code is available from:
https://www.libsdl.org/
This library is distributed under the terms of the zlib license:
http://www.zlib.net/zlib_license.html
Simple DirectMedia Layer
(SDL)
Version 2.0
---
https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting
with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)
Simple DirectMedia Layer
(SDL)
Version 2.0
---
https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting
with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)
This diff is collapsed.
; $Id: install-json-service.ini,v 1.1 2020/04/17 05:41:31 rswindell Exp $
[service:JSON]
Port=10088
Interface=127.0.0.1
Options=STATIC | LOOP
Command=json-service.js
; $Id: install-json-service.ini,v 1.1 2020/04/17 05:41:31 rswindell Exp $
[service:JSON]
Port=10088
Interface=127.0.0.1
Options=STATIC | LOOP
Command=json-service.js
This diff is collapsed.
......@@ -107,4 +107,4 @@ while (!js.terminated) {
frame.close();
console.creturn();
console.cleartoeol();
console.cleartoeol();
INFORMATION FOR EXTRACTING SOURCE CODE FROM VIDEO.SRC AND COMPILING THEM INTO
LIBRARIES, AND ALSO SOME INFORMATION ABOUT THE LIBRARIES IN LIB\ SUBDIR.
This subdirectory contains:
- EXTRAIA.EXE => Utility to ungroup source code files grouped in VIDEO.SRC
Documentation about EXTRAIA is found in UTIL\EXTRAIA.TXT
- VIDEO.SRC => Archive that holds all source code files and some batch
files (an ASCII file, editable by any text editor)
- README.TXT => This file
- VIDEO.PRJ => Project file to compile functions with Turbo C IDE
- VIDEO.DSK => Desktop configurations for VIDEO.PRJ
To extract source code files and batch files from VIDEO.SRC type:
EXTRAIA VIDEO
The line above will ungroup all .C and .H source code files and plus the
following files:
- COMPILE.BAT => compiles all .C files and assembles a library, you must
specify the memory model (s,m,c,l,h). Used by ASMLIBS
- ASMLIBS.BAT => compiles all .C files in small, medium, compact, large and
huge memory models.
- VIDEOLIB.DAT => used by compile.bat, list of all modules to be added to
libraries
To compile the source code and assemble them in libraries use:
(after extracting files from VIDEO.SRC with EXTRAIA)
ASMLIBS [options] => to compile in small,medium,compact,large and huge
memory models (designed for TC/TC++)
or
COMPILE <model> [options] => to compile only in <model> memory model
(s,m,c,l,h) (designed for TC/TC++)
[options] are TCC options
These batch files have been created for Turbo C 3.0, so if your compiler is
another, probably you will have to edit COMPILE.BAT
COMPILE.BAT and ASMLIBS assume that TLIB and TCC are in the path.
After being executed these batch files will create .LIB files, that can
replace the existing files in LIB subdirectory.
You may also try to compile with VIDEO.PRJ in Turbo C++ 3.0 (or better/
compatible) IDE. (It creates VIDEO.LIB in small memory model, but you can
choose another memory model in menu Options/Compiler/Code Generation.)
SOME WORDS ABOUT THE LIBRARY FILES STORED IN LIB\ SUBDIRECTORY
Oddly to lib files that you create using ASMLIBS.BAT, the libraries stored
in LIB\ subdir have been compiled with the IDE (Turbo C++ 3.0) using
VIDEO.PRJ.
For each library, first I've deleted all .OBJ files (to prevent the library
from getting some functions in one memory model and other functions in other
memory models), then I've chosen a memory model and I've compiled the
functions. The IDE has created then a file named VIDEO.LIB which I've
renamed to VIDEO?.LIB, where ? is the first letter of the memory model.
After repeating this procedure for Small, Medium, Compact, Large and Huge
memory models, I've moved all libraries to LIB\
To choose a memory model in the IDE, go to menu
Options|Compiler|Code generation.
To produce smaller code and smaller library files, the options
SUPRESS REDUNDANT LOADS (-Z in TCC) and JUMP OPTIMIZATION (-O in TCC)
have been switched on. All comment records and debug information have been
purged.
To increase linking speed with these libraries, each one has a extended
dictionary.
To enable the functions stored in these libraries to run in every IBM
compatible computer, they have been compiled using 8086/8088 instruction set.
However for a better performance you can recompile them using instruction
sets for newer processors, such as 80386, 80486, pentiums, etc.
To recompile them with a newer instruction set with the IDE, simply
open the VIDEO.PRJ project file and choose in
Options/Compiler/Advanced code generation/Instruction Set
the desired instruction set.
