Merge branch 'master' into sdl_extract

This commit is contained in:
BADIM-PC\Vadim committed 2018-02-06 20:05:31 +03:00
commit 2b890c7efe
7 files changed
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@@ -46,14 +46,15 @@ LINUX_INCLUDES= \
LINUX_LIBS= \
$(GTK_LIBS) \
`sdl2-config --static-libs`
`sdl2-config --static-libs` \
-L$(3RD_PARTY)/wren-0.1.0/lib
LINUX64_LIBS= \
$(LINUX_LIBS) \
$(GTK_LIBS) \
-L$(PRE_BUILT)/linux64
LINUX32_LIBS= \
$(LINUX_LIBS) \
$(GTK_LIBS) \
-L$(PRE_BUILT)/linux32
LINUX_ARM_LIBS= \
@@ -323,14 +324,14 @@ run: mingw-pro
$(MINGW_OUTPUT)
linux64-lto:
$(CC) $(LINUX_INCLUDES) $(SOURCES) $(TIC80_SRC) $(SOURCES_EXT) $(OPT) $(INCLUDES) $(LINUX64_LIBS) $(LINUX_LINKER_LTO_FLAGS) -flto -o $(BIN_NAME)
$(CC) $(GTK_INCLUDES) $(SOURCES) $(TIC80_SRC) $(SOURCES_EXT) $(OPT) $(INCLUDES) $(LINUX64_LIBS) $(LINUX_LINKER_LTO_FLAGS) -flto -o $(BIN_NAME)
linux64-lto-pro:
$(eval OPT += $(OPT_PRO))
make linux64-lto OPT="$(OPT)"
linux32-lto:
$(CC) $(LINUX_INCLUDES) $(SOURCES) $(TIC80_SRC) $(SOURCES_EXT) $(OPT) $(INCLUDES) $(LINUX32_LIBS) $(LINUX_LINKER_LTO_FLAGS) -flto -o $(BIN_NAME)
$(CC) $(GTK_INCLUDES) $(SOURCES) $(TIC80_SRC) $(SOURCES_EXT) $(OPT) $(INCLUDES) $(LINUX32_LIBS) $(LINUX_LINKER_LTO_FLAGS) -flto -o $(BIN_NAME)
linux32-lto-pro:
$(eval OPT += $(OPT_PRO))
+46 -6
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@@ -1,12 +1,50 @@
# TIC-80 issues tracker and wiki
![TIC-80](https://tic.computer/img/logo64.png)
**TIC-80 TINY COMPUTER** - [https://tic.computer/](https://tic.computer/)
[Discord chat](https://discord.gg/DkD73dP)
# About
TIC-80 is a **FREE** and **OPEN SOURCE** fantasy computer for making, playing and sharing tiny games.
This is the official issues tracker of <https://tic.computer>. If you are experiencing a bug or would like to see a new feature [browse existing issues](https://github.com/nesbox/tic.computer/issues) or [create a new one](https://github.com/nesbox/tic.computer/issues/new).
With TIC-80 you get built-in tools for development: code, sprites, maps, sound editors and the command line, which is enough to create a mini retro game.
Documentation is available in the [wiki](https://github.com/nesbox/tic.computer/wiki).
Games are packeged into a cartridge file, which can be easily distributed. TIC-80 works on all popular platforms. This means your cartridge can be played in any device.
Thanks!
To make a retro styled game, the whole process of creation and execution takes place under some technical limitations: 240x136 pixels display, 16 color palette, 256 8x8 color sprites, 4 channel sound and etc.
![TIC-80](https://user-images.githubusercontent.com/1101448/29687467-3ddc432e-8925-11e7-8156-5cec3700cc04.gif)
### Features
- Multiple progamming languages: Lua, Moonscript, Javascript and Wren
- Games can have mouse and keyboard as input
- Games can have up to 4 controllers as input
- Builtin editors: for code, sprites, world maps, sound effects and music
- An aditional memory bank: load different assets from your cartridge while your game is executing
# Binaries Downloads
You can download compiled versions for the major operating systems directly from our [releases page](https://github.com/nesbox/TIC-80/releases).