To recompile them with the command line compiler, choose the option
related to the choosen instruction set (usually -1 for 80186, -2 for 80286,
etc).
The draw-back of recompiling these functions with instruction sets for
newer processors is that older processors will be unable to run these
functions. That's why I've choose 8086/8088 instruction set when compiling
them.
The compiler was Turbo C++ 3.0 IDE.
INFORMATION FOR EXTRACTING SOURCE CODE FROM VIDEO.SRC AND COMPILING THEM INTO
LIBRARIES, AND ALSO SOME INFORMATION ABOUT THE LIBRARIES IN LIB\ SUBDIR.
This subdirectory contains:
- EXTRAIA.EXE => Utility to ungroup source code files grouped in VIDEO.SRC
Documentation about EXTRAIA is found in UTIL\EXTRAIA.TXT
- VIDEO.SRC => Archive that holds all source code files and some batch
files (an ASCII file, editable by any text editor)
- README.TXT => This file
- VIDEO.PRJ => Project file to compile functions with Turbo C IDE
- VIDEO.DSK => Desktop configurations for VIDEO.PRJ
To extract source code files and batch files from VIDEO.SRC type:
EXTRAIA VIDEO
The line above will ungroup all .C and .H source code files and plus the
following files:
- COMPILE.BAT => compiles all .C files and assembles a library, you must
specify the memory model (s,m,c,l,h). Used by ASMLIBS
- ASMLIBS.BAT => compiles all .C files in small, medium, compact, large and
huge memory models.
- VIDEOLIB.DAT => used by compile.bat, list of all modules to be added to
libraries
To compile the source code and assemble them in libraries use:
(after extracting files from VIDEO.SRC with EXTRAIA)
ASMLIBS [options] => to compile in small,medium,compact,large and huge
memory models (designed for TC/TC++)
or
COMPILE <model> [options] => to compile only in <model> memory model
(s,m,c,l,h) (designed for TC/TC++)
[options] are TCC options
These batch files have been created for Turbo C 3.0, so if your compiler is
another, probably you will have to edit COMPILE.BAT
COMPILE.BAT and ASMLIBS assume that TLIB and TCC are in the path.
After being executed these batch files will create .LIB files, that can
replace the existing files in LIB subdirectory.
You may also try to compile with VIDEO.PRJ in Turbo C++ 3.0 (or better/
compatible) IDE. (It creates VIDEO.LIB in small memory model, but you can
choose another memory model in menu Options/Compiler/Code Generation.)
SOME WORDS ABOUT THE LIBRARY FILES STORED IN LIB\ SUBDIRECTORY
Oddly to lib files that you create using ASMLIBS.BAT, the libraries stored
in LIB\ subdir have been compiled with the IDE (Turbo C++ 3.0) using
VIDEO.PRJ.
For each library, first I've deleted all .OBJ files (to prevent the library
from getting some functions in one memory model and other functions in other
memory models), then I've chosen a memory model and I've compiled the
functions. The IDE has created then a file named VIDEO.LIB which I've
renamed to VIDEO?.LIB, where ? is the first letter of the memory model.
After repeating this procedure for Small, Medium, Compact, Large and Huge
memory models, I've moved all libraries to LIB\
To choose a memory model in the IDE, go to menu
Options|Compiler|Code generation.
To produce smaller code and smaller library files, the options
SUPRESS REDUNDANT LOADS (-Z in TCC) and JUMP OPTIMIZATION (-O in TCC)
have been switched on. All comment records and debug information have been
purged.
To increase linking speed with these libraries, each one has a extended
dictionary.
To enable the functions stored in these libraries to run in every IBM
compatible computer, they have been compiled using 8086/8088 instruction set.
However for a better performance you can recompile them using instruction
sets for newer processors, such as 80386, 80486, pentiums, etc.
To recompile them with a newer instruction set with the IDE, simply
open the VIDEO.PRJ project file and choose in
Options/Compiler/Advanced code generation/Instruction Set
the desired instruction set.
To recompile them with the command line compiler, choose the option
related to the choosen instruction set (usually -1 for 80186, -2 for 80286,
etc).
The draw-back of recompiling these functions with instruction sets for
newer processors is that older processors will be unable to run these
functions. That's why I've choose 8086/8088 instruction set when compiling
them.
The compiler was Turbo C++ 3.0 IDE.
# Stats, an explanation (for myself):
#
# for stats, 0 is average, 3 is excellent, -3 is poor, 5 is amazing
#
Name Barbarian
Agility 2
Dexterity 2
Strength 5
Wisdom -1
ArmorStr 1
Charisma -1
MaxHP 10
MaxMP -3
Gold 100
Name Warrior
Agility 4
Dexterity 3
Strength 3
Wisdom 1
ArmorStr 0
Charisma 0
MaxHP 8
MaxMP 6
Gold 50
Spell 20
Spell 11
Spell 18
Name Martial Artist
Agility 6
Dexterity 5
Strength 1
Wisdom 1
ArmorStr 0
Charisma 2
MaxHP 12
MaxMP 7
Gold 60
Spell 8
Spell 9
Spell 10
Spell 21
Name Knight
Agility 4
Dexterity 3
Strength 4
Wisdom 2
ArmorStr 1
Charisma 4
MaxHP 13
MaxMP 6
Gold 500
Spell 14
Spell 22
Name Assassin
Agility 4
Dexterity 6
Strength 1
Wisdom 2
ArmorStr 0
Charisma 1
MaxHP 8
MaxMP 9
Gold 300
Spell 16
Spell 5
Spell 23
Name Healer
Agility 3
Dexterity 2
Strength 0
Wisdom 3
ArmorStr 0
Charisma 2
MaxHP 7
MaxMP 12
Gold 50
Spell 1
Spell 2
Spell 4
Name Sorcerer
Agility 2
Dexterity 0
Strength -1
Wisdom 4
ArmorStr 0
Charisma 0
MaxHP 10
MaxMP 9
Gold 100
Spell 8
Spell 12
Spell 13
Spell 25
Name Necromancer
Agility 2
Dexterity 1
Strength -1
Wisdom 5
ArmorStr 0
Charisma 0
MaxHP 11
MaxMP 10
Gold 100
Spell 8
Spell 6
Spell 7
Spell 19
Name Wizard
Agility 2
Dexterity -1
Strength -1
Wisdom 5
ArmorStr 0
Charisma 1
MaxHP 7
MaxMP 13
Gold 20
Spell 13
Spell 15
Spell 8
Spell 2
Spell 4
Spell 7
Name Pirate
Agility 7
Dexterity 3
Strength 2
Wisdom 1
ArmorStr 0
Charisma 4
MaxHP 5
MaxMP 0
Gold 750
Name Samurai
Agility 5
Dexterity 4
Strength 2
Wisdom 1
ArmorStr 1
Charisma 2
MaxHP 10
MaxMP 5
Gold 250
Spell 8
Spell 9
# Stats, an explanation (for myself):
#
# for stats, 0 is average, 3 is excellent, -3 is poor, 5 is amazing
#
Name Barbarian
Agility 2
Dexterity 2
Strength 5
Wisdom -1
ArmorStr 1
Charisma -1
MaxHP 10
MaxMP -3
Gold 100
Name Warrior
Agility 4
Dexterity 3
Strength 3
Wisdom 1
ArmorStr 0
Charisma 0
MaxHP 8
MaxMP 6
Gold 50
Spell 20
Spell 11
Spell 18
Name Martial Artist
Agility 6
Dexterity 5
Strength 1
Wisdom 1
ArmorStr 0
Charisma 2
MaxHP 12
MaxMP 7
Gold 60
Spell 8
Spell 9
Spell 10
Spell 21
Name Knight
Agility 4
Dexterity 3
Strength 4
Wisdom 2
ArmorStr 1
Charisma 4
MaxHP 13
MaxMP 6
Gold 500
Spell 14
Spell 22
Name Assassin
Agility 4
Dexterity 6
Strength 1
Wisdom 2
ArmorStr 0
Charisma 1
MaxHP 8
MaxMP 9
Gold 300
Spell 16
Spell 5
Spell 23
Name Healer
Agility 3
Dexterity 2
Strength 0
Wisdom 3
ArmorStr 0
Charisma 2
MaxHP 7
MaxMP 12
Gold 50
Spell 1
Spell 2
Spell 4
Name Sorcerer
Agility 2
Dexterity 0
Strength -1
Wisdom 4
ArmorStr 0
Charisma 0
MaxHP 10
MaxMP 9
Gold 100
Spell 8
Spell 12
Spell 13
Spell 25
Name Necromancer
Agility 2
Dexterity 1
Strength -1
Wisdom 5
ArmorStr 0
Charisma 0
MaxHP 11
MaxMP 10
Gold 100
Spell 8
Spell 6
Spell 7
Spell 19
Name Wizard
Agility 2
Dexterity -1
Strength -1
Wisdom 5
ArmorStr 0
Charisma 1
MaxHP 7
MaxMP 13
Gold 20
Spell 13
Spell 15
Spell 8
Spell 2
Spell 4
Spell 7
Name Pirate
Agility 7
Dexterity 3
Strength 2
Wisdom 1
ArmorStr 0
Charisma 4
MaxHP 5