# Pro Version
To help supporting the TIC-80 development, we have a [PRO Version](https://nesbox.itch.io/tic).
This version has a few aditional features and can only be download on [our Itch.io page](https://nesbox.itch.io/tic).
For users who can't spend the money, we made it easy to build the pro version from the source code.
### Pro features
- Save/load cartridges in text format, and create your game in any editor you want, also useful for version control systems.
- Even more memory banks: instead of having only 1 memory bank you have 8.
- Export your game only without editors, and then publish it to app stores (WIP).
# Community
You can play and share games, tools and music at [tic.computer](https://tic.computer/play).
The community also hangs and discuss on [Discord chat](https://discord.gg/DkD73dP).
# Contributing
You are can contribute by issuing a bug or requesting a new feature on our [issues page](https://github.com/nesbox/tic.computer/issues).
Keep in mind when engaging on a discussion to follow our [Code of Conduct](https://github.com/nesbox/TIC-80/blob/master/CODE_OF_CONDUCT.md).
You can also contribute by reviewing or improving our [wiki](https://github.com/nesbox/tic.computer/wiki).
The [wiki](https://github.com/nesbox/tic.computer/wiki) holds TIC-80 documentation, code snippets and game development tutorials.
# Build instructions
@@ -30,7 +68,9 @@ run the following commands in the Terminal
```
sudo apt-get install git build-essential libgtk-3-dev libsdl2-dev lua5.3-dev zlib1g-dev
git clone --recursive https://github.com/nesbox/TIC-80
cd TIC-80
cd 3rd-party/wren-0.1.0/
make static
cd ../..
make linux
```
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@@ -1 +1 @@
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0xb4, 0xfe, 0xba, 0Line truncated
BIN
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Binary file not shown.
+3
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@@ -3042,6 +3042,9 @@ void initConsole(Console* console, tic_mem* tic, FileSystem* fs, Config* config,
else if(strcmp(arg, "-skip") == 0)
console->skipStart = true;
else if(strcmp(arg, "-save") == 0)
saveCart(console);
else continue;
argp |= 0b1 << i;
+5 -7
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@@ -839,6 +839,7 @@ s32 main(s32 argc, char **argv)
#elif defined(__EMSCRIPTEN__)
SDL_RENDERER_ACCELERATED
#else
// TODO: uncomment this later
SDL_RENDERER_ACCELERATED// | (getConfig()->useVsync ? SDL_RENDERER_PRESENTVSYNC : 0)
#endif
);
@@ -850,7 +851,9 @@ s32 main(s32 argc, char **argv)
initTouchGamepad();
#if defined(__EMSCRIPTEN__)
emscripten_set_main_loop(emstick, TIC_FRAMERATE, 1);
// call this after FS is initialized
emscripten_set_main_loop(getConfig()->useVsync ? tick : emstick, TIC_FRAMERATE, 1);
#else
{
u64 nextTick = SDL_GetPerformanceCounter();
@@ -872,12 +875,7 @@ s32 main(s32 argc, char **argv)
nextTick -= delay;
platform.missedFrame = true;
}
else
{
u32 time = (u32)(delay * 1000 / SDL_GetPerformanceFrequency());
if(time >= 10)
SDL_Delay(time);
}
else SDL_Delay((u32)(delay * 1000 / SDL_GetPerformanceFrequency()));
}
}
}
+1 -1
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@@ -2941,7 +2941,7 @@ Studio* studioInit(s32 argc, char **argv, s32 samplerate)
}
else createFileSystem(NULL, onFSInitialized);
emscripten_set_main_loop(emstick, TIC_FRAMERATE, 1);
// emscripten_set_main_loop(emstick, TIC_FRAMERATE, 1);
#else